Serious Game Development Methodology with System and Human Oriented Approach

Total Page:16

File Type:pdf, Size:1020Kb

Serious Game Development Methodology with System and Human Oriented Approach SERIOUS GAME DEVELOPMENT METHODOLOGY WITH SYSTEM AND HUMAN ORIENTED APPROACH A THESIS SUBMITTED TO THE GRADUATE SCHOOL OF SOCIAL SCIENCES OF MIDDLE EAST TECHNICAL UNIVERSITY BY LEVENT BERKE ÇAPLI IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN SCIENCE AND TECHNOLOGY POLICY STUDIES MARCH 2019 Approval of the Graduate School of Social Sciences Prof. Dr. Tülin Gençöz Director I certify that this thesis satisfies all the requirements as a thesis for the degree of Master of Science. Prof. Dr. Teoman Pamukçu Head of Department This is to certify that we have read this thesis and that in our opinion it is fully adequate, in scope and quality, as a thesis for the degree of Master of Science. Assoc. Prof. Dr. Serhat Çakır Supervisor Examining Committee Members Assist. Prof. Dr. Altan Özkil (Atılım Uni., AVM) Assoc. Prof. Dr. Serhat Çakır (METU, PHYS) Assist. Prof. Dr. Ziya Karakaya (Atılım Uni., CMPE) I hereby declare that all information in this document has been obtained and presented in accordance with academic rules and ethical conduct. I also declare that, as required by these rules and conduct, I have fully cited and referenced all material and results that are not original to this work. Name, Last name: Levent Berke Çaplı Signature: iii [Type a quote from ABSTRACT SERIOUS GAME DEVELOPMENT METHODOLOGY WITH SYSTEM AND HUMAN ORIENTED APPROACH Çaplı, Levent Berke Master of Science, Department of Science and Technology Policy Studies Supervisor: Assoc. Prof. Dr. Serhat Çakır March 2019, 123 pages Serious games are on the rise as a new and motivating education and training method. This rise is being supported by serious games’ ability to address individuals of all ages from many sectors. Although the game and education industries have established standards based on lessons learned, this is lacking for serious games. Considering the hybrid nature, it can be seen that there are many possible approaches for designing and developing serious games. It is possible to take elements form both simulation as well as game development approach. When available resources on development are examined, an invisible divide can be observed between design approaches. While one side of this division follows a functional system approach, the other side adopts a human motivational oriented approach. This study is designed around the research question if these two approaches can be combined. In order to answer this question, best practices and expert opinions are evaluated, similarities and differences between them are analysed by presenting different approaches. Aim of this thesis is to introduce a new serious game development methodology that covers game, system and people-oriented approaches. In order to understand the real life application of this methodology case studies were used for verification and validation. In addition, this study aims to provide a guide for serious game developers, which includes definitions, best practices, common problems and development processes. This study will be a significant endeavour to provide critical iv [Type a quote from guidance for serious game developers and provide methods of improvements to a growing sector’s development process. Keywords: Serious Game Design, Development Methodology, Human Oriented Design, System Design Approach. v [Type a quote from ÖZ SİSTEM YAKLAŞIMLI VE İNSAN ODAKLI CİDDİ OYUN GELİŞTİRME METODOLOJİSİ Çaplı, Levent Berke Yüksek Lisans, Bilim ve Teknoloji Politikası Çalışmaları Bölümü Tez Yöneticisi: Doç. Dr. Serhat Çakır Mart 2019, 123 sayfa Bir yandan oyun tasarım yaklaşımı izlerken diğer yandan simülasyon yaklaşımı izlemek mümkündür. Ancak salt ciddi oyun yaklaşımı hala yabancı bir kavramdır. Ciddi oyun geliştirme üzerine mevcut kaynaklar incelendiğinde, tasarım yaklaşımları arasında “görünmeyen bir bölünme” ile karşılaşılmaktadır. Bu bölünmenin bir tarafı fonksiyonel sistem yaklaşımı izlerken diğer tarafı insan motivasyonları odaklı bir yaklaşım benimsemektedir. Bu çalışma kapsamında en iyi uygulamalar ve uzman görüşleri değerlendirilmekte, mevcut farklı yaklaşımlar ortaya konarak, aralarındaki benzerlikler ve farklılıklar analiz edilmektedir. Bu tez, oyun tasarımı, sistem ve insan odaklı yaklaşımları kapsayan yeni bir ciddi oyun geliştirme metodolojisi ortaya koymaktadır. Bu tezin amacı, oyun tasarımını, sistem ve insan odaklı yaklaşımları kapsayan yeni bir ciddi oyun geliştirme metodolojisi sunmaktır. Metodolojinin gerçek hayattaki uygulamamasının daha iyi anlaşılması için vaka çalışmaları ile geliştirilen metodolojinin doğrulama ve geçerlemesi yapılmıştır. Bu çalışma, ciddi oyun geliştiricileri için ciddi oyun tanımlarını, en iyi uygulamaları, ortak geliştirme sorunlarını ve geliştirme süreçlerini içeren bir rehber sunmayı amaçlamaktadır. Bu çalışma, ciddi oyun geliştiricileri için kritik rehberlik sağlamak ve büyümekte olan bir sektörün gelişim sürecine iyileştirme yöntemleri sağlamak için önemli bir çaba olacaktır. vi [Type a quote from Anahtar Kelimeler: Ciddi Oyunlar, Geliştirme Metodolojisi, İnsan ve Sistem Odaklı Geliştirme vii [Type a quote from ACKNOWLEDGMENTS The author wishes to express his deepest gratitude to his supervisor Assoc. Prof. Dr. Serhat Çakır for his support throughout the writing this thesis. Also the author extents his gratefulness to Asst. Prof. Dr. Altan Özkil, without his guidance, support and wisdom this thesis would have been not possible. His encouragements, advice and insights throughout the research has kept the author motivated and focused on the target. Because of his contributions he has the eternal graduate of the researcher. viii [Type a quote from TABLE OF CONTENTS PLAGIARISM .............................................................................................................iii ABSTRACT ................................................................................................................iv ÖZ ................................................................................................................................vi DEDICATION .............................................................................................................vi ACKNOWLEDGMENTS .........................................................................................viii TABLE OF CONTENTS ............................................................................................ix LIST OF TABLES ....................................................................................................xiii LIST OF FIGURES ...................................................................................................xiv LIST OF ABBREVIATIONS .....................................................................................xv CHAPTER 1. INTRODUCTION ..............................................................................................1 2. LITERATURE REVIEW ...................................................................................4 2.1 Game Design Process ..................................................................................4 2.1.1 The Design Framework .....................................................................5 2.1.2 Gameflow ...........................................................................................6 2.1.3 User Control Interface ........................................................................7 2.1.4 Story ...................................................................................................8 2.1.5 Game Characters ................................................................................8 2.2 Game Development Process .......................................................................9 2.3 Serious Games Design ..............................................................................10 2.3.1 Serious Games Design Document ...................................................11 2.4 Serious Game Development Process ........................................................12 2.4.1 Story in Serious Games ....................................................................12 2.5 Digital Game Development Process .........................................................15 2.5.1 Use of Game Engines .......................................................................16 2.5.2 Development with Modification ......................................................16 3. SERIOUS GAMES ...........................................................................................18 3.1 History of Serious Games ...................................................................18 3.2 Definition of Serious Games ...............................................................19 ix [Type a quote from 3.3 Serious Game Components .......................................................................20 3.3.1 Game Module ...................................................................................20 3.3.1.1 Game Technologies .................................................................21 3.3.1.2 Game Mechanics .....................................................................21 3.3.1.3 Graphic Interface .....................................................................23 3.3.2 Training Module ..............................................................................23 3.3.3 Instructor Module .............................................................................26 3.3.4 After Action Review ........................................................................26 3.4 Classification of Serious Games ...............................................................27
Recommended publications
  • The Design, Play, and Experience Framework Brian M. Winn Games
    The Design, Play, and Experience Framework Brian M. Winn Games for Entertainment and Learning (GEL) Lab Dept. of Telecommunication, Information Studies, and Media Michigan State University 253 Communication Arts & Sciences Building East Lansing, MI 48824 517-353-5497 (voice) 517-353-5498 (fax) [email protected] (email) The Design, Play, and Experience Framework ABSTRACT This chapter introduces a framework for the design of serious games for learning, called the Design, Play, and Experience framework. The author argues that the great potential of serious games will not be realized without a formal design approach. To that end, the author presents and thoroughly explains the Design, Play, and Experience framework which provides a formal approach to designing the learning, storytelling, gameplay, user experience, and technology components of a serious game. The author concludes by detailing how the framework provides a common language to discuss serious game design, a methodology to analyze a design, and a process to design a serious game for learning. INTRODUCTION The serious games movement asserts that the game medium can serve many functions, and a sole focus on entertainment significantly undersells its potential (Jenkins, 2006). Serious games have a purpose beyond entertainment, including (but not limited to) learning, health, advertising, and social change (Sawyer, 2002; Prensky, 2001). Some serious games are thought to provide stealth learning as players are focused not on learning but on playing (Shreve, 2005). Serious game design is a relatively new discipline. As such, there is a lack of a common language and a lack of standard practices for designing serious games. To date, serious game development teams have utilized a diverse mix of game design and instructional design methodologies to help realize their designs, but often without a unifying framework to bring these diverse perspectives together.
