Sökning: "Video games"

Visar resultat 1 - 5 av 48 avhandlingar innehållade orden Video games.

  1. 1. Låtsaskrigen : föreställningar om krig, maskulinitet och historia i krigsspel under 200 år

    Författare :Tomas Karlsson; Finn Arne Jörgensen; Esbjörn Larsson; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Wargame; masculinity; gender studies; history; computer games; video games; board games; miniature games; history culture; media archeology; media war; mediation; authenticity; simulation; play; military history; Reisswitz; Game Studies; counter factual history; historical accounts; warriors; krigsspel; historia; maskulinitet; dataspel; brädspel; historiekultur; simulering; militärhistoria; kontrafaktik; spel; genusvetenskap; history and history teaching; historia med didaktisk inriktning;

    Sammanfattning : This thesis investigates how different wargames relate to notions of war, masculinity and history. It poses the question how the concept of authenticity is used in relation to wargames portrayal of war, masculinity and history. The outline of the thesis is chronological, spanning roughly from the 19th century to the present. LÄS MER

  2. 2. Biofeedback Interaction : Applying Physiological Methods to Entertainment Video Games

    Författare :Diego Navarro; Veronica Sundstedt; Hans-Jürgen Zepernick; Niklas Lavesson; Valeria Garro; Enkelejda Kasneci; Blekinge Tekniska Högskola; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Biofeedback; Natural User Interaction; Video Games; Physiology; Entertainment.; Computer Science; Datavetenskap;

    Sammanfattning : Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. LÄS MER

  3. 3. 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

  4. 4. Top-Down Designers vs Bottom-Up Users : limitations of Heuristic Evaluations on Games

    Författare :Björn Strååt; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Design; Heuristic evaluation; video games; expert analysis; user comments; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : Heuristic evaluations are a common way to measure software usability, both during development and to assess existing systems. Generic heuristic tools are aimed at productivity software, but many software domains require domain-specific heuristics. LÄS MER

  5. 5. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Författare :Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Sammanfattning : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. LÄS MER