Essays about: "videogame playing"

Showing result 1 - 5 of 7 essays containing the words videogame playing.

  1. 1. Videos, Games, or Videogames? The Interaction in Videogame Playing Experiences

    University essay from Uppsala universitet/Avdelningen för estetik

    Author : Lin Lin; [2023]
    Keywords : videogames; interaction; aesthetic experiences;

    Abstract : This paper defends the claim that videogame playing interaction (VGI) is a distinctive kind of interaction compared with other interactive practices. This claim is not grounded in the fact that videogame playing is a digital experience, nor the claim that videogame playing is a video example of gameplay, but rather in two unique characteristics of videogame playing experiences: the controlled identity of players and the temporal continuity. READ MORE

  2. 2. Undoing Gender Interpellations in Role-Playing Videogame Spaces : The case of Cyberpunk 2077 as a case of resistance from a feminist post-constructionist perspective

    University essay from Umeå universitet/Umeå centrum för genusstudier (UCGS)

    Author : Anna Militsi; [2021]
    Keywords : posthuman cyborg; autoethnography; video games; cyberculture;

    Abstract : This Thesis is pertinent to the negotiations of sex, gender, and sexuality in the video game Cyberpunk 2077 and the narratives the gamer traverses while on the game, and aimed to add to the literature regarding the entanglements of gender and technology within the virtual world of the video games.This Thesis focused on investigating the potential of technocultural assemblages to undo gender (and racial) interpellations, and more specifically in regard to the assemblages that are formed between (post)human and avatar in first-person video games that allow the user to create their character with a great deal of freedom. READ MORE

  3. 3. Exercise, visuospatial rotation performance and life satisfaction : A study of correlations between physical activity and some presumed benefits

    University essay from Linnéuniversitetet/Institutionen för psykologi (PSY)

    Author : Claes Lilja; [2017]
    Keywords : Physical exercise; physical activity levels; visuospatial rotation; life satisfaction; dispositional optimism; cognitive functioning; meditation; videogame playing; aging; gender;

    Abstract : SourceURL:file://localhost/Users/ClaesAct/Dropbox/LNU%20psykologi/Uppsats/Examensarbete_ClaesLilja_HT16_2PS600.doc Physical exercise has been associated with various health benefits, including improved cognitive functioning, well-being and life satisfaction. READ MORE

  4. 4. A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games

    University essay from Umeå universitet/Institutionen för informatik

    Author : Mikael Hansson; Stefan Karlsson; [2016]
    Keywords : first-person; video games; identification; identity; self; self-perception; perception; immersion; narrative; user-study; charakter; fictional; role-playing; narratology; ludology; ludonarrative; ludonarrative dissonance; walking simulator; crafting survival; Dear Esther; Minecraft; player presence; role;

    Abstract : In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. READ MORE

  5. 5. ATTITUDE GAME : A study in the increase of bullying awareness in 9-12 years old children

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Carlos González Díaz; [2015]
    Keywords : iPhone; iPad; empathy; empathy manipulation; minigames; bullying; attitude; attitude towards bullied children; serious games; Interpersonal Reactivity Index; IRI; affective game design patterns; videogame; Dumb Ways to Die; Wario Ware; 9 year; 12 year; children;

    Abstract : This thesis analyses how an increase in bullying awareness can be produced in children aged 9-12 years old playing an iPad serious game called Attitude Game. The project is conducted in collaboration with the company IUS Innovation, where two prototypes were developed by the author of the study, one with mechanics empowering not to bully and the other with mirror mechanics empowering to bully other children. READ MORE