    [Show full text]
  • Mobile Exergaming for Health—Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence
    Höchsmann et al. Trials (2017) 18:103 DOI 10.1186/s13063-017-1853-3 STUDY PROTOCOL Open Access Mobile Exergaming for Health—Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus—study protocol for a randomized controlled trial Christoph Höchsmann1, Steffen P. Walz2, Juliane Schäfer1, Jussi Holopainen3, Henner Hanssen1 and Arno Schmidt-Trucksäss1* Abstract Background: Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at any time, we developed a smartphone-based, game-like software application (MOBIGAME) specifically designed for middle-aged T2DM patients to induce a healthier, more active lifestyle as part of successful T2DM treatment and management. In a randomized controlled trial we aim to examine whether our smartphone-based game application can lead to increases in daily PA in T2DM patients that are persistent in the mid to long term and whether these increases are greater than those in a control group. Methods: This study is designed as a randomized controlled trial. We plan to recruit a total of 42 T2DM patients [45-70 years, body mass index (BMI) ≥25 kg/m2, low daily PA, regular smartphone use]. The experimental intervention (duration 24 weeks) includes individualized multidimensional home-based exercise and daily PA promotion administered through MOBIGAME. The control intervention consists of a one-time standard lifestyle counseling including the promotion of baseline activities.
    [Show full text]
  • Creating a Social Serious Game an Interdisciplinary Experience Among Computer Scientists and Artists from UNLP Faculties
    ACHI 2014 : The Seventh International Conference on Advances in Computer-Human Interactions Creating a Social Serious Game An interdisciplinary experience among computer scientists and artists from UNLP Faculties Javier F. Díaz, Laura A. Fava, Luciano J. Nomdedeu Carlos Pinto, Yanina Hualde, Leo Bolzicco, Research Laboratory on New Information Technology - Vicente Bastos Mendes Da Silva LINTI- Multimedia Department Informatics Faculty, La Plata National University, Fine Arts Faculty, La Plata National University Buenos Aires, Argentina La Plata, Buenos Aires, Argentina [email protected], [email protected], [email protected], [email protected], [email protected] [email protected], [email protected] Abstract—This article describes the interdisciplinary work social behavior, increased social skills, and provide an carried out by teachers and students of the Faculties of Fine Arts attractive place to play, a significant space to transmit and and Informatics in La Plata city, to develop a serious game for acquire knowledge. social networks related with Argentine native peoples. The game In Argentina, there are nearly one thousand communities presented is a serious video game, innovative for social sciences, established in different parts of the country with a self- which promotes more effective learning processes than traditional methods, adding to social networks the ability to recognized native population which is 2.38% of the total transmit knowledge, besides favoring socialization, cooperation national population,
    [Show full text]
  • Non-Serious Serious Games
    Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al.
