Sökning: "computer game play"

Visar resultat 16 - 20 av 32 avhandlingar innehållade orden computer game play.

  1. 16. A Field of Possibilities: Designing and Playing Digital Musical Instruments

    Författare :Per Anders Nilsson; Göteborgs universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Digital musical instruments; improvisation; experimental music; jazz; free improvisation; music of sounds; computer music; interaction design; design time – play time; practicing; play; game and sports; self-organization; rules; affordances; predeterminations; artistic research;

    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

  2. 17. Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming

    Författare :Anders Frank; Kristina Höök; Kristine Jørgensen; KTH; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Gamer mode; military education; wargaming; game-based learning; Människa-datorinteraktion; Human-computer Interaction; Ledningsvetenskap;

    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

  3. 18. 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

  4. 19. Coaching by Gaming : An Instructor Perspective of Game-based Vocational Training

    Författare :Anna-Sofia Alklind Taylor; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Coaching cycle; debriefing; game-based training; instructor roles; player roles; puckstering; serious games; serious gaming; system support; Teknik; Technology; Datalogi;

    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

  5. 20. Body Games : Designing for movement-based play in co-located social settings

    Författare :Elena Márquez Segura; Barry Brown; Annika Waern; Florian Mueller; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Man-Machine-Interaction MMI ; människa-maskin-interaktion MMI ;

    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