Essays about: "Video Game Culture"
Showing result 1 - 5 of 44 essays containing the words Video Game Culture.
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1. 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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2. 'It was never about the games' : A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017
University essay from Uppsala universitet/Institutionen för speldesignAbstract : This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups. READ MORE
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3. Virtual vistas : exploring the art of in-game photography presence on social media
University essay from Lunds universitet/Medie- och kommunikationsvetenskap; Lunds universitet/Institutionen för kommunikation och medierAbstract : This thesis delves into the emerging field of virtual photography, an artistic form seamlessly integrated into the digital landscapes of video games. Investigating the intricate relationship between the virtual and the tangible, the study meticulously analyzes in-game photographs to unveil the subtleties often overlooked, decoding implied meanings. READ MORE
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4. Identifying, Analysing and Comparing Organisational Cultures in the Game Development Industry : A comparative case study on the two Blizzards from 1997-2005.
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Organisational culture is a long debated research field, one that is greatly influential in modern day workspace, possibly deeply affecting organisational performance. This thesis is a case study on Blizzard entertainment from 1997 to 2005, where Blizzard North and Blizzard South, two organisations, existed and worked on some of the company’s most influential games. READ MORE
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5. Interpretation of UI icon design : A case study how people interpret GUI icons in video games
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : This study has examined what design principles help make more understandable UI icons and what aspects are most important when understanding the functionality of UI elements. Prior to this study, 15 UI icons representing items and actions were drawn asstudy subjects together with a prototype game to provide game context to the testers. READ MORE