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Universiteit Utrecht
1.
Nicolai, Vincent.
Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau.
Degree: 2007, Universiteit Utrecht
URL: http://dspace.library.uu.nl:8080/handle/1874/25539
In deze scriptie wordt onderzocht hoe videogame classificatie wordt toegepast en waar knelpunten ontstaan binnen dit proces.
Advisors/Committee Members: Vries, Imar de.
Subjects/Keywords: Letteren; videogames; classificatie
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APA (6th Edition):
Nicolai, V. (2007). Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau. (Masters Thesis). Universiteit Utrecht. Retrieved from http://dspace.library.uu.nl:8080/handle/1874/25539
Chicago Manual of Style (16th Edition):
Nicolai, Vincent. “Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau.” 2007. Masters Thesis, Universiteit Utrecht. Accessed April 22, 2021.
http://dspace.library.uu.nl:8080/handle/1874/25539.
MLA Handbook (7th Edition):
Nicolai, Vincent. “Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau.” 2007. Web. 22 Apr 2021.
Vancouver:
Nicolai V. Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau. [Internet] [Masters thesis]. Universiteit Utrecht; 2007. [cited 2021 Apr 22].
Available from: http://dspace.library.uu.nl:8080/handle/1874/25539.
Council of Science Editors:
Nicolai V. Weet wat ze spelen. Videogame classificatie op mondiaal en lokaal niveau. [Masters Thesis]. Universiteit Utrecht; 2007. Available from: http://dspace.library.uu.nl:8080/handle/1874/25539

University of North Texas
2.
Cisneros, Linet L.
Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games.
Degree: 2014, University of North Texas
URL: https://digital.library.unt.edu/ark:/67531/metadc500096/
► This thesis provides an investigation of how gender stereotypes affect the narrative, mechanics, and experience of three different console based video games (Venetica, WET, and…
(more)
▼ This thesis provides an investigation of how gender stereotypes affect the narrative, mechanics, and experience of three different console based video games (Venetica, WET, and Velvet Assassin) with female protagonist. Each game is addressed within separate case study chapters and discusses how gender is integrated and intertwined with each narrative structure, image representation, and interactivity. Further analysis is provided in each case study as gender is addressed across several parts of each game, beginning with the female protagonist’s role as hero, her representation throughout the game (i.e. body image, attire, and weapons), and the game play experience. In conclusion, this thesis shows that the protagonist gender within a video game does affect the game in its entirety. More specifically, all three female heroines discussed in this thesis showcases stereotypes associated with the dominant sexual representation of female video game characters, as well as similar traditional feminine and masculine stereotypes associated with heroines in film and television. This provides for rather problematic representations of female heroes, alone with the games designed for them which are equally as stereotypical in their narrative, mechanics, and game play.
Advisors/Committee Members: Larke-Walsh, George, Benshoff, Harry, Vickery, Jacqueline.
Subjects/Keywords: Female; hero; videogames
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3.
Loureiro, Carla Cristiane.
"Eu aprendo a brincar de mais coisas que eu não sabia!".
Degree: 2017, Brazil
URL: https://repositorio.ufsc.br/xmlui/handle/123456789/182587
► Tese (doutorado) - Universidade do Estado de Santa Catarina, Centro de Ciências Humanas e da Educação, Programa de Pós-Graduação em Educação, Florianópolis, 2017.
Este estudo…
(more)
▼ Tese (doutorado) - Universidade do Estado de Santa Catarina, Centro de Ciências Humanas e da Educação, Programa de Pós-Graduação em Educação, Florianópolis, 2017.
Este estudo tem como objetivo investigar como se constitui o brincar com videogame numa brinquedoteca escolar identificando e problematizando as relações tecidas entre crianças e outros atores envolvidos nos seus cotidianos, buscando, por meio das vozes das crianças, compreender os impactos dessa forma contemporânea de brincar na construção das culturas infantis. Desenvolvida na linha de pesquisa Educação, Comunicação e Tecnologia, do Programa de Pós-Graduação em Educação da Universidade do Estado de Santa Catarina (Udesc), vinculada ao projeto Tablets, computadores e laptops: análise sobre políticas, infraestrutura e aspectos pedagógicos da inserção de novas tecnologias na escola (Observatório da Educação Obeduc/Coordenação de Aperfeiçoamento de Pessoal de Ensino Superior Capes) e
realizada com base em uma perspectiva etnográfica, a pesquisa de campo acompanhou 44 crianças (de 6 a 9 anos), estudantes dos Anos Iniciais do ensino fundamental do Colégio de Aplicação da Universidade Federal de Santa Catarina (UFSC), nos momentos em que frequentavam a brinquedoteca dessa instituição. Os instrumentos metodológicos utilizados foram: observação, diário de campo, metodologias visuais (vídeos), entrevistas individuais e em grupo. A pesquisa fundamentou-se nos pressupostos dos estudos da criança, especialmente nos estudos que vêm sendo feitos nesse campo sobre as culturas infantis e a cultura lúdica, e inseriu-se numa tendência que busca o aprofundamento do estatuto da criança enquanto ator social, que com sua ação e na relação com os adultos e seus pares contribui para a construção e reconstrução das culturas infantis. Mediante as análises das vozes das crianças, quis-se superar explicações deterministas e essencialistas acerca da relação das crianças e mídias digitais,
promovendo uma análise das formas como esses discursos são mobilizados e retrabalhados pelas crianças em suas práticas cotidianas. Essa escolha oportunizou dar visibilidade aos mundos sociais e culturais das crianças, além de levar em consideração a escassez ou quase inexistência de estudos em que o ângulo da abordagem se desloca do estudo dos videogames ou sobre os efeitos deles nas crianças, para olhar o que jogam e como jogam. As conclusões da pesquisa são sintetizadas em quatro eixos: a) as transformações e adaptações que as crianças promovem na brinquedoteca escolar, onde é permitido brincar, destacando as tensões e sutilezas das relações entre dois componentes do ofício da criança o brincar e o estudar; b) as aprendizagens que as crianças têm construído na relação com os seus pares e com os videogames; c) o videogame como uma forma de brincar contemporânea; d) as relações intra e intergeracionais envolvidas nessa brincadeira contemporânea, com destaque a dois temas que se
repetiram com frequência durante a pesquisa: vício e violência. Ressalta-se também o papel importante…
Advisors/Committee Members: Universidade do Estado de Santa Catarina, Mendes, Geovana Mendonça Lunardi.
Subjects/Keywords: Educação; Infância; Videogames
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
Loureiro, C. C. (2017). "Eu aprendo a brincar de mais coisas que eu não sabia!". (Doctoral Dissertation). Brazil. Retrieved from https://repositorio.ufsc.br/xmlui/handle/123456789/182587
Chicago Manual of Style (16th Edition):
Loureiro, Carla Cristiane. “"Eu aprendo a brincar de mais coisas que eu não sabia!".” 2017. Doctoral Dissertation, Brazil. Accessed April 22, 2021.
https://repositorio.ufsc.br/xmlui/handle/123456789/182587.
MLA Handbook (7th Edition):
Loureiro, Carla Cristiane. “"Eu aprendo a brincar de mais coisas que eu não sabia!".” 2017. Web. 22 Apr 2021.
Vancouver:
Loureiro CC. "Eu aprendo a brincar de mais coisas que eu não sabia!". [Internet] [Doctoral dissertation]. Brazil; 2017. [cited 2021 Apr 22].
Available from: https://repositorio.ufsc.br/xmlui/handle/123456789/182587.
Council of Science Editors:
Loureiro CC. "Eu aprendo a brincar de mais coisas que eu não sabia!". [Doctoral Dissertation]. Brazil; 2017. Available from: https://repositorio.ufsc.br/xmlui/handle/123456789/182587
4.
SOUZA, Jaélison Rodrigues de.
Comportamento hipercultural associado ao hábito de jogar videogames comerciais e sua relação com os traços de personalidade sugeridos pelo sistema de facções da Série Divergente: um estudo do impacto do engajamento em videogames sobre desempenho acadêmico e carreira de estudantes de Administração de Empresas.
Degree: 2018, Federal University of Pernambuco
URL: https://repositorio.ufpe.br/handle/123456789/31886
► O presente estudo teve como objetivo investigar os impactos do hábito de jogar Videogames comerciais e da Hipercultura, nas habilidades necessárias para a vida profissional…
(more)
▼ O presente estudo teve como objetivo investigar os impactos do hábito de jogar Videogames comerciais e da Hipercultura, nas habilidades necessárias para a vida profissional de administradores com educação superior no Século 21. A partir da Teoria da Mediação Cognitiva e de diferentes princípios de Educação Adulta, foi demonstrado que a Hipercultura se expande e desenvolve através dos Videogames. Ao todo, 348 estudantes de Graduação em Administração, da Universidade Federal de Pernambuco, em Recife, Pernambuco, Brasil, foram entrevistados durante a segunda metade de 2016. Os dados resultantes foram submetidos às técnicas SSA e Teoria das Facetas de forma a obter uma visão multidimensional sintética das interações complexas subjacentes ao fenômeno em questão. Os resultados indicaram que: a) os videojogos parecem ser uma extensão da Hipercultura; b) a Hipercultura e os Videogames têm efeitos significativos e atuam de forma diferenciadas no
desenvolvimento de capacidades que são de grande relevância para os executivos no Século 21, e; c) os processos sociocognitivos envolvidos nesta dinâmica promovem e se alinham com as dimensões da personalidade preconizadas pela série Divergente, notadamente, Erudite, Candor, Amity, Abnegation e Dauntless.
The present study aims to investigate the impact of the habit of playing commercial Videogames and Hyperculture in the development of skills necessary for the professional life of administrators with higher education in the 21st Century. From the Theory of Cognitive Mediation and different principles of Education Adult, it has been proposed that Hyperculture expands and develops through Videogames. A total of 348 undergraduate students in Business Administration at the Universidade Federal de Pernambuco, Recife, Pernambuco, Brazil, were interviewed during the second half of 2016. The resulting data was subjected to the SSA and Facet Theory techniques in order to obtain a
synthetic multidimensional view of the complex interactions underlying the phenomena in question. The results indicated that: a) video games appear to be an extension of Hyperculture; b) Hyperculture and Videogames have significant effects and act differently in the development of capacities that are of great relevance to executives in the 21st century; c) the sociocognitive processes involved in this dynamic promote and align with the dimensions of personality suggested by the Divergent Series, namely, Erudite, Candor, Amity, Abnegation e Dauntless.
Advisors/Committee Members: http://lattes.cnpq.br/4871710017456971, SOUZA, Bruno Campello de.
