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Mall För Examensarbete
nrik v He d a apa l sk Ma GAME NARRATIVE CONVEYED THROUGH VISUAL ELEMENTS IN DIGITAL GAMES Master Degree Project in Informatics One year Level 22.5 ECTS Spring term 2021 Chengyue Jin (Kimi) Supervisor:Per Backlund Examiner: Mikael Johannesson Abstract This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different narrative types on this basis. In addition, this thesis designs a study that includes different dimensions of immersion to investigate the impact of narratives conveyed through visual elements on player immersion. Keywords: video games, game narrative, visual elements, immersion, game interaction Table of Contents 1 Introduction ........................................................................................................ 1 2 Background ........................................................................................................ 2 2.1 Narrative ...................................................................................................................... 2 2.1.1 Traditional -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
Sven Dwulecki, ''I Am Thou… Thou Art I…''—How Persona 4'S Young Adult
“I am thou… Thou art I…”—How Persona 4’s Young Adult Fiction Communicates Japanese Values Sven Dwulecki Abstract Life is Strange, INSIDE, Oxenfree—all these video games represent a seem- ingly entirely new genre. Young Adult videogames diverge from the male, gloomy grown-up stereotypes and replace them with adolescent protago- nists in their coming of age stories. Their commercial success seem to val- idate their endeavors. However, YA narratives are hidden in plain sights for many years within JRPGs. Shin Megami Tensei – Persona 4 (short Persona 4 or P4) is a cultural ambassador. This paper examines how the game’s pro- cedural rhetoric in combination with its Young Adult story advocate in fa- vor of specific Japanese values. The time structure of P4 reinforces a long- term orientation and requires strategic planning as well as tactical flexibil- ity. So-called “Social Links” represents Japan unique take on collectivism. Each link encapsulates a small YA narrative and offers different benefits to social-active protagonist. Finally, grinding mechanics reflect the notion of repetition-based learning. Japanese schools teach through engaging with developing several solutions to a singular problem. The same holds true for the grinding process. All these elements combined create a game rhet- oric promoting these aspects of Japanese culture. Sven Dwulecki is a PhD candidate at the University of Tübingen and former market researcher at Crytek; his research is focused on the rhetoric of video games and their influence upon consumers; in his field of expertise he combines business and digital rhetoric with a focus on marketing strategy, innovation, and the role of entertainment industry. -
Deus Ex Machina
001 002 Cuaderno de máquinas y juegos | Nº 1 | Año 2017 003 DEUS EX MACHINA Cuaderno de máquinas y juegos N.º 1 | Año 2017 | Madrid [España] Publicado por Plataforma Editorial Sello ArsGames [sello.arsgames.net] [[email protected]] Edita: Asociación ArsGames [coord.: José Andrés Fernández] Diseño y producción gráfica: Sello ArsGames [Mr. Moutas] Ilustración de cubiertas: Díaz-Faes Compilación de textos: Deus Ex Machina [Guillermo G. M.] [deusexmachina.es] [[email protected] ] ISSN: 2529-9662 Depósito legal: M-23110-2016 Se permite la reproducción total o parcial de la obra y su di- fusión telemática para uso personal de los lectores siem- pre y cuando no sea con fines comerciales. Creative Commons-Atribución-NoComercial-CompartirIgual 3.0 España (CC BY-NC-SA 3.0 ES) AGRADECIMIENTOS — María Pérez Recio — Ricardo Suárez — Carmen Suárez — — Alicia Guardeño — Guillermo G. M. — Rodrigo Aliende — — Pablo Algaba — Galamot Shaku — Paula Rivera Donoso — — Israel Fernández — Isidoro Vélez — Alonso & Moutas — — David Rodríguez — Vctr_Seleucos — Toni Gomariz — — Ignasi Meda Calvet — Jenn Scarlett — Isa Pirracas — — Jorge González Sánchez — Marçal Mora — Díaz-Faes — — Eva Cid — Isi Cano — Rutxi García — Start-t Magazine Books — ARCHIVO EN CLAVE DE SOMRA LA FÓRMULA DE GEOFF CRAMMOND Eva Cid ................................................ 012 Isidoro Vélez ............................................060 ‘READY PLAYER ONE’: UN POCO DE INTELIGENCIA ARTIFICIAL UNA NOVELA SOBRE VIDEOJUEGOS David Rodríguez ........................................064 -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Tekan Bagi Yang Ingin Order Via DVD Bisa Setelah Mengisi Form Lalu
