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Showing result 1 - 5 of 279 essays matching the above criteria.
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1. The effects of introducing game mechanics in different orders on player comprehension
University essay from Uppsala universitet/Institutionen för speldesignAbstract : The order in which game mechanics are introduced to players can significantly impact their comprehension and enjoyment of the game. However, there is a lack of research on how player comprehension is affected by the sequence of introducing game mechanics. READ MORE
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2. Geralt's Third Sword : Representation of sex in The Witcher 3: Wild Hunt
University essay from Uppsala universitet/Institutionen för speldesignAbstract : This paper examines the representation of sex in the game The Witcher 3: Wild Hunt in terms of quest design, narrative, and sex scenes. Examining this topic is relevant to identifying misogynistic tropes in games and finding out where the portrayal of sex might be lacking or even harmful, for designers as well as consumers. READ MORE
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3. Ready? Fight! How Guilty Gear -Strive-‘s approach to fighting game animations lend themselves to character appeal.
University essay from Uppsala universitet/Institutionen för speldesignAbstract : This paper’s goal was to understand how the fighting game animations in the video game Guilty Gear -Strive- lent themselves to their characters appeal, by looking how the animations are built up to be a good quality for a more interesting character based on the character background. The paper aids to help designers find relevant information for the creation of animations for a greater player enjoyment of its characters in a fighting game. READ MORE
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4. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE
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5. The key of challenging levels: An analysis of 2D puzzle video game levels
University essay from Uppsala universitet/Institutionen för speldesignAbstract : This study is focused on the challenges in puzzle video games. Based on several previous studies, the researcher created seven different types of challenges in puzzle games. READ MORE