    [Show full text]
  • Serious Games and Gamification, 2 Credits, Fall 2018 1 GEORGE MASON UNIVERSITY COLLEGE of EDUCATION and HUMAN DEVE
    GEORGE MASON UNIVERSITY COLLEGE OF EDUCATION AND HUMAN DEVELOPMENT GRADUATE SCHOOL OF EDUCATION Instructional Design and Technology (IDT) Program EDIT 772 DL2: Serious Games and Gamification 2 credits, Fall 2018 October 15, 2018 through December 19, 2018; Asynchronous FACULTY Name: Dr. Karen Cooper Office hours: Day or evenings by appointment via phone, email, or web. Phone: 407-434-9020 Email: [email protected] PREREQUISITES/COREQUISITES None UNIVERSITY CATALOG COURSE DESCRIPTION Provides basic knowledge of available applications and platforms for creating contextually based learning environments such as immersive virtual worlds, simulated worlds, alternate reality games, and massive multiplayer online role-playing games for e-learning. COURSE OVERVIEW Welcome to Serious Games and Gamification. This course provides basic knowledge of the range of capabilities of gaming and gamification techniques. Students learn to cultivate and identify effective game design practices for creating instructional products. For our purposes, a Serious Game is defined to be a game designed for the purpose of solving a learning need. Although serious games can be entertaining, their main purpose is to train or educate. Gamification is the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to activity in a non-game environment. Throughout history people have taught, learned, entertained and communicated with games, and this has held constant across platforms. From board games to customized digital body-gear of today, games can convey information and transfer experience in a very engaging way, offering perspective, motivation, and a powerful autonomous learning experience. EDIT 772 DL2: Serious Games and Gamification, 2 credits, Fall 2018 1 Our focus will be the intersection of technology, gameplay and pedagogy.
    [Show full text]
  • Internet Gaming and Aggression in Adolescent Males Michael Forsythe Winona State University
    Winona State University OpenRiver Counselor Education Capstones Counselor Education 1-10-2017 Internet Gaming and Aggression in Adolescent Males Michael Forsythe Winona State University Follow this and additional works at: https://openriver.winona.edu/counseloreducationcapstones Recommended Citation Forsythe, Michael, "Internet Gaming and Aggression in Adolescent Males" (2017). Counselor Education Capstones. 70. https://openriver.winona.edu/counseloreducationcapstones/70 This Capstone Paper is brought to you for free and open access by the Counselor Education at OpenRiver. It has been accepted for inclusion in Counselor Education Capstones by an authorized administrator of OpenRiver. For more information, please contact [email protected]. Running head: INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES 1 The Effects of Violent Internet Gaming Content on Aggression in Adolescent Males A Capstone Project submitted in partial fulfillment of the requirements for the Master of Science Degree in Community Counseling at Winona State University Michael Forsythe College of Education Counselor Education Department Spring, 2017 INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES 2 CERTIFICATE OF APPROVAL __________________________ INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES This is to certify that the Capstone Project of Michael Forsythe Has been approved by the faculty advisor and the CE 695 – Capstone Project Course Instructor in partial fulfillment of the requirements for the Master of Science Degree in Community Counseling Capstone Project Supervisor: Eric Baltrinic, Ph.D. Approval Date: 1/10/17 INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES 3 Abstract Internet Gaming (IG) has become a subject of interest to the counseling profession, to the extent that addiction to IG is included as an item worthy of further consideration in the DSM-5.
    [Show full text]
  • BIM GAME: A“Serious Game”To Educate Non‐Experts About Energy‐Related Design and Living
    BIM GAME: A“Serious Game”to Educate Non‐experts about Energy‐related Design and Living by Lin Yang Bachelor of Architecture. 2007 Tianjin University People’s Republic of China Submitted to the Department of Architecture in Partial Fulfillment of the Requirements for the Degree of Master of Science in Architecture Studies at the Massachusetts Institute of Technology June 2009 © 2009 Lin Yang. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: Department of Architecture May 21, 2009 Certified by: Kent Larson Principal Research Scientist in Architecture Thesis Supervisor Accepted by: Julian Beinart Professor of Architecture Chair of the Department Committee on Graduate Students 2 BIM GAME: A“Serious Game”to Educate Non‐experts about Energy‐related Design and Living The Reader of this thesis is Larry Sass Associate Professor of Computation Massachusetts Institute of Technology Ling Yi Liu Oaktree Development LLC 3 4 BIM GAME: A“Serious Game”to Educate Non‐experts about Energy‐related Design and Living by Lin Yang Submitted to the Department of Architecture on May 21, 2009 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Architecture Studies Abstract: Climate Change is one defining issue of our time. With the increasingly sophisticated uses of energy, we have to face the problem as energy shortage and global warming. Since almost one‐fourth of US energy is consumed by homes, creating high‐performance low‐energy houses and educating people about energy‐related decision making, is perhaps the first and most cost‐effective way of addressing energy issue.
