Social Mediums for Peer to Peer Engagement
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The Dice Are Still Rolling a Study That Shows How AR Technology Can Create New Gameplay Specific Qualities
Master Thesis, 30 credits, for the degree of Master of Science in Informatics: Digital Design Spring Semester 2021 Faculty of Business The dice are still rolling A study that shows how AR technology can create new gameplay specific qualities. Martin Lundmark Författare Martin Lundmark Svensk titel Tärningarna är fortfarande i rörelse: En studie som visar hur AR teknologi kan skapa nya specifika spelkvaliteter. Handledare Michael Johansson Martin Wetterstrand Examinator Kari Rönkkö Abstract Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud- karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel. -
PRESS B to MARCH: the EFFECTS of VIDEO GAMES on POLITICAL BEHAVIOR by PETER R. LICARI a DISSERTATION PRESENTED to the GRADUATE S
PRESS B TO MARCH: THE EFFECTS OF VIDEO GAMES ON POLITICAL BEHAVIOR By PETER R. LICARI 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 2020 c 2020 Peter R. Licari 2 To Rosalina. My princess and favorite research collaborator. 3 ACKNOWLEDGEMENTS Dissertations are meant to be an academic researcher’s first major leap into independent scholarship. The irony, though, is that no one ever writes a dissertation alone. There are always others putting in the various kinds of visible and invisible labor that make a project like this possible. I would like to take this opportunity to thank some of them now. First, I would like to thank my dissertation committee chair, Michael Martinez. His mentorship has been the perfect balance of constructive skepticism and sincere encouragement. From the very beginning of the project, he has nudged me to conceptualize my argument in a way that maximized its rigor and impact without ever detracting from its magic. From its inchoate beginnings to its present form, he has put a tremendous amount of time, effort, and faith into my efforts. I will be forever grateful for his guidance and friendship. But a dissertation is ultimately reviewed and passed by five scholars—and I am fortunate to have such insightful, patient, and supportive members of my committee: Beth Rosenson, Yu-Hao Lee, Dan Smith, and Larry Dodd. They all brought their expertise, critical insights, tough (but constructive) questions and comments, and unwavering support to this project. -
A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers
“Pretty Good for a Girl”: A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers Cardiff University School of Journalism, Media, and Culture Master of Philosophy (Journalism Studies) 2018 Elizabeth Munday Abstract Feminist media scholars have long sought to understand the representations of women in the media, in which women are consistently depicted as secondary to men, which they have used to highlight issues of gender relations. My research involved the analysis of representations of female characters in games and explored how female gamers make sense of them, providing a more in-depth look at women in the media, whilst also addressing issues of gender such as leisure time. The gendering of leisure is important as it provides a wider basis for my more nuanced arguments about video games and those who play them. Throughout my research I endeavoured to study not only how women are represented in video games, but also the experiences of female gamers and how they continue to interact with the gaming community. Drawing widely from existing feminist media research, I studied the common representations of women in video games, and what female gamers thought of them. I also researched their experiences as female gamers within the gaming community – how they had been treated as “gamers”, but also how they continued to engage and interact with the gaming community. In order to gather this information, I utilised Content Analysis to gather and analyse game content through further Visual Analysis. This provided me with a range of insights into common patterns in the representations of women across a wide range of currently popular games, such as the role of healer. -
Performing Play: Cultural Production on Twitch.Tv Anthony Pellicone
ABSTRACT Title of Dissertation: Performing Play: Cultural Production on Twitch.tv Anthony Pellicone, Doctor of Philosophy Dissertation directed by: Doctor June Ahn, New York University, Steinhardt School of Culture, Education, and Human Development Streaming is an emerging practice of videogame culture, where a player broadcasts a live capture of their game-play to an audience. Every day Twitch.tv, the most popular streaming platform, features thousands of streams broadcast to millions of viewers. Streams are detailed multimedia artifacts, and their study allows us to understand how the culture of games is produced, reproduced, and reinvented. In this dissertation, I examine the act of streaming using a theoretical concept that I have developed called ‘performed play’, which combines social performance theory, game culture studies, situated learning, and sociological perspectives in order to understand streaming as an act that produces culture. Through the theoretical construct of performed play, I argue that we can better understand digital game-play as a cultural act. I present two interrelated studies: a grounded theory analysis of a social space dedicated to streaming, and an ethnographic study comprised of seven individual streamers. I find that streaming is a practice comprised of three connected behaviors: assembling technology to produce the digital artifact of the stream, acting as a curator and manager of one’s audience, and projecting a persona as a player. These behaviors are moderated by the goals and desires of the streamer, and influenced by the metrics displayed by Twitch (e.g., viewership). Activity within the practice is further mediated by one’s history, relationship to games, and communities that are imported into the space of the stream.