Subjects/Keywords: Videogames; Hipercultura; Competências
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
SOUZA, J. R. d. (2018). Comportamento hipercultural associado ao hábito de jogar videogames comerciais e sua relação com os traços de personalidade sugeridos pelo sistema de facções da Série Divergente: um estudo do impacto do engajamento em videogames sobre desempenho acadêmico e carreira de estudantes de Administração de Empresas. (Doctoral Dissertation). Federal University of Pernambuco. Retrieved from https://repositorio.ufpe.br/handle/123456789/31886
Chicago Manual of Style (16th Edition):
SOUZA, Jaélison Rodrigues de. “Comportamento hipercultural associado ao hábito de jogar videogames comerciais e sua relação com os traços de personalidade sugeridos pelo sistema de facções da Série Divergente: um estudo do impacto do engajamento em videogames sobre desempenho acadêmico e carreira de estudantes de Administração de Empresas.” 2018. Doctoral Dissertation, Federal University of Pernambuco. Accessed April 22, 2021.
https://repositorio.ufpe.br/handle/123456789/31886.
MLA Handbook (7th Edition):
SOUZA, Jaélison Rodrigues de. “Comportamento hipercultural associado ao hábito de jogar videogames comerciais e sua relação com os traços de personalidade sugeridos pelo sistema de facções da Série Divergente: um estudo do impacto do engajamento em videogames sobre desempenho acadêmico e carreira de estudantes de Administração de Empresas.” 2018. Web. 22 Apr 2021.
Vancouver:
SOUZA JRd. Comportamento hipercultural associado ao hábito de jogar videogames comerciais e sua relação com os traços de personalidade sugeridos pelo sistema de facções da Série Divergente: um estudo do impacto do engajamento em videogames sobre desempenho acadêmico e carreira de estudantes de Administração de Empresas. [Internet] [Doctoral dissertation]. Federal University of Pernambuco; 2018. [cited 2021 Apr 22].
Available from: https://repositorio.ufpe.br/handle/123456789/31886.
Council of Science Editors:
SOUZA JRd. Comportamento hipercultural associado ao hábito de jogar videogames comerciais e sua relação com os traços de personalidade sugeridos pelo sistema de facções da Série Divergente: um estudo do impacto do engajamento em videogames sobre desempenho acadêmico e carreira de estudantes de Administração de Empresas. [Doctoral Dissertation]. Federal University of Pernambuco; 2018. Available from: https://repositorio.ufpe.br/handle/123456789/31886

Brunel University
5.
Goren, Eli.
Mimetic rivalry in shared virtual environments : a study of conflict and imitation in World of Warcraft.
Degree: PhD, 2019, Brunel University
URL: http://bura.brunel.ac.uk/handle/2438/19622
;
https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.794607
► Mounting evidence from neuroscience, clinical psychology and human development points to significance of imitation in human behaviour, interpersonal relationships and collectively pursued activities. These group…
(more)
▼ Mounting evidence from neuroscience, clinical psychology and human development points to significance of imitation in human behaviour, interpersonal relationships and collectively pursued activities. These group activities include participation in online multiplayer computer games, massively multiplayer online games or other kinds of socially situated gaming. However, despite the growing salience of either subject, a wide-scale research of imitation in collective play is yet to be carried out. This study addresses this gap in knowledge by looking at imitative phenomena in massively multiplayer online gaming from the conceptual perspective of René Girard's mimetic hypothesis. The hypothesis proceeds from the following assumptions: goal commitment is activated by reflexive imitation and regulated by goal proximity; extrinsic goal value is reciprocally accrued within the goal pursuing group; competing motivations towards collectively pursued goals result in intra-group aggression. Mimetic impulse is, therefore, formally equivalent to conflictual imitation. This thesis seeks to register how conflictual imitation may be encouraged by the game and reproduced by the players. The study applies a combination of formal and phenomenological approach to World of Warcraft player experience, specifically, that obtained at the highest difficulty of collective play. Subjective analytical outcomes are corroborated by evidence from fieldwork which took place over the period of two years and enabled the researcher to engage with the subject from the perspective of high competence and literacy. To offset the possible confirmation bias and support the analytical findings and field observations with quantitative data, the study introduces a comparative survey of World of Warcraft players. The 334 respondents include 164 Russian-speaking gamers: a representative sample for what is widely regarded as a hyper-competitive gamer community.
Subjects/Keywords: Mimetic theory; Videogames; Imitation in videogames; Conflict in videogames
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Goren, E. (2019). Mimetic rivalry in shared virtual environments : a study of conflict and imitation in World of Warcraft. (Doctoral Dissertation). Brunel University. Retrieved from http://bura.brunel.ac.uk/handle/2438/19622 ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.794607
Chicago Manual of Style (16th Edition):
Goren, Eli. “Mimetic rivalry in shared virtual environments : a study of conflict and imitation in World of Warcraft.” 2019. Doctoral Dissertation, Brunel University. Accessed April 22, 2021.
http://bura.brunel.ac.uk/handle/2438/19622 ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.794607.
MLA Handbook (7th Edition):
Goren, Eli. “Mimetic rivalry in shared virtual environments : a study of conflict and imitation in World of Warcraft.” 2019. Web. 22 Apr 2021.
Vancouver:
Goren E. Mimetic rivalry in shared virtual environments : a study of conflict and imitation in World of Warcraft. [Internet] [Doctoral dissertation]. Brunel University; 2019. [cited 2021 Apr 22].
Available from: http://bura.brunel.ac.uk/handle/2438/19622 ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.794607.
Council of Science Editors:
Goren E. Mimetic rivalry in shared virtual environments : a study of conflict and imitation in World of Warcraft. [Doctoral Dissertation]. Brunel University; 2019. Available from: http://bura.brunel.ac.uk/handle/2438/19622 ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.794607

Universidade do Rio Grande do Norte
6.
Scott, Rafael Neia Barbosa.
Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília
.
Degree: 2015, Universidade do Rio Grande do Norte
URL: http://repositorio.ufrn.br/handle/123456789/20577
► Dreams are important to simulate possible scenarios of success and failure to maximize adaptive success of the individual, by way of risk-less learning able to…
(more)
▼ Dreams are important to simulate possible scenarios of success and failure to maximize adaptive success of the individual, by way of risk-less learning able to guide waking behavior. We performed two different experiments using: (1) the examination for admission to the university; (2) a videogame simulation of a prey-predator conflict. For experiment (1), we compared the answers in a questionnaire of 255 candidates to the UFRN 2010 examination (n = 255) with performance. Dreams related to the examination were reported by 44.3% of the participants, and their occurrence was associated with higher scores of fear and apprehension, and major changes in daily life, mood and sleep. We found a positive correlation between changes in daily life and performance among those who dreamed about the examination. In experiment (2), we used as a task a first person shooter videogame. For each session, two participants played against each other, one in the role of Predator (seek and kill the opponent), and the other in the role of Prey (find and collect items); both participants were monitored electrophysiologically (EEG, ECG, EOG e EMG). Most of the volunteers (53.8%, n = 26) reported dreams related to the game. Dreaming with the task was associated with increased mean heart activity during game playing. Preys who dreamt about the game showed gains in a quantitative score of Goal achievement, while those who did not dream presented score losses. Analyses of cardiac variability and sleep patterns showed greater stress among Preys. Dreaming about the game was related to decreased aggressive behavior towards the Predator, with more efficient foraging, an apparent optimization of the fight-or-flight response. Finally, we found an association between oneiric activity and the reduction of violent interactions between the participants from Training to Test, which suggests a social function for dreams in humans. Altogether, the experiments support the notion that dreams related to waking-life challenges play an adaptive role.
Advisors/Committee Members: Ribeiro, Sidarta Tollendal Gomes (advisor), 50591797100 (advisor), http://lattes.cnpq.br/0649912135067700 (advisor), Araújo, John Fontenele (advisor), 22800662387 (advisor), http://lattes.cnpq.br/3347815035685882 (advisor).
Subjects/Keywords: Sono;
Sonhos;
Aprendizado;
Vestibular;
Videogames
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Scott, R. N. B. (2015). Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília
. (Thesis). Universidade do Rio Grande do Norte. Retrieved from http://repositorio.ufrn.br/handle/123456789/20577
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Scott, Rafael Neia Barbosa. “Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília
.” 2015. Thesis, Universidade do Rio Grande do Norte. Accessed April 22, 2021.
http://repositorio.ufrn.br/handle/123456789/20577.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Scott, Rafael Neia Barbosa. “Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília
.” 2015. Web. 22 Apr 2021.
Vancouver:
Scott RNB. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília
. [Internet] [Thesis]. Universidade do Rio Grande do Norte; 2015. [cited 2021 Apr 22].
Available from: http://repositorio.ufrn.br/handle/123456789/20577.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Scott RNB. Relação dos sonhos antecipatórios com desempenho cognitivo, afeto e comportamento da vigília
. [Thesis]. Universidade do Rio Grande do Norte; 2015. Available from: http://repositorio.ufrn.br/handle/123456789/20577
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

University of Tasmania
7.
Gregory, TE.
Killing machines.
Degree: 2012, University of Tasmania
URL: https://eprints.utas.edu.au/15841/1/front.pdf
;
https://eprints.utas.edu.au/15841/2/whole.pdf
► The purpose of this thesis is to address the question of whether the actions a player performs within video games can be considered to matter…
(more)
▼ The purpose of this thesis is to address the question of whether the actions a player performs within video games can be considered to matter in a moral sense. Rather than basing my approach upon the possible influence that violent behaviour in video games may have upon the player’s behaviour, my focus in this thesis is restricted to considering the actions the player takes within the game entirely on their own merits, centring around the idea that although the situation encountered within a simulation is not real, the actions the player performs can still be considered as meaningful. I first consider the responses that the normative theories of Consequentialism, Deontology and Virtue Ethics have to actions taken within video games. Having established that the first two theories are primarily concerned with entities that possess moral standing, I turn to examining the reasons why video-game entities appear to lack this moral standing. To do this, I consider the status of video-game entities in light of the fact they are not real, before turning to an examination of the player ceding responsibility for their moral decisions to the expectations of the game-world. I conclude from this examination that there is little ability to justify classifying video-game entities as entities deserving of moral standing on their own merits. Finally, I examine the reasons based in virtue ethics as to why a player should treat video-game entities as if they did have moral standing, concluding that a player is able to use the game as an opportunity to practice their own sense of morality.
Subjects/Keywords: videogames; morality; ethics; simulation
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Gregory, T. (2012). Killing machines. (Thesis). University of Tasmania. Retrieved from https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Gregory, TE. “Killing machines.” 2012. Thesis, University of Tasmania. Accessed April 22, 2021.
https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Gregory, TE. “Killing machines.” 2012. Web. 22 Apr 2021.
Vancouver:
Gregory T. Killing machines. [Internet] [Thesis]. University of Tasmania; 2012. [cited 2021 Apr 22].
Available from: https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Gregory T. Killing machines. [Thesis]. University of Tasmania; 2012. Available from: https://eprints.utas.edu.au/15841/1/front.pdf ; https://eprints.utas.edu.au/15841/2/whole.pdf
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
8.
Piteira, José Pedro Subtil Lopes.
Arquitectura nos videojogos: espaço, narrativa e gameplay.