DVDReleaseBest 1Seller 1 1Date 1 Best4 15-Nov-2013 1 Seller 1 1 1 Best2 1 1-Dec-2014 1 Seller 1 2 1 Best1 1 30-Nov-20141 Seller 1 6 2 Best 4 1 9 Seller29-Nov-2014 2 1 1 1Best 1 1 Seller1 28-Nov-2014 1 1 1 Best 1 1 9Seller 127-Nov-2014 1 1 Best 1 1 1Seller 1 326-Nov-2014 1 Best 1 1 1Seller 1 1 25-Nov-20141 Best1 1 1 Seller 1 1 1 24-Nov-2014Best1 1 1 Seller 1 2 1 1 Best23-Nov- 1 1 1Seller 8 1 2 142014Best 3 1 Seller22-Nov-2014 1 2 6Best 1 1 Seller2 121-Nov-2014 1 2Best 2 1 Seller8 2 120-Nov-2014 1Best 9 11 Seller 1 1 419-Nov-2014Best 1 3 2Seller 1 1 3Best 318-Nov-2014 1 Seller1 1 1 1Best 1 17-Nov-20141 Seller1 1 1 1 Best 1 1 16-Nov-20141Seller 1 1 1 Best 1 1 1Seller 15-Nov-2014 1 1 1Best 2 1 Seller1 1 14-Nov-2014 1 1Best 1 1 Seller2 2 113-Nov-2014 5 Best1 1 2 Seller 1 1 112- 1 1 2Nov-2014Best 1 2 Seller1 1 211-Nov-2014 Best1 1 1 Seller 1 1 1 Best110-Nov-2014 1 1 Seller 1 1 2 Best1 9-Nov-20141 1 Seller 1 1 1 Best1 18-Nov-2014 1 Seller 1 1 3 2Best 17-Nov-2014 1 Seller1 1 1 1Best 1 6-Nov-2014 1 Seller1 1 1 1Best 1 5-Nov-2014 1 Seller1 1 1 1Best 1 5-Nov-20141 Seller1 1 2 1 Best1 4-Nov-20141 1 Seller 1 1 1 Best1 14-Nov-2014 1 Seller 1 1 1 Best1 13-Nov-2014 1 Seller 1 1 1 1 13-Nov-2014Best 1 1 Seller1 1 1 Best12-Nov-2014 1 1 Seller 1 1 1 Best2 2-Nov-2014 1 1 Seller 3 1 1 Best1 1-Nov-2014 1 1 Seller 1 1 1 Best5 1-Nov-20141 2 Seller 1 1 1 Best 1 31-Oct-20141 1Seller 1 2 1 Best 1 1 31-Oct-2014 1Seller 1 1 1 Best1 1 1 31-Oct-2014Seller 1 1 1 Best1 1 1 Seller 131-Oct-2014 1 1 Best 1 1 1Seller 1 30-Oct-20141 1 Best 1 3 1Seller 1 1 30-Oct-2014 1 Best1 -
The Mummy Expands Beyond the Big Screen with New Digital Experiences in Vr, Mobile and Console Games
NEWS RELEASE UNIVERSAL PICTURES’ THE MUMMY EXPANDS BEYOND THE BIG SCREEN WITH NEW DIGITAL EXPERIENCES IN VR, MOBILE AND CONSOLE GAMES Tickets on Sale Now for The Mummy Prodigium Strike VR Experience from Starbreeze Studios Night School Studio’s The Mummy Dark Universe Stories Mobile Game Arrives Later This Month The Mummy Demastered Console Game from WayForward Launches in Late August UNIVERSAL CITY, CA, June 8, 2017 — Universal Brand Development announced today that fans will be able to continue the epic-adventure of The Mummy beyond the big screen with three new digital experiences: The Mummy Prodigium Strike location-VR game; The Mummy Dark Universe Stories mobile game; and The Mummy Demastered console game. The Mummy arrives in theaters this Friday. “As Universal makes a strategic push into gaming, we felt The Mummy was the perfect place to start,” said Chris Heatherly, Executive Vice President of Worldwide Games and Digital Platforms, Universal Brand Development. “We worked with the best developers in their fields and took creative risks to imagine exciting new ways for fans to enter the Dark Universe.” The Mummy Prodigium Strike is a groundbreaking location-based experience developed by VR pioneer Starbreeze Studios, in which players take on the role of a Prodigium agent and are tasked with capturing the ancient princess Ahmanet—all the while battling hordes of ravens, spiders and the undead. From a helicopter hovering above to the intense action on the ground, players must protect their fellow agents as the Mummy grows in power, battling to the finish to either capture her, or be her slave for eternity. -
Game Informer, the Best Indie Games of GDC 2019
GDC 2019 The Best Indie Games of GDC 2019 by GAME INFORMER STAFF on Mar 22, 2019 at 09:15 PM Every year, many of the best and brightest minds in video games converge in San Francisco to attend the Game Developers Conference. Many of them bring along brand new games ready for their moment in the spotlight. From the large GDC Play area and the Indie Megabooth to specially curated showcases hosted by Nintendo and Microsoft, there is no shortage of exciting titles. Here is an evolving list of the coolest and most interesting indie games the Game Informer crew saw at the conference. Come back each day, as we plan to continually update this list with more promising titles throughout the show. Games are listed alphabetically. Afterparty Platform: PS4, Xbox One, PC Developer: Night School Studio Release: 2019 Night School Studio, the creators of Oxenfree, has a knack for creating unique premises and interesting dialogue. Afterparty is no exception, placing you right in hell. Your only way out? Outdrink satan himself. Apparently, hell is all about alcohol and what you drink impacts your personality, such as making you more aggressive or irty. This gives you different dialogue options and opens up various paths to completing your objective. Our demo had us trying to get into a VIP room. While there are a few different ways to do this, we chose to impress our way in with our beer pong skills. The intense match had us taunting our opponent to get them to fumble and trying our best to aim the ball to reach the cup. -
Procedural Aesthetics
