Sökning: "computer game play"

Visar resultat 1 - 5 av 32 avhandlingar innehållade orden computer game play.

  1. 1. Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience

    Författare :Jon Back; Annika Waern; Barry Brown; José P. Zagal; Uppsala universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; design; public; play; playful; playfulness; game; activity; experience; second order design; engage; engagement; fun; magic circle; brink games; pervasive games; place; space; co-creativity; empowerment; game jam; busking; street performance; playground; Human-Computer Interaction; Människa-dator interaktion;

    Sammanfattning : This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. LÄS MER

  2. 2. Situated Play

    Författare :Jana Rambusch; Tom Ziemke; Tarja Susi; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; embodied and situated cognition; situatedness; Computer science; Datavetenskap; Teknik; Technology; Cognitive science;

    Sammanfattning :   This thesis addresses computer game play activities from the perspective of embodied and situated cognition. From such a perspective, game play can be divided into the physical handling of the game and the players' understanding of it. LÄS MER

  3. 3. Hanging out in the game café : Contextualising co-located computer game play practices and experiences

    Författare :Fatima Jonsson; Harko Verhagen; Robert Ramberg; Tom Ziemke; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; co-located game play; Game café; LAN party; game play experiences; public settings; senses; Man-Machine-Interaction MMI ; människa-maskin-interaktion MMI ;

    Sammanfattning : What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. LÄS MER

  4. 4. Impartial Games and Recursive Functions

    Författare :Urban Larsson; Göteborgs universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Algorithmically undecidable; Beatty sequences; Blocking maneuver; Cellular automaton; Comply maneuver; Complementary sequences; Dictionary process; Dual game; Game complexity; Game convergence; Game reflexivity; Heap game; Impartial game; Invariant subtraction game; Move-size dynamic; Nim; P-equivalence; Rule 110; Splitting sequences; *-operator; Subtraction game; Take-away game; Turing complete; Wythoff Nim; Turing complete;

    Sammanfattning : Interest in 2-player impartial games often concerns the famous theory of Sprague-Grundy. In this thesis we study other aspects, bridging some gaps between combinatorial number theory, computer science and combinatorial games. LÄS MER

  5. 5. 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