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Showing result 16 - 20 of 35 essays matching the above criteria.

  1. 16. SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Per Hallros; Niklas Pålsson; [2021]
    Keywords : Computer games; game design; procedural rhetoric; self-directed learning; prototyping; simulation.;

    Abstract : As a response to finding innovative ways of using games as tools for learning we explore the design process of creating a game system meant to promote self-directed learning. This thesis explores what design pillars a game system needs to follow when making a game that is meant to promote self-directed learning through reflection on cause and effect relations. READ MORE

  2. 17. The unexplored power of buzz in the video game industry

    University essay from Högskolan i Halmstad/Akademin för ekonomi, teknik och naturvetenskap

    Author : Oskar Hammarsten; Sofie Hägerbrand; [2020]
    Keywords : Buzz; hype; anticipation; marketing; video game; customer-based brand equity; CBBE; pre-release consumer buzz; PRCB; expectations;

    Abstract : Background: The global video game industry is today bigger than both the film- and music industry and is subject to a lot of competition. Companies are always looking for alternative ways to reach consumers and buzz is identified as a crucial success factor by many scholars. READ MORE

  3. 18. The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes

    University essay from Karlstads universitet/Handelshögskolan (from 2013)

    Author : Albin Johansson; Sebastian Grönström; [2020]
    Keywords : service outcome; loot boxes; customer perceived value; customer value creation; video game industry;

    Abstract : In recent years, the video game industry has rapidly grown into the largest grossing entertainment industry in the world, surpassing both the film- and music industries. However, many of the popular games today are free to play and does not require any subscription, yet they still generate high amounts of revenue each year, partly due to the offering of loot boxes in video games. READ MORE

  4. 19. The Digital Myth of Women on The Battlefield : A Reception Analysis of Female Soldiers in the Online Discourse of Battlefield V

    University essay from Högskolan i Jönköping/HLK, Medie- och kommunikationsvetenskap

    Author : Loraine Gauteul; [2019]
    Keywords : Video Games; Critical Discourse Analysis; Battlefield V Phenomenon; Identification; Gender and Media;

    Abstract : Lately, the trailer for the game “Battlefield V” received a massive backlash from the players of the Battlefield franchise due to the fact that the game inspired by World War II featured a woman as the main character. This research set out to investigate how female elements are interpreted in a traditional male-dominated digital space, and aims to highlight the elements to consider when introducing a female lead character in a video game. READ MORE

  5. 20. The Visual Conveyance of Narrative : From A Cognitive Perspective

    University essay from Södertörns högskola/Medieteknik

    Author : Ossian Borg Gyllenbäck; [2019]
    Keywords : narrative; visuals; video games; mise-en-scene; fabula syuzhet; engagement; casual cognition; narrativ; visuell; datorspel; mise-en-scene; fabula syuzhet; engagemang; kausal kognition;

    Abstract : This qualitative study aims to explore, from a cognitive perspective, the influence visuals have on conveying the game's narrative and how this engages the player. The focus being to further the understanding of how both visuals and narrative affect the overall experience. READ MORE