Sökning: "computer game play"
Visar resultat 16 - 20 av 32 avhandlingar innehållade orden computer game play.
16. A Field of Possibilities: Designing and Playing Digital Musical Instruments
Sammanfattning : This thesis focuses on a set of digital musical instruments I have designed and developed with ensemble improvisation in mind. The intention is not to create a universal improvisational instrument, but rather to create a set of instruments which each realize one musical idea. LÄS MER
17. Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming
Sammanfattning : Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. LÄS MER
18. Låtsaskrigen : föreställningar om krig, maskulinitet och historia i krigsspel under 200 år
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
19. Coaching by Gaming : An Instructor Perspective of Game-based Vocational Training
Sammanfattning : Military organisations have a long history of using games for training. Over the years, they have developed training practices involving role-play, simulations, puckstering and gaming. Most researchers in serious games, i.e. LÄS MER
20. Body Games : Designing for movement-based play in co-located social settings
Sammanfattning : The challenge of designing for games and playful activities has moved past the technical, to focus on how to design for a design space where the threads of the digital technologies and the physical world interweave and entangle creating a hybrid fabric where play can take place. But how can we bridge between the digital and physical world where play is enacted and unravel the tangle of this hybrid fabric? How can we braid the digital and digital threads to spur playful experiences? In this thesis, I focus on a concrete fabric of hybrid play: co–located physical and social play, and propose a framework for design in this scenario: the PLAY BOOST framework. LÄS MER