PROCEDURAL AESTHETICS Building a toolset of aesthetic devices for generative games design 20502958 usw-135W300CF BA (Hons.) Computer Games Design 2014 8,725 words approx. TABLE OF CONTENTS Introduction .......................................................................................................4 Chapter 1: Persistent Motivations ...................................................................7 Chapter 2: Generative Systems in Games .....................................................13 Example 1: 3D world generation in Minecraft ..............................................13 Example 2: Interesting challenges in Spelunky .............................................14 Example 3: Board game layout in Advanced Heroquest ...............................15 Example 4: Card-based rules system in Fluxx ...............................................17 Example 5: Character design & behaviour in The Sims ................................18 Example 6: Procedural help/tutorial in Cloudberry Kingdom .......................19 Example 7: Random encounters in Final Fantasy .........................................20 Example 8: Progression & difficulty in Desktop Dungeons ..........................21 Example 9: Random quests in FTL: Faster Than Light .................................22 Example 10: Generative music in Proteus .....................................................23 Conclusions of analyses .................................................................................24 Chapter 3: A Rogue Gallery ...........................................................................27 -
A Framework for Analyzing Playability Requirements Based on Game Reviews Zhaodong
A Framework for Analyzing Playability Requirements based on Game Reviews Zhaodong Fan University of Tampere Faculty of Natural sciences Computer Sciences/ Software Development M. Sc. thesis Supervisor: Zheying Zhang Sep 2017 University of Tampere School of Information Sciences Computer Sciences/ Software Development Zhaodong Fan: Instructions for thesis writers M.Sc. thesis, 50 pages, 9 index and 32 appendix pages Sep 2017 Requirements Engineering is an important phase in software development. Game development also requires Requirement Engineering, due to the frequently changes of requirements during the process of the game development [Kasurinen et al., 2014]. However, only a few studies have linked the game development and Requirements Engineering together. Research in related fields is inadequate and needs to be studied in depth Playability is a crucial concept for the game study. For a player, playability is highly related to the player experience, especially the experience of enjoyment. For a video game, the quality of game components affects the degree of playability. Playability is often used for evaluating the video game, but studies focus on playability are insufficient [Korhonen, 2016, p21]. Moreover, few researchers study playability from the perspective of Requirement Engineering. This thesis supposes playability as a kind of non-functional requirements that is important for the game development. The aim of the thesis is to help game designers or testers understand and analyse playability requirements systematically. The thesis work includes two parts, literature review and data analysis. Literature referred to playability, game components and game enjoyment was mainly studied. Based on the literature review, 41 game reviews from GameSpot were collected and analysed by grounded theory. -
University of Florida Thesis Or Dissertation Formatting
GAME COMPOSITION: WRITING WITH(IN) DIGITAL GAMES By KYLE BOHUNICKY A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2018 1 © 2018 Kyle Bohunicky 2 To Melissa, Dave, and Chuck for reading and revising my gameplay 3 ACKNOWLEDGMENTS I owe my deepest gratitude to the committee for the innumerable contributions they have made to both the dissertation and to my development as a scholar. Their patience, insight, and shrewd judgement at critical junctures over the course of this project tempered my bouts of scholarly stubbornness and creative capriciousness, teaching me how to craft my writing into the manuscript you have before you. In particular, I thank Professor Dobrin, my director, for granting me what many graduate students working under scholars of similar renown rarely receive: space to play. Without his willingness to generously humor all nature of ideas, I doubt that I would have had the freedom to present what would eventually become this dissertation. Moreover, Professor Dobrin’s groundbreaking contributions to Writing Studies and Rhetoric and Composition need to be recognized as they made possible both my conception of writing as well as the conversations to which this project contributes. Without his direct and indirect efforts, this dissertation simply could not exist. Professor Harpold and Professor Gries have both been guiding lights throughout the years—I would be lost without their direction as committee members and mentors. In 2009, Professor Harpold kindly agreed to meet and discuss opportunities for graduate work with digital media in UF’s Department of English.