Sökning: "video-games"

Visar resultat 1 - 5 av 30 avhandlingar innehållade ordet video-games.

  1. 1. 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

  2. 2. 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

  3. 3. Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005

    Författare :Ulf Sandqvist; Lena Andersson-Skog; Umeå universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Economic history; Sweden; Computer games; Video games; Game industry; Game development; Economic history; Ekonomisk historia;

    Sammanfattning : This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. LÄS MER

  4. 4. 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

  5. 5. 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