Sökning: "Game Design"

Visar resultat 1 - 5 av 130 avhandlingar innehållade orden Game Design.

  1. 1. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

    Författare :Lina Eklund; Karin Bergmark; Lars Udehn; Mia Consalvo; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Digital games; video games; computer games; online gaming; gender; sociality; social relationships; social interaction; everyday life; MMO; World of Warcraft; Sociology; sociologi;

    Sammanfattning : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. LÄS MER

  2. 2. Complicated Shadows : the Aesthetic Significance of Simulated Illumination in Digital Games

    Författare :Simon Niedenthal; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; HUMANIORA; HUMANITIES; Interaction design; Game design; Game studies; Game aesthetics; Game lighting; Lighting design;

    Sammanfattning : A common feature of many digital games is that they are played in a simulated 3D environment, a game world. Simulated illumination is the lighting designed into a game world. This thesis explores the influence of simulated illumination in digital games upon the emotion and behavior of the player. LÄS MER

  3. 3. Simulated "real" worlds : Actions mediated through computer game play in science education

    Författare :Elisabet M. Nilsson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER

  4. 4. Att forma sitt rum : fullskalemodellering i participatoriska designprocesser

    Författare :Elisabeth Dalholm Hornyánszky; Institutioner vid LTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; dwelling; work environment; user; space; language game; reflection in action; tacit knowledge; full-scale modeling; design process; design tool; participation; participatory design; case study; mock-up; Architecture; interior design; Arkitektur; inredningsarkitektur;

    Sammanfattning : Architects design work sometimes originates from a simplified view of human demands and needs, which may result in environments that do not fulfill the users requirements. This thesis refers to five different case studies where the affected users were involved in the creation of their dwellings or working environment. LÄS MER

  5. 5. Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

    Författare :Åsa Harvard Maare; Sune Vork Steffensen; Kognitionsvetenskap; []
    Nyckelord :HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Leisure-time centers; mathematics; embodied interaction; design research; motivation; observational learning; Leisure-time centers;

    Sammanfattning : Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. LÄS MER