Degree: 2015, RCAAP
URL: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230
► Mestrado Integrado em Arquitetura
Os videojogos tem-se revelado uma área em exponencial evolução nos últimos anos. Uma área que tem criado, também, uma estreita relação…
(more)
▼ Mestrado Integrado em Arquitetura
Os videojogos tem-se revelado uma área em exponencial evolução nos últimos anos. Uma
área que tem criado, também, uma estreita relação com a arquitetura quer sob o ponto de vista do
seu processo de conceção quer sob o ponto de vista da necessidade de criar espaços habitáveis.
Principalmente desde que a experiência dos lugares passou a afetar e a integrar, organicamente
tanto a narrativa como o universo criado para cada videojogo, tornando-se assim pertinente entendêlos
sob o ponto de vista da organização, do espaço e de como o jogador se apropria deste, bem
como da sua perceção do mesmo.
Este trabalho começa então por criar um enquadramento cronológico, necessário, de todo o
desenvolvimento gráfico dos videojogos desde o seu aparecimento, aspeto que, tal como outros
estudados neste trabalho, tem estado afastado da investigação académica. Descrevendo-se em
seguida, todo o processo de conceção de um videojogo, no que diz respeito ao level design e,
principalmente, do ponto de vista do espaço e da arquitetura.
De modo a enquadrar este processo de trabalho em casos práticos, são analisados alguns
exemplos de videojogos, organizados segundo uma categorização própria e representativa dos vários
tipos de espaços apresentados. Tipos de espaços esses, organizados em quatro grandes grupos: o
não espaço; o espaço Existente; o espaço idealizado e o espaço expectante.
Por fim, de modo a validar a caracterização feita e analisar as características espaciais,
estéticas e estruturais de cada tipo de videojogo são realizados testes de usabilidade com vários
jogadores. Apurando-se assim o grau de perceção dos jogadores em relação ao espaço de cada
videojogo, com o objetivo de perceber de que modo a arquitetura influencia a experiência de jogo de
cada utilizador. Para estes testes são usados dois grupos distintos de jogadores, gamers comuns e
gamers com noções de arquitetura.Demonstra-se, portanto, que apesar de grande parte dos jogadores não prestarem atenção
às características espaciais e estruturais dos videojogos, estes reagem inconscientemente a vários
estímulos espaciais, propositados ou não, existentes nos mesmos. É esta conceção arquitetónica que
dita a organização espacial dos níveis nos videojogos, concebe os elementos que os compõem,
define a sua estética e serve como elemento condutor da narrativa.
Com este trabalho lançam-se as bases para possíveis investigações futuras acerca do papel
da arquitetura na indústria dos videojogos bem como são respondidas as perguntas base que
compõem a sua génese: “que papel tem a arquitetura no design de um videojogo?”; “será o espaço
virtual pensado de forma semelhante ao espaço real?”; “serão os arquitetos importantes no processo
de design de um videojogo?”.
Videogames have gradually been turning into an ever growing evolutionary field over the
years. And with that, creating a strict relation with architecture, not only through the similar
development bases but from the need of creating habitable spaces as well. Mainly since the
experience of spaces…
Advisors/Committee Members: Miranda, José Carlos Simões Neves, Miranda, Bernardo Pizarro de, Eloy, Sara.
Subjects/Keywords: Videojogos; Arquitetura; Videogames; Architecture
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
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to Zotero / EndNote / Reference
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APA (6th Edition):
Piteira, J. P. S. L. (2015). Arquitectura nos videojogos: espaço, narrativa e gameplay. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Piteira, José Pedro Subtil Lopes. “Arquitectura nos videojogos: espaço, narrativa e gameplay.” 2015. Thesis, RCAAP. Accessed April 22, 2021.
https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Piteira, José Pedro Subtil Lopes. “Arquitectura nos videojogos: espaço, narrativa e gameplay.” 2015. Web. 22 Apr 2021.
Vancouver:
Piteira JPSL. Arquitectura nos videojogos: espaço, narrativa e gameplay. [Internet] [Thesis]. RCAAP; 2015. [cited 2021 Apr 22].
Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Piteira JPSL. Arquitectura nos videojogos: espaço, narrativa e gameplay. [Thesis]. RCAAP; 2015. Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/11230
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
9.
Sousa, Henrique Alves de.
Writing for the player : adapting a traditional screenplay into an interactive format.
Degree: 2014, RCAAP
URL: http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455
► Video games are one of the most powerful storytelling tools of today and possess one intriguing and complex element: interactivity. Player interaction is often difficult…
(more)
▼ Video games are one of the most powerful storytelling tools of today and possess one
intriguing and complex element: interactivity. Player interaction is often difficult to
implement within the structure of a story and, as such, many games opt for a linear narrative
structure, rather than giving players control over the course of the story’s events.
The main goal of this work is to understand the evolution of storytelling within games, by
analyzing their history, and to bridge the gap between traditional screenwriting and interactive
storytelling, by exploring the process of adaptation from one medium to the other. By
approaching interactivity as a new tool for storytelling, this work aims to create an
understandable compilation of the mechanics and tropes that make up successful video game
narratives.
This dissertation also delves into the future possibilities of storytelling in video games, by
exploring the limitations of today’s technology and the existence of future autonomous,
dynamic, procedural and artificially intelligent story creation systems.
Subjects/Keywords: Story; Videogames; Interactivity; Evolution; Choice
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Sousa, H. A. d. (2014). Writing for the player : adapting a traditional screenplay into an interactive format. (Thesis). RCAAP. Retrieved from http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Sousa, Henrique Alves de. “Writing for the player : adapting a traditional screenplay into an interactive format.” 2014. Thesis, RCAAP. Accessed April 22, 2021.
http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Sousa, Henrique Alves de. “Writing for the player : adapting a traditional screenplay into an interactive format.” 2014. Web. 22 Apr 2021.
Vancouver:
Sousa HAd. Writing for the player : adapting a traditional screenplay into an interactive format. [Internet] [Thesis]. RCAAP; 2014. [cited 2021 Apr 22].
Available from: http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Sousa HAd. Writing for the player : adapting a traditional screenplay into an interactive format. [Thesis]. RCAAP; 2014. Available from: http://www.rcaap.pt/detail.jsp?id=oai:repositorio.ucp.pt:10400.14/16455
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Victoria University of Wellington
10.
Bodnar, James.
Talk It Out: Promoting Verbal Communication Through Virtual Reality Games.
Degree: 2017, Victoria University of Wellington
URL: http://hdl.handle.net/10063/6890
► Verbal communication skills have been shown to be important for both social and professional settings. However, a need for greater communication skills has been identified…
(more)
▼ Verbal communication skills have been shown to be important for both social and professional settings. However, a need for greater communication skills has been identified for graduated students entering the workplace, specifically task-based verbal communication (Daniels, 2001). In light of these findings new communication teaching techniques need to be explored to better prepare our students for effectively communicating information in their future work environment.
This thesis researched the potential for virtual reality video games to promote verbal communication skills in students. The motivation behind using virtual reality video games to teach these skills is based on the theory (Richard Van Eck, 2006) that video games have the potential to enhance the learning outcome of students. Initial research also shows that virtual reality experiences further immerse the player in the educational setting improving their engagement with the game's content (Thornhill-Miller & Dupont, 2016).
The thesis researched how virtual reality games can teach verbal communication skills firstly by analysing past works, completing an in- depth literature review and multiple case studies. Secondly, by using research through design methods in the creation of a prototype game that incorporates both communication and game teaching mechanics researched in the first stage. Finally, user tests were conducted on the prototype game to analyse how effective it was at promoting verbal communication skills in students. The paper’s outcome was that virtual reality games can be effective at promoting verbal communication skills and have tested specific teaching techniques and video game mechanics that can be used to effectively promote these skills.
Advisors/Committee Members: Gurevitch, Leon, Mallett, Byron.
Subjects/Keywords: Virtual reality; Videogames; Communication
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Bodnar, J. (2017). Talk It Out: Promoting Verbal Communication Through Virtual Reality Games. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6890
Chicago Manual of Style (16th Edition):
Bodnar, James. “Talk It Out: Promoting Verbal Communication Through Virtual Reality Games.” 2017. Masters Thesis, Victoria University of Wellington. Accessed April 22, 2021.
http://hdl.handle.net/10063/6890.
MLA Handbook (7th Edition):
Bodnar, James. “Talk It Out: Promoting Verbal Communication Through Virtual Reality Games.” 2017. Web. 22 Apr 2021.
Vancouver:
Bodnar J. Talk It Out: Promoting Verbal Communication Through Virtual Reality Games. [Internet] [Masters thesis]. Victoria University of Wellington; 2017. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/10063/6890.
Council of Science Editors:
Bodnar J. Talk It Out: Promoting Verbal Communication Through Virtual Reality Games. [Masters Thesis]. Victoria University of Wellington; 2017. Available from: http://hdl.handle.net/10063/6890
11.
Hollis, Sean.
Brain Drain Or Brain Gain? Cognitive Skill Training Of Novice Video Game Players With Casual Video Games.
Degree: PhD, Psychology, 2016, University of Mississippi
URL: https://egrove.olemiss.edu/etd/1137
► Video game playing (vgp) has become a popular and widespread form of entertainment over the past two decades. This form of media is now popular…
(more)
▼ Video game playing (vgp) has become a popular and widespread form of entertainment over the past two decades. This form of media is now popular with children, adolescents, and adults alike. While most early research on the effects of vgp focused on the relation of violence in video games and expressions of aggression, more recent research has begun to explore possible beneficial effects of vgp. Study results have been inconsistent, with some suggesting that vgp may improve various cognitive skills such as spatial skills, attentional skills, executive control, and problem solving. Other studies refute or qualify these findings. Additionally, different types of games have been related to improvements in differing cognitive skills. A lack of consistency in vgp training programs and an abundance of correlational rather than causational studies have made interpretation of vgp training results murky at best. The current study aimed to clarify possible causal relationships between vgp and changes in cognitive skill. Novice game players were trained on two different vgp genres (strategy and action-shooter) and administered pre- and post-test batteries of cognitive skill. Forty-nine female participants played 20 hours of a randomly assigned video-game over the course of ten weeks and completed multiple cognitive skills tests pre- and post-study. Individuals who played the first-person shooter-style game exhibited significant improvements in attention, working memory, visuospatial skills, processing speed, and problem-solving. Individuals playing the strategy style game demonstrated significant improvements in working memory, problem-solving, and visuospatial skills as well. Both groups exhibited a decline in self-reported willingness to engage in social conversation following the training paradigm but no cognitive skill declines were observed. These findings have implications for the utility of commercial video-games as a cognitive skill building tool. They also support the potential efficacy of electronic media as a potentially useful means of addressing cognitive deficits while also remaining highly engaging and motivating for individuals to utilize.
Advisors/Committee Members: Thomas W. Lombardo, John Bentley, Matthew Reysen.
Subjects/Keywords: Cognitive Training; Videogames; Psychology
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hollis, S. (2016). Brain Drain Or Brain Gain? Cognitive Skill Training Of Novice Video Game Players With Casual Video Games. (Doctoral Dissertation). University of Mississippi. Retrieved from https://egrove.olemiss.edu/etd/1137
Chicago Manual of Style (16th Edition):
Hollis, Sean. “Brain Drain Or Brain Gain? Cognitive Skill Training Of Novice Video Game Players With Casual Video Games.” 2016. Doctoral Dissertation, University of Mississippi. Accessed April 22, 2021.
https://egrove.olemiss.edu/etd/1137.
