Essays about: "games period"

Showing result 1 - 5 of 43 essays containing the words games period.

  1. 1. Super Exergame : 2D platformer exergame using webcam ML-skeletal tracking and Godot

    University essay from Linköpings universitet/Institutionen för datavetenskap

    Author : David Styrbjörn; Max Benecke; [2023]
    Keywords : game-design; exergaming; godot; liopep;

    Abstract : This thesis presents the development and evaluation of an exergame platformer. Designed in the ecosystem of Liopep with the goal of aiding sedentary workers in their office environment. The game was developed using Godot over a period of around 5 months. Results show a clear correlation between higher scores and increased exertion. READ MORE

  2. 2. Recreating the aesthetic experience of Orwell’s book nineteen eighty four as a Tabletop roleplaying rule set : A systemic perspective on rules as the aesthetic space in Oceania 2084

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Johan Eriksson; [2023]
    Keywords : tabletop roleplaying games; abstraction; game design; design process; semiotics; iterative design; aesthetics; symbols;

    Abstract : By examining the results of an iterative design process, specifically a tabletop roleplaying game, Oceania 2084, this thesis aims to formulate a generalizable design process applicable when translating a work of fiction into a ruleset. The object that was translated into a ruleset was the book Nineteen Eighty-Four written by George Orwell in 1949. READ MORE

  3. 3. Playing with the Third Reich: Conceptual Relocation from Nazi Film to WWII Game : An Experiment to measure Filmic concepts in Digital Games

    University essay from Stockholms universitet/Filmvetenskap

    Author : Laqi Li; [2023]
    Keywords : Nazi Germany; Propaganda Films; Science Fiction Trilogy; Industrial Films; WWII FPS Games; WWII Simulation Games; Fascist Aesthetic; Futuristic Utopianism; Steel-like Romanticism; History.;

    Abstract : Film produced by Nazi Germany has been a classic that has drawn scholars from a wide range of academic disciplines as well as innumerable cineastes from various cultural backgrounds. The simultaneous rise in the number of players acting as observers and operators in digital games with a WWII theme has drawn recent scholarly attention since it is thought that this pattern is contributing to players' hazy understanding of historical events. READ MORE

  4. 4. Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

    University essay from Karlstads universitet/Handelshögskolan (from 2013)

    Author : Maja Sveder; Emma Lundbäck; [2023]
    Keywords : Gamification; Metaverse; Games; Game elements; Consumer behaviour; Engagement; Motivation; Purchase intentions;

    Abstract : Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. READ MORE

  5. 5. Displays of Deference, Projections of Power : The English East India Company in Japan, 1615–1622

    University essay from Uppsala universitet/Historiska institutionen

    Author : Tami Hioki; [2023]
    Keywords : English East India Company; Hirado; Japan; Richard Cocks; Tokugawa shogunate; connected histories; cosmopolitanism; power relations; global interactions;

    Abstract : From 1613 to 1623, the English East India Company (EIC) maintained a trading post at Hirado, Japan. This trading post was one of the first that the EIC established, and because England was far from the empire it would one day become, Company members had to adjust to local customs and respect the laws of Japan in order to conduct business there. READ MORE