Essays about: "games shows"

Showing result 1 - 5 of 204 essays containing the words games shows.

  1. 1. The “Magic Gathering” of Comprehension Devices : A diachronic systemic functional linguistics analysis of MTG game card texts

    University essay from Stockholms universitet/Engelska institutionen

    Author : Isabella Schiller; [2024]
    Keywords : Systemic Functional Linguistics; Magic: The Gathering; keywords; card text; action; process; mood; transitivity; comprehension;

    Abstract : This study investigates the diachronic shift of revised card texts in the tabletop collectible card game ‘Magic: The Gathering’.  The lexicogrammatical patterns found are compared to theories on comprehension and learning, and to the development of the game. READ MORE

  2. 2. Analysis of Mutable Game Environments Built on a Tetrahedral Mesh : Tetras, a Potential Alternative to Voxels

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Noah Tell; [2023]
    Keywords : Voxels; Tetrahedron; Tetrahedral Mesh; Tetrahedralization; Tessellation; Mutable Environment; Editable Terrain; Deformable Environment; Boolean Operations; Real-Time; Computer Games; Computational Geometry; Voxlar; Tetrahedror; Tetrahedralisering; Tessellering; Formbar Terräng; Booliska Operationer; Realtid; Datorspel; Beräkningsgeometri;

    Abstract : Historically 3D game environments have almost always been immutable. Mutable environments are a technical challenge that will affect performance. For games of the future to continue approaching realism, mutable environments are an essential step. READ MORE

  3. 3. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE

  4. 4. A performance comparison between quadtree and tessellation LOD solutions for planetary terrain

    University essay from Blekinge Tekniska Högskola

    Author : Julius Wendt; [2023]
    Keywords : level of detail; planetary; rendering; quadtree; tessellation;

    Abstract : Background. Rendering planets with high detail from orbit to surface level is becoming increasingly common in video games. In this thesis, two solutions to achieving this will be compared, a quadtree solution and a tessellation solution. These solutions both implement an adaptive level of detail on a spherical shape. READ MORE

  5. 5. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Dimitra Papangeli; Ella Martell; Michaela Sorle; [2023]
    Keywords : Strategic Brand Management; Kapferer’s Brand Identity Prism; Brand; Gaming Industry; Blizzard Entertainment; Online Community; Online Brands; Online Game Brands.; Business and Economics;

    Abstract : Purpose: This study intends to explore how video games companies work with strategic brand management. Methodology: A qualitative literature review and case study of Blizzard Entertainment using Kapferer’s Brand Identity Prism. The data was collected from Blizzard as well as other secondary sources. READ MORE