    [Show full text]
  • A Serious Game About the German Energy Transition
    A Process full of Challenges ‐ A Serious Game about the German Energy Transition Jens Müller1, Sebastian Kreuz2, Wolfgang Höhl1, Volker Lüdecke1 1University of Applied Sciences Augsburg, Faculty of Design, Augsburg, Germany 2Brandenburg University of Technology Cottbus‐Senftenberg, Chair of Energy Economics, Cottbus, Germany jmueller@hs‐augsburg.de sebastian.kreuz@b‐tu.de, [email protected] wolfgang.hoehl@hs‐augsburg.de [email protected] Abstract: The implementation of the german energy transition (Energiewende) is unclear in its configuration and timeframe. The future of the transition depends on more than factors such as technological development, economic feasibility and political framing. Rather, maintaining a positive attitude by society and its under‐ standing is significant. Therefore, effectively communicating the complex process of energy transition is essen‐ tial. For preserving the variety of aspects and the multitude of perspectives in this open process we choose the format of a serious game. We explain why we think developing serious games can be an appropriate tool for that purpose. Contrary to existing games on that topic, we focused on motives, attitudes and their implications in a world full of contradictions and caprices in everyday life. We created an innovative Adventure, which fo‐ cusses on the energy transition. This topic represents a challenge because it bears complex interrelations (technical, political, social) and strong polarization in debate. In order to achieve a compelling game experi‐ ence as well as a learning outcome, we use a set of characters to represent different attitudes. While dealing with job‐related and day‐to‐day tasks, the characters run into the dilemma of foiling their commitment to sus‐ tainability.
    [Show full text]
  • What Adult Education Can Learn from Video Games
    GAME ON! HOW VIDEO GAMES AND GAME DESIGN PRINCIPLES CAN HELP TO MAKE ADULT EDUCATION MORE ENGAGING FOR THE LEARNER DAN MCLAUGHLIN Submitted in part fulfilment of the requirements for the MEd In Adult and Community Education Department of Adult and Community Education National University of Ireland Maynooth 2012 Supervisor: Michael Murray ACKNOWLEDGEMENTS I would like to express my gratitude to Michael for the support, encouragement and seemingly limitless patience he exhibited during the course of this research. Thanks too, to the faculty staff of the Adult and Community Education Department. I thank my family, and love them for the support they have shown, for creating a productive space and talking me down from the ledge, when things were tough. In particular thanks are due to my sister, Ruth, for the time she spent discussing my ideas. Special thanks are due to my long-suffering mother, without whom the words that follow would not make anything near as much sense as they do. Finally my thanks to Emer, Liam and Conor who have given me purpose. ii ABSTRACT The recent technological revolution has produced a new type of adult learner. This thesis will examine the educational needs of this new learner, and suggest ways in which adult educational practice can adapt in order to meet these needs. In doing do, it will examine the concepts of digital game-based learning and the ‘gamification’ of adult education and training, in the context of Howard Gardner’s theory of multiple intelligences and Paulo Freire’s problem-posing approach to education. iii TABLE OF CONTENTS Acknowledgements ......................................................................................................................................