MLA Handbook (7th Edition):
Hollis, Sean. “Brain Drain Or Brain Gain? Cognitive Skill Training Of Novice Video Game Players With Casual Video Games.” 2016. Web. 22 Apr 2021.
Vancouver:
Hollis S. Brain Drain Or Brain Gain? Cognitive Skill Training Of Novice Video Game Players With Casual Video Games. [Internet] [Doctoral dissertation]. University of Mississippi; 2016. [cited 2021 Apr 22].
Available from: https://egrove.olemiss.edu/etd/1137.
Council of Science Editors:
Hollis S. Brain Drain Or Brain Gain? Cognitive Skill Training Of Novice Video Game Players With Casual Video Games. [Doctoral Dissertation]. University of Mississippi; 2016. Available from: https://egrove.olemiss.edu/etd/1137
12.
Bacalja, Alexander Victor.
Videogames, distinction and subject-English: new paradigms for pedagogy.
Degree: 2017, University of Melbourne
URL: http://hdl.handle.net/11343/194245
► At a time when the proliferation of videogame ownership and practice has led to greater attention on the consequences of increased engagement with these texts,…
(more)
▼ At a time when the proliferation of videogame ownership and practice has led to greater attention on the consequences of increased engagement with these texts, schools and educators are engaged in active debate regarding their potential value and use. The distinctive nature of these texts, especially in contrast to those texts which have traditionally dominated school environments, has raised questions about their possible affordances, as well as the pedagogies most appropriate for supporting teaching with and through these texts in the classroom. While much has been written about the learning benefits of videogames, especially in terms of opportunities for the negotiation of self (Gee, 2003), there has been less research addressing the impact of applying existing English subject-specific pedagogies to their study. In particular, there are few case-study investigations into the suitability of subject-English classrooms for the play and study of videogames.
The project utilised a naturalistic case-study intervention involving eight 15-year-old students at a co-educational school in the outer-Northern suburbs of Melbourne. Data was collected during a five-week intervention in an English classroom context at the participants’ home-school. This involved the teacher-researcher leading a series of learning and teaching activities informed by dominant models of subject-English (Cox, 1989), Cultural Heritage, Skills, Personal Growth, and Critical Literacy, that focussed on several popular videogames. Data was analysed using Bourdieu’s theory of practice (1977) to reveal a social reality at the centre of this intervention co-created by a dialectical relationship between the habitus of students (especially in terms of their videogame, school and gendered identities) and the field of the classroom, with its own historically constituted and legitimised/authorised ways of being and doing textual study, as realised by the teacher. Mediating this relationship were the intrinsic features of videogames.
The findings are presented through a Framework for Videogame Literacies in Subject-English which synthesises the relationship concerning past and present approaches to textual study in the subject, and the need to embrace what Locke terms, an “informed and critical eclecticism” (2015, p. 25). Firstly, the study found that the inclusion of videogames in subject-English provided the material for rich, rigorous and authentic learning experiences. Much of this can be achieved through the appropriation of existing paradigms of subject-English and their associated pedagogical practices, resisting the privileging of any single component of the framework and instead encouraging an awareness of the different purposes which each part serves. Secondly, analysis demonstrated the ways in which dominant approaches to the subject must evolve in response to the unique design features and intrinsic textual practices associated with these texts. Lastly, the study revealed that attempts to bring these texts into English classrooms will need to…
Subjects/Keywords: English teaching; videogames; pedagogy; literacy
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Bacalja, A. V. (2017). Videogames, distinction and subject-English: new paradigms for pedagogy. (Doctoral Dissertation). University of Melbourne. Retrieved from http://hdl.handle.net/11343/194245
Chicago Manual of Style (16th Edition):
Bacalja, Alexander Victor. “Videogames, distinction and subject-English: new paradigms for pedagogy.” 2017. Doctoral Dissertation, University of Melbourne. Accessed April 22, 2021.
http://hdl.handle.net/11343/194245.
MLA Handbook (7th Edition):
Bacalja, Alexander Victor. “Videogames, distinction and subject-English: new paradigms for pedagogy.” 2017. Web. 22 Apr 2021.
Vancouver:
Bacalja AV. Videogames, distinction and subject-English: new paradigms for pedagogy. [Internet] [Doctoral dissertation]. University of Melbourne; 2017. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/11343/194245.
Council of Science Editors:
Bacalja AV. Videogames, distinction and subject-English: new paradigms for pedagogy. [Doctoral Dissertation]. University of Melbourne; 2017. Available from: http://hdl.handle.net/11343/194245

University of Limerick
13.
Bottura, Piertommaso.
Videogames censorship in China: a study on the effects of censorship regulations and the response by the Players.
Degree: 2017, University of Limerick
URL: http://hdl.handle.net/10344/7401
► non-peer-reviewed
China is a rapidly growing market for videogames where the industry has to cope with stringent yet often ambiguous censorship regulations. After providing an…
(more)
▼ non-peer-reviewed
China is a rapidly growing market for videogames where the industry has to cope with stringent yet often ambiguous censorship regulations. After providing an overview of the controversial discourse surrounding games as cultural products in China, this research presents recent normative trends related to game content regulations. The effect of such regulations is then exemplified with an in-depth analysis of the game content alterations carried out to avoid censorship in the game Civilization IV. In the core part of this research, we present a selection of comments related to the topic of censorship in World of Warcraft and collected from Chinese discussion platforms. Our aim is to provide insights on how the players received alterations to content elements in the Chinese version of the game. Our findings highlight a generally unfavorable response to censored elements, although sizeable groups express favorable and indifferent attitudes. The analysis of the data collected highlights a discourse that develops beyond the opinions on censored game content, touching upon the topics of censorship in general and the perceived instrumental use of censorship.
Advisors/Committee Members: De Wille, Tabea Margaret.
Subjects/Keywords: videogames; market; China; players
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Bottura, P. (2017). Videogames censorship in China: a study on the effects of censorship regulations and the response by the Players. (Thesis). University of Limerick. Retrieved from http://hdl.handle.net/10344/7401
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Bottura, Piertommaso. “Videogames censorship in China: a study on the effects of censorship regulations and the response by the Players.” 2017. Thesis, University of Limerick. Accessed April 22, 2021.
http://hdl.handle.net/10344/7401.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Bottura, Piertommaso. “Videogames censorship in China: a study on the effects of censorship regulations and the response by the Players.” 2017. Web. 22 Apr 2021.
Vancouver:
Bottura P. Videogames censorship in China: a study on the effects of censorship regulations and the response by the Players. [Internet] [Thesis]. University of Limerick; 2017. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/10344/7401.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Bottura P. Videogames censorship in China: a study on the effects of censorship regulations and the response by the Players. [Thesis]. University of Limerick; 2017. Available from: http://hdl.handle.net/10344/7401
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Louisiana State University
14.
Rose, Jason Liban.
Emotion and rhetoric in Bioshock.
Degree: MA, Arts and Humanities, 2011, Louisiana State University
URL: etd-07072011-145443
;
https://digitalcommons.lsu.edu/gradschool_theses/1560
► In this paper, I tie four concepts together to form a defense both of videogames as art, and of rhetoric as a value-neutral tool…
(more)
▼ In this paper, I tie four concepts together to form a defense both of videogames as art, and of rhetoric as a value-neutral tool of expression, that can be both positive and useful for society. (1) In the first chapter, I explain the Platonic view of rhetoric as an “empty knack” and how it differs from other accounts of rhetoric, ancient and modern. (2) In the second chapter I present a nuanced understanding of the role emotion plays in practical moral reasoning under a computational model of the mind, as described by Antonio Damasio’s neurological somatic marker theory in Descartes’ Error. (3) I will argue in the third chapter that the strong relationship between rhetoric, emotion and reasoning explains rhetoric’s success in human societies throughout history, and allows modern artists to express ideas in powerful new ways. (4) In the fourth chapter I give an account of rhetoric in videogames and how narrative, visual, and procedural rhetoric are all used in videogame design. (5) Finally, in the fifth chapter I use the concepts established in the previous chapters to defend the value of the expressive power of rhetoric through a thorough analysis of the various kinds of rhetoric used in Bioshock to explore these very issues in a philosophically significant way, and what we can learn from it.
Subjects/Keywords: narrative; emotion; rhetoric; videogames
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Rose, J. L. (2011). Emotion and rhetoric in Bioshock. (Masters Thesis). Louisiana State University. Retrieved from etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560
Chicago Manual of Style (16th Edition):
Rose, Jason Liban. “Emotion and rhetoric in Bioshock.” 2011. Masters Thesis, Louisiana State University. Accessed April 22, 2021.
etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560.
MLA Handbook (7th Edition):
Rose, Jason Liban. “Emotion and rhetoric in Bioshock.” 2011. Web. 22 Apr 2021.
Vancouver:
Rose JL. Emotion and rhetoric in Bioshock. [Internet] [Masters thesis]. Louisiana State University; 2011. [cited 2021 Apr 22].
Available from: etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560.
Council of Science Editors:
Rose JL. Emotion and rhetoric in Bioshock. [Masters Thesis]. Louisiana State University; 2011. Available from: etd-07072011-145443 ; https://digitalcommons.lsu.edu/gradschool_theses/1560

Georgia State University
15.
Kunzelman, Cameron.
The Nonhuman Lives of Videogames.
Degree: MA, Communication, 2014, Georgia State University
URL: https://scholarworks.gsu.edu/communication_theses/110
► Videogames are not subjects to be operated on, but rather bodies that humans live both with and inside of. In order to reconcile human…
(more)
▼ Videogames are not subjects to be operated on, but rather bodies that humans live both with and inside of. In order to reconcile human existence with this nonhuman life, this thesis looks to evaluate the exact relationships developed between humans and assemblages in order to understand how humans are disciplined to return to games time and time again. The recognition of the nonhuman life of
videogames necessitates a rethinking of the word “life,” as well as a reformulation of ethics around the new sets of obligations humans have toward
videogames if we begin to recognize them as alive.
Advisors/Committee Members: Alessandra Raengo, Jennifer Barker, Greg Smith.
Subjects/Keywords: Nonhumans; Videogames; Game studies; Life
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Kunzelman, C. (2014). The Nonhuman Lives of Videogames. (Thesis). Georgia State University. Retrieved from https://scholarworks.gsu.edu/communication_theses/110
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Kunzelman, Cameron. “The Nonhuman Lives of Videogames.” 2014. Thesis, Georgia State University. Accessed April 22, 2021.
https://scholarworks.gsu.edu/communication_theses/110.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Kunzelman, Cameron. “The Nonhuman Lives of Videogames.” 2014. Web. 22 Apr 2021.
Vancouver:
Kunzelman C. The Nonhuman Lives of Videogames. [Internet] [Thesis]. Georgia State University; 2014. [cited 2021 Apr 22].
