Essays about: "online games for thesis"

Showing result 1 - 5 of 66 essays containing the words online games for thesis.

  1. 1. The State of Live Facial Puppetry in Online Entertainment

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Author : Lisa Gren; Denny Lindberg; [2024]
    Keywords : Facial Puppetry; Face Tracking; Real-time Rendering; Motion Capture; Computer Vision; 3D Modeling; Virtual Avatars; Augmented Reality; Machine Learning; Game Development;

    Abstract : Avatars are used more and more in online communication, in both games and socialmedia. At the same time technology for facial puppetry, where expressions of the user aretransferred to the avatar, has developed rapidly. READ MORE

  2. 2. State-Sponsored Gambling Advertising

    University essay from Handelshögskolan i Stockholm/Institutionen för marknadsföring och strategi

    Author : Otto Lundbergh; Oliver Ohlin; [2023]
    Keywords : Swedish Gambling Market; Gambling Advertising; Svenska Spel; Share of Voice;

    Abstract : Gambling in Sweden is increasing and is a large issue for both individuals and the state. The largest actor on the Swedish market is the state-owned company Svenska Spel which offers gambling services online and with a monopoly runs casinos and physical slot machines. To promote their games, Svenska Spel advertises through multiple channels. READ MORE

  3. 3. A Comparison of Moderation Systems in DOTA2 and League of Legends from a Player Perspective

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Qiaoting Wang; [2023]
    Keywords : moderation; toxic behavior; report; League of Legends; DOTA2;

    Abstract : MOBA (multiplayer online battle arena) game is a game genre where players play as two teams, competing against each other team on a battlefield. Toxic behaviors, such as cheating and communication abuse, have been a prevalent phenomenon in MOBA games, and game companies often adopt moderation systems to deal with the toxicity. READ MORE

  4. 4. 'This Game Changed my Life' : Online Stories of ‘Emersion’ about Playing Video Games during Difficult Times in Life

    University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Author : Sergio J. Abuin; [2023]
    Keywords : video games; videogames; personal crises; difficult times; immersion; netnography; stories; posts; online; offline; uses and gratifications; Reddit; Persona 5; videojocs; video jocs; temps dificils; immersió; historia; videojuegos; video juegos; crisis; tiempos difíciles; inmersión; netnografia; historias;

    Abstract : This thesis aims to explore the video game medium in depth, to relate it to the stories foundon Internet communities about users’ gameplay experiences during burdensome moments inlife. To achieve that, the phenomena is explored through the lenses of Uses & Gratificationstheory by means of a netnography on the ‘/Persona 5’ official subReddit; interpreting, codingand analyzing all narratives that fit the criteria with the help of a proposed ‘USE’ system. READ MORE

  5. 5. MOBAs, the beginning : From mod to genre

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Anton Zachrisson; Alexander Holmberg Karancsi; [2023]
    Keywords : MOBA; Political Economy theory; Modding; Historical timeline; Monetization plans; Power structures;

    Abstract : This thesis covers the history of the MOBA (Multiplayer Online Battle Arena) genre by creating a chronological historical timeline of some of the most catalytic titles. It also delves deeper into the dynamic between modders and companies and how that dynamic changed as the genre evolved. READ MORE