Essays about: "Game Playing"
Showing result 11 - 15 of 402 essays containing the words Game Playing.
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11. Non-playable characters' peripheral effect in relation to narrative and worldbuilding in video games
University essay from Södertörns högskola/MedieteknikAbstract : The goal of this thesis is to find out how non-playable characters (NPC) in their own peripheral way, contribute to the narrative and worldbuilding of a video game. A prototype of a role-playing video game (RPG) was created for this particular study, in order to investigate and measure the effect of NPCs on worldbuilding and narrative in video games. READ MORE
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12. The World of Dungeons & Dragons in the EFL Classroom : A literary study on worldbuilding, mental imagery, immersion and applications of Dungeons & Dragons in the EFL Classroom
University essay from Linnéuniversitetet/Institutionen för språk (SPR)Abstract : In a world where gamification is increasingly prevalent, Dungeons & Dragons is a vast, seemingly untapped arena into which students in an EFL classroom could potentially venture. By exploring the various applications of the hugely popular tabletop role-playing game, there are several aspects in which students and teachers can explore in order to find practical as well as theoretical uses for a role-playing game of this size and scope. READ MORE
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13. Modeling and Balancing the Resource Economy in Gustav
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : In-game resource balancing is a crucial part of game design. By providing an appropriate amount of various kinds of resources to players, the game ensures that players are presented with meaningful challenges. READ MORE
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14. On the strategic abilities gained by using knowledge-based strategies for multi-agent teams playing against nature
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : Analogous to how the Knowledge-Based Subset Construct (KBSC) can transform games of imperfect information against nature into games of perfect information, making it easier to find winning strategies for objectives in these games, the multi-agent knowledge-based subset construct (MKBSC) can be used to find winning strategies in multi-agent games of imperfect information. The difference between the two algorithms is that the generalized version can be applied multiple times, which is interpreted as the agent’s considering not just their own knowledge of the game, but also their knowledge of the other agents, and the knowledge of the other agent’s knowledge about their own knowledge, etc. READ MORE
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15. Monetary Value of a Player in GTA Online : Role of Inflation
University essay from Umeå universitet/NationalekonomiAbstract : This study investigates the monetary value of a player within the video game GTA Online, published by Rockstar in 2013. A survey was sent out to a subreddit called r/gtaonline where a sample of 171 respondents who play GTA Online were used and the results were analysed using an OLS regression. READ MORE