Available from: https://scholarworks.gsu.edu/communication_theses/110.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Kunzelman C. The Nonhuman Lives of Videogames. [Thesis]. Georgia State University; 2014. Available from: https://scholarworks.gsu.edu/communication_theses/110
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
16.
Knebel, Matheus Geolar.
Fatores influentes no desenvolvimento de interfaces humano-jogos : análise em perspectiva diacrônica.
Degree: 2018, Brazil
URL: http://hdl.handle.net/10183/182442
► Este estudo aborda o desenvolvimento das interfaces de hardware humano-jogo, com ênfase nos consoles de games. Enquanto a maior parte da literatura existente sobre o…
(more)
▼ Este estudo aborda o desenvolvimento das interfaces de hardware humano-jogo, com ênfase nos consoles de games. Enquanto a maior parte da literatura existente sobre o tema tem como foco os condicionantes tecnológicos desse desenvolvimento, neste trabalho foram buscados também outros fatores, extrínsecos ou complementares, como os socioculturais, políticos e econômicos. Para tanto, optou-se pelo levantamento de dados sobre as interfaces e sobre seus contextos de desenvolvimento, conforme uma abordagem diacrônica. Os procedimentos utilizados no estudo incluem pesquisa bibliográfica, construção de uma linha do tempo das interfaces e consoles de videogame, análise dos dados com foco na identificação de padrões e fatores influentes. Entre os resultados deste estudo destacam-se a construção de uma linha do tempo das interfaces de hardware para consoles de games e a demonstração de que uma compreensão apropriada e aprofundada depende de que os fatores que
influenciam o desenvolvimento daqueles artefatos tecnológicos não sejam considerados isoladamente. Demonstrou-se que os diferentes tipos de fatores influenciadores do desenvolvimento daquelas interfaces atuam em conjunto e em uma articulação complexa, à qual a indústria dos videogames responde e retroalimenta.
This study addresses the development of human-game hardware interfaces, with an emphasis on game consoles. While most of the existing literature on the subject focuses on the technological constraints of this development, other factors, extrinsic or complementary, such as sociocultural, political and economic, were also sought in this study. To do so, here was opted to collect data about the interfaces and their development contexts, according to a diachronic approach. The procedures used in the study include bibliographical research, construction of a timeline of video game consoles and consoles, and data analysis focused on the identification of influential patterns and
factors. The results of this study include the construction of a timeline of hardware interfaces for game consoles and the demonstration that a proper and deep understanding depends on the fact that the factors influencing the development of those technological artifacts cannot be considered in isolation. It has been shown that the different types of factors influencing the development of these interfaces act together and in a complex articulation, to which the video game industry responds and feeds.
Advisors/Committee Members: Fragoso, Suely Dadalti.
Subjects/Keywords: Videogames; Desenvolvimento de produto
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
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APA (6th Edition):
Knebel, M. G. (2018). Fatores influentes no desenvolvimento de interfaces humano-jogos : análise em perspectiva diacrônica. (Masters Thesis). Brazil. Retrieved from http://hdl.handle.net/10183/182442
Chicago Manual of Style (16th Edition):
Knebel, Matheus Geolar. “Fatores influentes no desenvolvimento de interfaces humano-jogos : análise em perspectiva diacrônica.” 2018. Masters Thesis, Brazil. Accessed April 22, 2021.
http://hdl.handle.net/10183/182442.
MLA Handbook (7th Edition):
Knebel, Matheus Geolar. “Fatores influentes no desenvolvimento de interfaces humano-jogos : análise em perspectiva diacrônica.” 2018. Web. 22 Apr 2021.
Vancouver:
Knebel MG. Fatores influentes no desenvolvimento de interfaces humano-jogos : análise em perspectiva diacrônica. [Internet] [Masters thesis]. Brazil; 2018. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/10183/182442.
Council of Science Editors:
Knebel MG. Fatores influentes no desenvolvimento de interfaces humano-jogos : análise em perspectiva diacrônica. [Masters Thesis]. Brazil; 2018. Available from: http://hdl.handle.net/10183/182442
17.
Michelle Zampar Silva.
Análise da dor no câncer infantojuvenil na intervenção de um programa com videogame.
Degree: 2017, University of São Paulo
URL: http://www.teses.usp.br/teses/disponiveis/17/17144/tde-25042018-102302/
► Introdução: O câncer infantil coloca a criança diante de hospitalizações frequentes e prolongadas e expõe a dor e fatores estressores durante suas fases de tratamento.…
(more)
▼ Introdução: O câncer infantil coloca a criança diante de hospitalizações frequentes e prolongadas e expõe a dor e fatores estressores durante suas fases de tratamento. Esta situação pode provocar alterações no desenvolvimento típico da criança. O aspecto lúdico do brincar, com o uso do videogame dentro do hospital, pode ser um elemento importante na busca pela diminuição da dor. Objetivo: Analisar a dor e enfrentamento da dor de crianças e adolescentes com câncer hospitalizadas por meio de intervenção com o uso do videogame. Método: Participaram do estudo 40 crianças e adolescentes hospitalizadas com diagnóstico de câncer e seus cuidadores. A intervenção consistiu em terapia com uso de jogos de videogame WII durante a internação por três dias consecutivos, com sessões de 60 minutos/dia. Antes e após cada sessão, o participante graduou sua dor utilizando a Escala Analógica Visual (EVA) e diagrama do corpo. No inicio e no final do programa de
intervenção com videogame foi respondido pelos participantes e pelos pais o questionário \"PedsQLTM Pediatric Pain Coping Inventory TM(̈Child Form; Teen Form; Parent Form) e perguntas sobre o programa com videogame. Resultados: O estudo não demonstrou diferenças estatisticamente significantes sobre o controle e vivência da dor no câncer infantojuvenil, ainda que alguns possíveis efeitos positivos foram observados individualmente. Conclusão: o programa com videogame parece não contribuir na área de suporte terapêutico e intervenções não-farmacológicas para o controle da dor em crianças e adolescentes com câncer de modo coletivo.
Introduction: Childhood cancer places the child in frequent and prolonged hospitalizations and exposes them to stressors factors and pain during different treatment phases. This situation may cause changes in the child´s typical development. The lively aspect of playing, with the aid of videogame inside the hospital ward might be an important element in
the search of reducing pain. Puporse: to analyse the pain and pain coping of children and teenagers with cancer during hospitalization with the use of videogame. Method: Participated of the study 40 children and teenagers hospitalized with the diagnosis of cancer and their caregivers. The intervention consisted in therapy with the use of videogame WII during the hospitalization for three consecutive days, with sessions lasting 60 minutes/day. Before and after each session, the participant ranked its pain utilizing the Visual Analog Scale (VAS) and body diagram. In the beginning and at the end of the videogame intervention program, it was answered by the participants and by their caregivers the questionnaire \"PedsQLTM Pediatric Pain Coping Inventory TM (Child Form; Teen Form; Parent Form)änd questions about the program with videogame. Results: The study did not show statistically signficant differences on the control and on personal pain experience in children and adolescent with
cancer that entered the program; yet, some possible positive effects were observed individually. Conclusion: This…
Advisors/Committee Members: Elvis Terci Valera, Lígia Maria Presumido Braccialli, Fabio Carmona, Maria Beatriz Martins Linhares.
Subjects/Keywords: Câncer Infantojuvenil; Dor; Videogames; Childhood cancer; Pain; Videogames
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
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Manager
APA (6th Edition):
Silva, M. Z. (2017). Análise da dor no câncer infantojuvenil na intervenção de um programa com videogame. (Masters Thesis). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/17/17144/tde-25042018-102302/
Chicago Manual of Style (16th Edition):
Silva, Michelle Zampar. “Análise da dor no câncer infantojuvenil na intervenção de um programa com videogame.” 2017. Masters Thesis, University of São Paulo. Accessed April 22, 2021.
http://www.teses.usp.br/teses/disponiveis/17/17144/tde-25042018-102302/.
MLA Handbook (7th Edition):
Silva, Michelle Zampar. “Análise da dor no câncer infantojuvenil na intervenção de um programa com videogame.” 2017. Web. 22 Apr 2021.
Vancouver:
Silva MZ. Análise da dor no câncer infantojuvenil na intervenção de um programa com videogame. [Internet] [Masters thesis]. University of São Paulo; 2017. [cited 2021 Apr 22].
Available from: http://www.teses.usp.br/teses/disponiveis/17/17144/tde-25042018-102302/.
Council of Science Editors:
Silva MZ. Análise da dor no câncer infantojuvenil na intervenção de um programa com videogame. [Masters Thesis]. University of São Paulo; 2017. Available from: http://www.teses.usp.br/teses/disponiveis/17/17144/tde-25042018-102302/
18.
Bittencourt Neto, Levy Henrique.
Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais.
Degree: 2019, Pontifical Catholic University of São Paulo
URL: https://tede2.pucsp.br/handle/handle/22417
► Submitted by Filipe dos Santos ([email protected]) on 2019-07-17T10:08:36Z No. of bitstreams: 1 Levy Henrique Bittencourt Neto.pdf: 2500063 bytes, checksum: 8368e8d75cf823dca0c34ea27ad7e3a4 (MD5)
Made available in DSpace…
(more)
▼ Submitted by Filipe dos Santos ([email protected]) on 2019-07-17T10:08:36Z No. of bitstreams: 1 Levy Henrique Bittencourt Neto.pdf: 2500063 bytes, checksum: 8368e8d75cf823dca0c34ea27ad7e3a4 (MD5)
Made available in DSpace on 2019-07-17T10:08:36Z (GMT). No. of bitstreams: 1 Levy Henrique Bittencourt Neto.pdf: 2500063 bytes, checksum: 8368e8d75cf823dca0c34ea27ad7e3a4 (MD5) Previous issue date: 2019-06-18
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Based on the concept of complex system and Charles S. Peirce‘s theory of semiotic machines as ones that generate interpretants (NÖTH 2007), the study investigates in how far video-games can be understood as complex semiotic machines. The argument that videogames have characteristics of complex system has been supported in studies by Juul (2011) and by Salen & Zimmerman (2012), who have shown that structures of high complexity can emerge in playing videogames. Once put into
operation, the game may give rise to unpredictable pat-terns in the players‘ actions and their outcome. When the video game is played effectively, there is no way to foresee all possible results created by the rules of the game and the gamers‘ actions. The act of playing, called gameplay, and the complex structures that emerge in the course of a gameplay are described as processes of semiosis. Semiosis emerges from the rela-tionship between player and the rules of the game. Processes of semiosis occur in triadic in-teractions between players, rules, and the gameplay, which involve signs, determined by ob-jects (the rules of the game), and which result in interpretants. The players are determined by the rules of the game like object which determine a sign, but each game has its specific rules and particular ways of being played so that videogames will never be played in the same way. The way of playing is necessarily determined by the rules stipulated by a particular game.