    [Show full text]
  • Adaptive Augmented Reality Serious Game to Foster Problem Solving Skills
    CORE Metadata, citation and similar papers at core.ac.uk Provided by Columbus State University Adaptive Augmented Reality Serious Game to Foster Problem Solving Skills a,1 RANIA HODHOD , HILLARY FLEENOR and SYEDALI NABI a TSYS School of Computer Science, Columbus State University Abstract. This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school, which raises the need to establish new methods to develop these skills in our younger learners. We believe that problem solving skills are the fundamental skills of computational thinking and are critical for STEM, in addition to a broad range of other fields. Therefore we decided to focus on those meta-cognitive skills acquired to foster problem solving, such as strategic knowledge. The game described in this paper provides a unique adaptive learning environment that aims to develop learners’ meta-cognitive skills by utilizing augmented reality technology, believable pedagogical agents and intelligent tutoring modules. It offers a great user experience and entertainment which we hope will encourage learners to invest more time in the learning process. This paper describes the architecture and design of the game from the viewpoint of educational pedagogies and frameworks for serious game design. Keywords. Augmented reality, intelligent tutoring, believable agents, game design framework Introduction Problem solving is a cognitive skill that involves both analytical and creative skills and consists of using generic or ad hoc methods, in an orderly manner, for finding solutions to problems. Problem solving involves several metacognitive skills which refer to the active monitoring and consequent regulation and orchestration of those methods in relation to the cognitive object or data on which they bear [35].
    [Show full text]
  • Designing Gameplay Researching and Testing Nintendo’S Game Design
    Designing Gameplay Researching and testing Nintendo’s game design Malin Ribäck Arcada Biblioteket och Språkenheten Helsingfors 2019 EXAMENSARBETE Arcada Utbildningsprogram: Mediekultur Identifikationsnummer: 6847 Författare: Malin Ribäck Arbetets namn: Gameplays design – Undersökning och test av Nintendos speldesign Handledare (Arcada): Mirko Ahonen Uppdragsgivare: Sammandrag: Studien gick ut på att utforska hur spelföretaget Nintendo designar gameplay. För att testa resultaten i praktiken skapades ett game design-dokument. Därför börjar arbetet med att diskutera vad game design-dokument är och vad de används för. Game design-dokumentet som gjordes i samband med studien är en kombination av det huvudsakliga game design- dokumentet och ett konceptdokument. Därför tar arbetet också upp skillnaderna mellan dessa dokument. För att utreda hur Nintendo designar gameplay utfördes en litteraturundersökning. Materialet som användes i litteraturundersökningen består av intervjuer. Majoriteten av intervjuerna härstammar från Nintendos egen hemsida. För att utforma en teori tar arbetet upp några befintliga teorier för hur Nintendo designar sina spel. För att kunna diskutera Nintendos gameplay definieras gameplays koncept genom att diskutera olika definitioner av olika författare som tar upp ämnet i fråga. Litteraturundersökningen inleds med en presentation av varifrån materialet för studien har kommit. Inledningsvis tar också arbetet upp två viktiga spelutvecklare från Nintendo, för att ge insikt i varför just de personerna är viktiga. För att presentera en helhet över hur Nintendo designar gameplay studeras, organiseras, presenteras och diskuteras innehållet från litteraturundersökningen. Resultatet från undersökningen visar bland annat att när Nintendo designar sina spel, fokuserar man på följande saker: Att göra spelen användarvänliga, att formge dem enligt deras funktion, att göra spelvärlden responsiv i förhållande till spelaren och att undvika störa eller avbryta spelarens inlevelse i spelet.
    [Show full text]
  • Design and Implementation of a Single-Player First-Person Shooter Game Using XNA Game Development Studio
    Final Report Design and implementation of a single-player first-person shooter game using XNA game development studio Master of Science Thesis in the Department of Computer Science and Engineering Hatice Ezgi TUGLU Kahraman AKYIL Chalmers University of Technology Department of Computer Science and Engineering Göteborg, Sweden, 2010 The Author grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Design and implementation of a single-player first-person shooter game using XNA game development studio Hatice Ezgi TUGLU Kahraman AKYIL © Hatice Ezgi TUGLU, October 2010. © Kahraman AKYIL, October 2010. Examiner: Per ZARING Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering SE-412 96 Göteborg Sweden Telephone + 46 (0)31-772 1000 Department of Computer Science and Engineering Göteborg, Sweden October 2010 1 | P a g e HUMANKILLERS Will you keep your promise? 2 | P a g e Abstract “Humankillers” is a name of the game that was developed for Master Thesis in Computer Science Department at Chalmers University of Technology.
    [Show full text]