Player–rules–gameplay constitute the triadic process of semiosis in videogames. In this sys-tem, the consequences of the player‘s action can be understood as an interpretant. These in-terpretants will then be signs in subsequent processes of game semiosis. Game semiosis has unpredictable consequences. The game‘s features of unpredictability and novelty are clearly linked to Peirce‘s phenomenological category of Firstness. The results of the game are the interpretants, which are phenomena of Thirdness. However, not all videogames allow the emergence of interpretants. Salen and Zimmerman (2012) define the term ―playful meaning-ful interaction‖ as the outcome of the players‘ actions and the rules of the game only if such actions are meaningful. Therefore, in Peircean terms, meaningful play interaction is the pre-requisite of genuine semiosis in videogames. Videogames are only semiotic machines when there is meaningful playful interaction. Otherwise, gameplay results only in processes of
qua-si-semiosis
O objetivo dessa tese é investigar se os videogames podem ser compreendidos como máqui-nas semióticas…
Advisors/Committee Members: Nöth, Winfried.
Subjects/Keywords: Semiótica; Semiose; Videogames; Semiotics; Semiosis; Videogames; CNPQ::ENGENHARIAS
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Bittencourt Neto, L. H. (2019). Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais. (Doctoral Dissertation). Pontifical Catholic University of São Paulo. Retrieved from https://tede2.pucsp.br/handle/handle/22417
Chicago Manual of Style (16th Edition):
Bittencourt Neto, Levy Henrique. “Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais.” 2019. Doctoral Dissertation, Pontifical Catholic University of São Paulo. Accessed April 22, 2021.
https://tede2.pucsp.br/handle/handle/22417.
MLA Handbook (7th Edition):
Bittencourt Neto, Levy Henrique. “Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais.” 2019. Web. 22 Apr 2021.
Vancouver:
Bittencourt Neto LH. Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais. [Internet] [Doctoral dissertation]. Pontifical Catholic University of São Paulo; 2019. [cited 2021 Apr 22].
Available from: https://tede2.pucsp.br/handle/handle/22417.
Council of Science Editors:
Bittencourt Neto LH. Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais. [Doctoral Dissertation]. Pontifical Catholic University of São Paulo; 2019. Available from: https://tede2.pucsp.br/handle/handle/22417

Pontifícia Universidade Católica de São Paulo
19.
Diego O. de Assis.
Perspectivas para o jornalismo crítico de games.
Degree: 2007, Pontifícia Universidade Católica de São Paulo
URL: http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873
► O objetivo desta dissertação é analisar o estágio atual do jornalismo de games e apontar novas perspectivas para sua abordagem crítica. Mesmo reconhecido como um…
(more)
▼ O objetivo desta dissertação é analisar o estágio atual do jornalismo de games e apontar novas perspectivas para sua abordagem crítica. Mesmo reconhecido como um dos setores da indústria de entretenimento mais promissores neste novo milênio, o universo dos videogames tem recebido ainda uma atenção proporcional pouco representativa nos meios de comunicação de massa se comparados a formatos mais tradicionais como o cinema e a música. No contexto atual, boa parte da cobertura de games permanece confinada a publicações especializadas e a cadernos de informática. Para levar adiante esta análise será necessário antes de tudo traçar um panorama histórico do desenvolvimento dos jogos eletrônicos. Surgidos há quase 50 anos, numa tentativa de transformar os computadores em algo divertido, os videogames foram ganhando complexidade com os sucessivos avanços tecnológicos até se transformarem em um dos objetos culturais mais instigantes da virada do século 20 para o 21. Presentes na vida dos jovens de praticamente todas as sociedades nas últimas duas décadas, os games passaram a influenciar e a serem influenciados por outras linguagens estéticas da cultura popular, como o cinema, a música, os desenhos animados e as histórias em quadrinhos. Hoje, como defendem à sua maneira autores como Chris Crawford, Steven Poole e Henry Jenkins, os games representam uma categoria cultural autônoma, com características específicas que exigem formulações teóricas e conceituais própria. Após um passeio pela evolução tecnológica e cultural dos videogames, iremos nos debruçar sobre as principais publicações do gênero, que incluem revistas especializadas, como a Electronic Gaming Monthly, sites de notícias e reviews (ou resenhas), como GameSpot.com e IGN.com, além de blogs e outras ferramentas de internet que mais recentemente se juntaram ao chamado jornalismo de games. Ainda nesse segmento, pretendemos apontar os principais problemas enfrentados para que o jornalismo de games deixe de desempenhar o papel meramente utilitário que tradicionalmente ocupou e passe a dar conta das camadas culturais, sociais e econômicas que se atrelaram ao universo dos jogos nas últimas décadas. (Algo que, paradoxalmente, veículos da imprensa não-especializada, como The New York Times, Wired e outros tem realizado com maior eficiência). Por fim, relacionaremos também alguns exemplos de como uma crítica bem informada de games pode se beneficiar de recursos formais da literatura, como é o caso do controverso new games journalism, além de conceitos que vem sendo debatidos na Academia como narrativas (Murray), simulação (Frasca), meaningful play (Salen e Zimmerman) e software (Galloway, Manovich)
The goal of this study is to analise the actual stage of games journalism and point to new perspectives regarding its critical approach. Even though recognized as one of the most promising sectors of the entertainment industry in the new millenium, the universe of the videogames is still receiving a not so representative attention from the mass communication vehicles if compared…
Advisors/Committee Members: Giselle Beiguelman.
Subjects/Keywords: Games; Games; Jornais – Seccoes, colunas, etc – Videogames; Videogames; Videogames; Digital culture; Ludologia; Cultura digital; Videogames; Ludology; Journalism; Jornalismo; Jogos por computador; COMUNICACAO
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Assis, D. O. d. (2007). Perspectivas para o jornalismo crítico de games. (Thesis). Pontifícia Universidade Católica de São Paulo. Retrieved from http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Assis, Diego O. de. “Perspectivas para o jornalismo crítico de games.” 2007. Thesis, Pontifícia Universidade Católica de São Paulo. Accessed April 22, 2021.
http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Assis, Diego O. de. “Perspectivas para o jornalismo crítico de games.” 2007. Web. 22 Apr 2021.
Vancouver:
Assis DOd. Perspectivas para o jornalismo crítico de games. [Internet] [Thesis]. Pontifícia Universidade Católica de São Paulo; 2007. [cited 2021 Apr 22].
Available from: http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Assis DOd. Perspectivas para o jornalismo crítico de games. [Thesis]. Pontifícia Universidade Católica de São Paulo; 2007. Available from: http://www.sapientia.pucsp.br//tde_busca/arquivo.php?codArquivo=5873
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Leiden University
20.
Geurts, Francine.
What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers.
Degree: 2015, Leiden University
URL: http://hdl.handle.net/1887/34704
► The purpose of this thesis is to discern whether Dutch gamers and non-gamers want to play games in Dutch and if so, what they think…
(more)
▼ The purpose of this thesis is to discern whether Dutch gamers and non-gamers want to play games in Dutch and if so, what they think of existing translations. In order to investigate the research question, an online survey was created and distributed amongst a Dutch sample audience consisting of five different types of gamers, including non-gamers; questions involved the subject’s opinions on several areas of videogame translation and localisation, with a focus on subtitling and dubbing. My hypothesis was that the target group would be willing to play more games if a higher number of them were translated into Dutch in the first place, or if current videogame translations were improved upon in some way. Only the first part of the hypothesis turned out to be false.
Advisors/Committee Members: Dorst, Lettie (advisor).
Subjects/Keywords: videogames; translation; localisation; survey; gamers; subtitling; dubbing
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Geurts, F. (2015). What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. (Masters Thesis). Leiden University. Retrieved from http://hdl.handle.net/1887/34704
Chicago Manual of Style (16th Edition):
Geurts, Francine. “What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers.” 2015. Masters Thesis, Leiden University. Accessed April 22, 2021.
http://hdl.handle.net/1887/34704.
MLA Handbook (7th Edition):
Geurts, Francine. “What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers.” 2015. Web. 22 Apr 2021.
Vancouver:
Geurts F. What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. [Internet] [Masters thesis]. Leiden University; 2015. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/1887/34704.
Council of Science Editors:
Geurts F. What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. [Masters Thesis]. Leiden University; 2015. Available from: http://hdl.handle.net/1887/34704
21.
Fernandes, Pedro Luís de Jesus.
A importância e o impacto do modding de videojogos entre os jogadores portugueses.
Degree: 2015, RCAAP
URL: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623
► O objetivo desta dissertação passou por analisar e explicar um dos fenómenos mais populares associados ao mundo dos videojogos, o modding. O seu objetivo era…
(more)
▼ O objetivo desta dissertação passou por analisar e explicar um dos fenómenos mais populares associados ao mundo dos videojogos, o modding. O seu objetivo era perceber qual o impacto do modding nos jogadores portugueses, qual a sua percepção acerca do conceito, como é que ele modifica os seus padrões de consumo, o que pode ser alterado e melhorado no panorama atual do modding e qual o futuro do modding de videojogos, e também perceber de que forma é que o background de cada jogador influência a sua postura em relação ao modding.
Esta dissertação foi dividida em duas componentes. A componente teórica onde foi feita uma análise sobre a evoluções e mudanças que potenciaram o crescimento da indústria dos videojogos e que possibilitaram o aparecimento de fenómenos como o modding, e ainda uma análise ao modding em si e às suas aplicações e implicações na indústria. A componente prática visou, através da realização de um conjunto de catorze entrevistas, tentar perceber qual a dimensão e a importância do modding entre os jogadores portugueses, e como o seu background com os videojogos pode influenciar a sua visão do modding.
Os resultados obtidos mostraram-nos que, atualmente, as preferências pessoais dos jogadores no que toca a plataformas ou géneros de jogos têm mais peso na forma como condicionam a sua visão e a sua relação com o modding de videojogos, foi possível verificar que para os entrevistados o modding serve também como alternativa, ou escape, a algumas políticas, praticadas pela indústria, e que são menos favoráveis para os jogadores.
Esta dissertação presenteou-nos ainda com uma visão sobre a chamada cultura participativa, uma visão algo oposta à visão otimista que costuma estar associada a esse termo, uma vez que a análise aos entrevistados revelou que todos já tinham consumido mods mas nenhum tentou criá-los.
The aim of this work was to analyze and explain one of the most popular phenomena associated with the world of video games, modding. The goal was to understand the impact of modding among Portuguese players, what their perception about the concept was, how it changed their consumption patterns, find out what could be changed and improved in the current panorama of modding and what the future of videogame modding could hold. We also wanted to find out if the background of each player, in relation to their use of videogames, could influence their attitude, and their views, towards modding.
This dissertation was divided into two components. The theoretical component which carried out an analysis of the developments and changes that boosted the growth of the gaming industry and allowed the emergence of phenomena such as modding, and also an analysis of modding and its applications and implications for the industry. The practical component aimed to conducting a series of interviews in order to figure out the importance of modding among Portuguese players, and how their individual backgrounds with video games could influence their views on modding.
The results showed us that, currently, the personal…
Advisors/Committee Members: Silva, Rita Maria Espanha Pires Chaves Torrado da, Vieira, Jorge Samuel Pinto.
Subjects/Keywords: Web 2.0; Videojogos; Videogames; Modding; Mods; Modders
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Fernandes, P. L. d. J. (2015). A importância e o impacto do modding de videojogos entre os jogadores portugueses. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Fernandes, Pedro Luís de Jesus. “A importância e o impacto do modding de videojogos entre os jogadores portugueses.” 2015. Thesis, RCAAP. Accessed April 22, 2021.
https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Fernandes, Pedro Luís de Jesus. “A importância e o impacto do modding de videojogos entre os jogadores portugueses.” 2015. Web. 22 Apr 2021.
Vancouver:
Fernandes PLdJ. A importância e o impacto do modding de videojogos entre os jogadores portugueses. [Internet] [Thesis]. RCAAP; 2015. [cited 2021 Apr 22].
Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Fernandes PLdJ. A importância e o impacto do modding de videojogos entre os jogadores portugueses. [Thesis]. RCAAP; 2015. Available from: https://www.rcaap.pt/detail.jsp?id=oai:repositorio.iscte-iul.pt:10071/10623
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Texas A&M University
22.
Robert, Kelly.
Environmental Storytelling Strategies in Digital Environments: A Qualitative Comparison.
Degree: MS, Visualization, 2019, Texas A&M University
URL: http://hdl.handle.net/1969.1/188790
► Environmental storytelling is the use of designed space to convey narrative to an audience, rather than primarily through the use of characters or dialogue. The…
(more)
▼ Environmental storytelling is the use of designed space to convey narrative to an audience, rather than primarily through the use of characters or dialogue. The broader goal of this thesis was to understand how environmental storytelling strategies are used across existing platforms, and to explore the ongoing relationship between environmental design and narrative. The first objective of this thesis was to analyze environmental storytelling strategies in current video game environments.
This was accomplished via a content analysis method developed by Henry Jenkins. The second objective of this thesis was to explore the implementation of embedded narrative strategies in the design of digital spaces. This was accomplished through the creation of multiple 3D environments based on the findings of the content analysis. This work represents a first step towards developing guidelines for the thematic use of environments in interactive storytelling.
Advisors/Committee Members: Tassinary, Louis G (advisor), Akleman, Ergun (committee member), Von Gillern, Sam (committee member).
Subjects/Keywords: environmental; storytelling; spatial; videogames; mise-en-scene
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APA (6th Edition):
Robert, K. (2019). Environmental Storytelling Strategies in Digital Environments: A Qualitative Comparison. (Masters Thesis). Texas A&M University. Retrieved from http://hdl.handle.net/1969.1/188790
Chicago Manual of Style (16th Edition):
Robert, Kelly. “Environmental Storytelling Strategies in Digital Environments: A Qualitative Comparison.” 2019. Masters Thesis, Texas A&M University. Accessed April 22, 2021.
http://hdl.handle.net/1969.1/188790.
MLA Handbook (7th Edition):
Robert, Kelly. “Environmental Storytelling Strategies in Digital Environments: A Qualitative Comparison.” 2019. Web. 22 Apr 2021.
Vancouver:
Robert K. Environmental Storytelling Strategies in Digital Environments: A Qualitative Comparison. [Internet] [Masters thesis]. Texas A&M University; 2019. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/1969.1/188790.
Council of Science Editors:
Robert K. Environmental Storytelling Strategies in Digital Environments: A Qualitative Comparison. [Masters Thesis]. Texas A&M University; 2019. Available from: http://hdl.handle.net/1969.1/188790

University of Victoria
23.
Richter, Mairi I.
Using the concept of play to broaden the reach of cultural theory.
Degree: Department of English, 2019, University of Victoria
URL: http://hdl.handle.net/1828/10833
► The purpose of this thesis is to explore methods of learning and teaching cultural theory that differs from the traditional classroom-based methods. Using Jacques Derrida’s…
(more)
▼ The purpose of this thesis is to explore methods of learning and teaching cultural theory that differs from the traditional classroom-based methods. Using Jacques Derrida’s “Structure, Sign and Play,” I designed and created a videogame prototype that engages Derrida’s ideas in an interesting and accessible way. This thesis explores how the concept of play can be applied to theory, and how the use of play can allow a deeper and more thorough understanding of theory. These methods were born from a criticism of the elitism witnessed in both contemporary society and academia, as well as a desire to make theory, especially cultural theory, accessible to a wider audience.
Advisors/Committee Members: Sayers, Jentery (supervisor).
Subjects/Keywords: cultural theory; games; videogames; structure; play
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APA ·
Chicago ·
MLA ·
Vancouver ·
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to Zotero / EndNote / Reference
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APA (6th Edition):
Richter, M. I. (2019). Using the concept of play to broaden the reach of cultural theory. (Masters Thesis). University of Victoria. Retrieved from http://hdl.handle.net/1828/10833
Chicago Manual of Style (16th Edition):
Richter, Mairi I. “Using the concept of play to broaden the reach of cultural theory.” 2019. Masters Thesis, University of Victoria. Accessed April 22, 2021.
http://hdl.handle.net/1828/10833.
MLA Handbook (7th Edition):
Richter, Mairi I. “Using the concept of play to broaden the reach of cultural theory.” 2019. Web. 22 Apr 2021.
Vancouver:
Richter MI. Using the concept of play to broaden the reach of cultural theory. [Internet] [Masters thesis]. University of Victoria; 2019. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/1828/10833.
Council of Science Editors:
Richter MI. Using the concept of play to broaden the reach of cultural theory. [Masters Thesis]. University of Victoria; 2019. Available from: http://hdl.handle.net/1828/10833

University of Florida
24.
Yang, Jongmin.
Governing Video Games in South Korea.
Degree: PhD, Political Science, 2018, University of Florida
URL: https://ufdc.ufl.edu/UFE0052020
► This dissertation examines the regulatory framework over video games in South Korea from 1980 to 2016, focusing on the role of the government in developing…
(more)
▼ This dissertation examines the regulatory framework over video games in South Korea from 1980 to 2016, focusing on the role of the government in developing video games in the industry, and in consuming video games in the market. Specifically, it addresses the interplay between the regulatory framework from the government and the industrial responses as an important cause to reform the regulatory regimes across various video game platforms. This empirical case study of the South Korean video game industry aims to broaden debates about the role of the government in the market in international political economy, and the political economy of the South Korean video games in video game study.
Advisors/Committee Members: HOZIC,AIDA A (committee chair), ARFI,BADREDINE (committee member), SJOBERG,LAURA E (committee member), HARPOLD,TERRY ALAN (committee member).
Subjects/Keywords: culture – government – industry – korea – regulation – videogames
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APA ·
Chicago ·
MLA ·
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CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
Yang, J. (2018). Governing Video Games in South Korea. (Doctoral Dissertation). University of Florida. Retrieved from https://ufdc.ufl.edu/UFE0052020
Chicago Manual of Style (16th Edition):
Yang, Jongmin. “Governing Video Games in South Korea.” 2018. Doctoral Dissertation, University of Florida. Accessed April 22, 2021.
https://ufdc.ufl.edu/UFE0052020.
MLA Handbook (7th Edition):
Yang, Jongmin. “Governing Video Games in South Korea.” 2018. Web. 22 Apr 2021.
Vancouver:
Yang J. Governing Video Games in South Korea. [Internet] [Doctoral dissertation]. University of Florida; 2018. [cited 2021 Apr 22].
Available from: https://ufdc.ufl.edu/UFE0052020.
Council of Science Editors:
Yang J. Governing Video Games in South Korea. [Doctoral Dissertation]. University of Florida; 2018. Available from: https://ufdc.ufl.edu/UFE0052020

University of New Mexico
25.
McKernan, Charlotte M.
Worldbuilding: a survey of games and architecture at play.
Degree: School of Architecture and Planning, 2017, University of New Mexico
URL: https://digitalrepository.unm.edu/arch_etds/36
► Architecture often looks to the value of digital spaces for simulation and computation. This thesis argues that the architectural value of games comes not…
(more)
▼ Architecture often looks to the value of digital spaces for simulation and computation. This thesis argues that the architectural value of games comes not from their role as mimetic digital spaces, but instead from their ability to teach playful worldbuilding. Working with Ian Bogost's methodology of unit analysis, I unpack a number of examples of worldbuilding throughout architectural history. I begin specifically with the construction toy, then move on to explore playful architectural theories in general. Next, drawing from the fields of game design, literature, and philosophy, I unpack the value of worldbuilding itself as a method for generating meaningful spaces. I look broadly at the practices of spacemaking that ludic behaviors encourage. Finally, I look ahead to two of today's innovative architecture firms, Atelier Bow-Wow and Elemental, who are already leveraging playful worldbuilding in their design praxis. Ultimately, play and games are important to architecture not merely as complex simulation systems, but instead for fostering holistic, rich, and deeply personal environmental narratives.
Advisors/Committee Members: Professor Nora Wendl, Professor Alex Webb, Professor Brian Goldstein, Professor Tim Castillo.
Subjects/Keywords: Architecture; play; construction toys; software; videogames
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
McKernan, C. M. (2017). Worldbuilding: a survey of games and architecture at play. (Masters Thesis). University of New Mexico. Retrieved from https://digitalrepository.unm.edu/arch_etds/36
Chicago Manual of Style (16th Edition):
McKernan, Charlotte M. “Worldbuilding: a survey of games and architecture at play.” 2017. Masters Thesis, University of New Mexico. Accessed April 22, 2021.
https://digitalrepository.unm.edu/arch_etds/36.
MLA Handbook (7th Edition):
McKernan, Charlotte M. “Worldbuilding: a survey of games and architecture at play.” 2017. Web. 22 Apr 2021.
Vancouver:
McKernan CM. Worldbuilding: a survey of games and architecture at play. [Internet] [Masters thesis]. University of New Mexico; 2017. [cited 2021 Apr 22].
Available from: https://digitalrepository.unm.edu/arch_etds/36.
Council of Science Editors:
McKernan CM. Worldbuilding: a survey of games and architecture at play. [Masters Thesis]. University of New Mexico; 2017. Available from: https://digitalrepository.unm.edu/arch_etds/36

University of Melbourne
26.
Crago, Thomas Matthew.
Art & meaning in videogames.
Degree: 2018, University of Melbourne
URL: http://hdl.handle.net/11343/222546
► This practice led interdisciplinary research explores intersections between videogame design and technology, the creative arts and philosophy. Through the development of a new interactive art…
(more)
▼ This practice led interdisciplinary research explores intersections between videogame design and technology, the creative arts and philosophy. Through the development of a new interactive art work the project brings together practitioners in the visual arts, experimental music and gaming technology to develop new modes of virtual representation. Framed by specific philosophical concepts the research project opens up possibilities for the re-imagining of videogames as durational and interactive processes of self-actualisation and reflection.
My research and creative practice concerned the collaborative development of a work that is ‘something like a videogame’. My intent was for the work (hereafter ‘Materials’) to uniquely and constructively explore interconnections between philosophy and art while remaining foremost a work of interactive entertainment. Materials sits notionally within the emerging genre of ‘art games’, but seeks to differentiate itself by virtue of a considered philosophical agenda and an entirely novel and multidisciplinary approach to the process of game development: an approach that has seen the work of ‘fine artists’ curated into end product. It was exhibited at the inaugural National Gallery of Victoria (NGV) Triennial, and its presence in a major institution as part of a large public show renders it further distinct, and offers up additional research and analytical potentialities.
The work and research explored in this thesis shows that it is possible to blend talent and concepts from the seemingly disparate fields of videogame development, philosophy and art, to produce an experience that resonates with a broad audience.
Subjects/Keywords: videogames; art; philosophy; VR; virtual reality
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Crago, T. M. (2018). Art & meaning in videogames. (Doctoral Dissertation). University of Melbourne. Retrieved from http://hdl.handle.net/11343/222546
Chicago Manual of Style (16th Edition):
Crago, Thomas Matthew. “Art & meaning in videogames.” 2018. Doctoral Dissertation, University of Melbourne. Accessed April 22, 2021.
http://hdl.handle.net/11343/222546.
MLA Handbook (7th Edition):
Crago, Thomas Matthew. “Art & meaning in videogames.” 2018. Web. 22 Apr 2021.
Vancouver:
Crago TM. Art & meaning in videogames. [Internet] [Doctoral dissertation]. University of Melbourne; 2018. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/11343/222546.
Council of Science Editors:
Crago TM. Art & meaning in videogames. [Doctoral Dissertation]. University of Melbourne; 2018. Available from: http://hdl.handle.net/11343/222546

University of Southern California
27.
Lin, Michael T.
Emetic Labs: simulator sickness in videogame players.
Degree: MFA, Interactive Media, 2014, University of Southern California
URL: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2308
► Simulator sickness is a physiological phenomenon similar to motion sickness that occurs in a number of contexts of media engagement, including videogame play. Emetic Labs…
(more)
▼ Simulator sickness is a physiological phenomenon
similar to motion sickness that occurs in a number of contexts of
media engagement, including videogame play. Emetic Labs is a game
and research protocol intended for the study of simulator sickness
in relation to
videogames. The goal of Emetic Labs is to gather
data from people who suffer from simulator sickness in games, first
by collecting electronic survey data, then by observing people as
they play a game in a controlled environment. The data will be
analyzed to determine if there are trends between a) the
demographics of videogame players, b) how a player navigates
through the game world while feeling healthy or sick, and c) the
time it takes for those players to experience
sickness.
Advisors/Committee Members: Gotsis, Marientina (Committee Chair), Wixon, Dennis (Committee Member), Norton, Marleigh (Committee Member).
Subjects/Keywords: videogames; simulator sickness; motion sickness; interactive media
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APA ·
Chicago ·
MLA ·
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CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Lin, M. T. (2014). Emetic Labs: simulator sickness in videogame players. (Thesis). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2308
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Lin, Michael T. “Emetic Labs: simulator sickness in videogame players.” 2014. Thesis, University of Southern California. Accessed April 22, 2021.
http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2308.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Lin, Michael T. “Emetic Labs: simulator sickness in videogame players.” 2014. Web. 22 Apr 2021.
Vancouver:
Lin MT. Emetic Labs: simulator sickness in videogame players. [Internet] [Thesis]. University of Southern California; 2014. [cited 2021 Apr 22].
Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2308.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Lin MT. Emetic Labs: simulator sickness in videogame players. [Thesis]. University of Southern California; 2014. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/404201/rec/2308
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

University of Southern California
28.
Muriel, Chris.
My friend and me.
Degree: MFA, Interactive Media, 2015, University of Southern California
URL: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4306
► My Friend and Me is a game about growing up, finding yourself and developing a relationship. It’s a puzzle adventure game where each room or…
(more)
▼ My Friend and Me is a game about growing up, finding
yourself and developing a relationship. It’s a puzzle adventure
game where each room or level presents a challenge that must be
solved in order to move forward to the next room. It starts with
one of the characters—a small boy—who is in a room where the player
sees a creature in a cage. The goal of the game is for both
characters to form a bond as the game progresses. In the beginning,
the relationship is based on the boy's need for help. Since he is
very small, it is difficult for him to complete each puzzle without
help. The catch is that they both need each other. Each of them has
abilities that the other one lacks.
Advisors/Committee Members: Lemarchand, Richard (Committee Chair), McHugh, Maureen (Committee Member), Margenau, Kurt (Committee Member).
Subjects/Keywords: emotion; narrative; connection; relationship; identity; videogames
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APA ·
Chicago ·
MLA ·
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Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Muriel, C. (2015). My friend and me. (Thesis). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4306
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Muriel, Chris. “My friend and me.” 2015. Thesis, University of Southern California. Accessed April 22, 2021.
http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4306.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Muriel, Chris. “My friend and me.” 2015. Web. 22 Apr 2021.
Vancouver:
Muriel C. My friend and me. [Internet] [Thesis]. University of Southern California; 2015. [cited 2021 Apr 22].
Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4306.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Muriel C. My friend and me. [Thesis]. University of Southern California; 2015. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/556499/rec/4306
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
29.
Knott, Stuart.
The adaptive contexts of videogame adaptations and franchises across media.
Degree: PhD, 2016, De Montfort University
URL: http://hdl.handle.net/2086/12100
► Videogame adaptations have been a staple of cinema and television since the 1980s and have had a consistent presence despite receiving overwhelmingly negative reactions. Recognising…
(more)
▼ Videogame adaptations have been a staple of cinema and television since the 1980s and have had a consistent presence despite receiving overwhelmingly negative reactions. Recognising the perseverance of videogame adaptations, I examine some of the key issues and debates surrounding the genre with in-depth analysis of the source material, the machinations of the film and videogame industries, and the films themselves, specifically relating to three prominent onscreen videogame adaptations. Following an introduction to the various theories and areas of study already performed in this field, all of which I incorporate into an intricate, blended methodology, I explore issues of fidelity, localisation, and evolution that occur when adapting Sonic the Hedgehog out of the confines of its limited narrative. In examining adaptations of Mortal Kombat and Street Fighter, I explore how cinematic genres (such as the Hong Kong martial arts and American action movies) have influenced the creation of videogames and the production of their film and television adaptations. Finally, I delve into the history of zombie horror films, which influenced the Resident Evil franchise. As this became the longest-running (and, by extension, most successful) live-action videogame franchise, I explore the complex production of videogame adaptations, their critical and financial reception, and their ability to evolve into multimedia franchises. Overall, my work is designed to take videogame adaptations seriously by examining them through in-depth analysis, exploring how they convey the gameplay mechanics of their source material, analysing why they remain so popular despite their negative reputation, and by establishing an academic framework by which to discuss them with the same reverence afforded to literary adaptations.
Subjects/Keywords: 794.8; videogames; adaptations; franchising; intertextuality; canonicity
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Knott, S. (2016). The adaptive contexts of videogame adaptations and franchises across media. (Doctoral Dissertation). De Montfort University. Retrieved from http://hdl.handle.net/2086/12100
Chicago Manual of Style (16th Edition):
Knott, Stuart. “The adaptive contexts of videogame adaptations and franchises across media.” 2016. Doctoral Dissertation, De Montfort University. Accessed April 22, 2021.
http://hdl.handle.net/2086/12100.
MLA Handbook (7th Edition):
Knott, Stuart. “The adaptive contexts of videogame adaptations and franchises across media.” 2016. Web. 22 Apr 2021.
Vancouver:
Knott S. The adaptive contexts of videogame adaptations and franchises across media. [Internet] [Doctoral dissertation]. De Montfort University; 2016. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/2086/12100.
Council of Science Editors:
Knott S. The adaptive contexts of videogame adaptations and franchises across media. [Doctoral Dissertation]. De Montfort University; 2016. Available from: http://hdl.handle.net/2086/12100

University of Maryland
30.
Rough, Brock.
Are Videogames Art?.
Degree: Philosophy, 2016, University of Maryland
URL: http://hdl.handle.net/1903/18776
► My dissertation defends a positive answer to the question: “Can a videogame be a work of art? ” To achieve this goal I develop definitions…
(more)
▼ My dissertation defends a positive answer to the question: “Can a videogame be a work of art? ” To achieve this goal I develop definitions of several concepts, primarily ‘art’, ‘games’, and ‘videogames’, and offer arguments about the compatibility of these notions.
In Part One, I defend a definition of art from amongst several contemporary and historical accounts. This definition, the Intentional-Historical account, requires, among other things, that an artwork have the right kind of creative intentions behind it, in short that the work be intended to be regarded in a particular manner. This is a leading account that has faced several recent objections that I address, particular the buck-passing theory, the objection against non-failure theories of art, and the simultaneous creation response to the ur-art problem, while arguing that it is superior to other theories in its ability to answer the question of videogames’ art status.
Part Two examines whether games can exhibit the art-making kind of creative intention. Recent literature has suggested that they can. To verify this a definition of games is needed. I review and develop the most promising account of games in the literature, the over-looked account from Bernard Suits. I propose and defend a modified version of this definition against other accounts. Interestingly, this account entails that games cannot be successfully intended to be works of art because games are goal-directed activities that require a voluntary selection of inefficient means and that is incompatible with the proper manner of regarding that is necessary for something to be an artwork.
While the conclusions of Part One and Part Two may appear to suggest that
videogames cannot be works of art, Part Three proposes and defends a new account of
videogames that, contrary to first appearances, implies that not all
videogames are games. This Intentional-Historical Formalist account allows for non-game
videogames to be created with an art-making intention, though not every non-ludic videogame will have an art-making intention behind it. I then discuss examples of
videogames that are good candidates for being works of art. I conclude that a videogame can be a work of art, but that not all
videogames are works of art.
The thesis is significant in several respects. It is a continuation of academic work that has focused on the definition and art status of
videogames. It clarifies the current debate and provides a positive account of the central issues that has so far been lacking. It also defines
videogames in a way that corresponds better with the actual practice of videogame making and playing than other definitions in the literature. It offers further evidence in defense of certain theories of art over others, providing a close examination of
videogames as a new case study for potential art objects and for aesthetic and artistic theory in general. Finally, it provides a compelling answer to the question of whether
videogames can be art.
This project also provides the groundwork for new evaluative,…
Advisors/Committee Members: Levinson, Jerrold (advisor).
Subjects/Keywords: Philosophy; art; games; play; videogames; video games
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Rough, B. (2016). Are Videogames Art?. (Thesis). University of Maryland. Retrieved from http://hdl.handle.net/1903/18776
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Rough, Brock. “Are Videogames Art?.” 2016. Thesis, University of Maryland. Accessed April 22, 2021.
http://hdl.handle.net/1903/18776.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Rough, Brock. “Are Videogames Art?.” 2016. Web. 22 Apr 2021.
Vancouver:
Rough B. Are Videogames Art?. [Internet] [Thesis]. University of Maryland; 2016. [cited 2021 Apr 22].
Available from: http://hdl.handle.net/1903/18776.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Rough B. Are Videogames Art?. [Thesis]. University of Maryland; 2016. Available from: http://hdl.handle.net/1903/18776
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
◁ [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] ▶
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