Sökning: "Cooperative gameplay"

Hittade 5 uppsatser innehållade orden Cooperative gameplay.

  1. 1. How do linear and nonlinear levels inspire game flow in cooperative gameplay? : comparative analysis of collaborative mechanics design in ItTakes Two

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Ruihan Gao; Olivia Wang; [2023]
    Nyckelord :Cooperative gameplay; Flow theory; Game flow; Linear and nonlinear level designs; Mechanics design.;

    Sammanfattning : This study investigates how linear and nonlinear level designs inspire game flow in cooperative gameplay through a close reading analysis. The research focuses on It Takes Two, a highly successful cooperative game with compelling and unusual combination of game elements that enhance the cooperative experience. LÄS MER

  2. 2. The Impact of Perceived Fairness on Player Playstyle in Multiplayer Card Games

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Lily Ovsakova; Radim Pistek; Martin Johansson Nielsen; [2023]
    Nyckelord :Fairness; Playstyle Archetypes; Multiplayer Card Games; Player Behaviors; Social Dynamics;

    Sammanfattning : This research study explores the influence of perceived fairness on players' playstyle in multiplayer card games. The study focuses on a card game called "Insomnia" and its modified versions to investigate players' perceptions of fairness and their subsequent behavior. LÄS MER

  3. 3. Escape the Decision Arena : Designing and evaluating an immersive collaborative gaming experience in a cylindrical environment

    Master-uppsats, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Författare :Peder Dromberg; Ivanna Maric; [2022]
    Nyckelord :Decision arena; Unreal engine; game development; surround sound; immersion; immersive sound; LiU; thesis; master thesis; puzzle game; cylindrical display; cylindrical environment; immersive gameplay; Beslutsarenan;

    Sammanfattning : The Decision Arena in Linköping University contains a 360° cylindrical display with a complementary 360° sound system consisting of eight evenly spaced speakers along the bottom edge of the screen. This paper explores if an immersive game can be developed for such a non-typical gaming environment. LÄS MER

  4. 4. Laser Lunacy! A Collaborative and Co-located Multiplayer Game Developing a Tool for Children to Practice Collaboration

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :JOAKIM AGNEMYR; ALEXANDRA GARRIDO JAQUE; CARL MÅNSSON; ANTON OLSSON; PAULINA PALMBERG; SPONDON SIDDIQUI; [2020-10-30]
    Nyckelord :collaboration; collaborative games for children; cooperative learning; gameplay design patterns; social and emotional learning; gameplay design for children; co-located games;

    Sammanfattning : The development and spread of digital platforms have led to many new phenomena. Many of them positive, but many of them also negative. One such negative phenomenon is the increasing amount of time that children spend on platforms such as computers, tablets, and smartphones. LÄS MER

  5. 5. METAL IN YOUR BRAIN - AI

    Kandidat-uppsats, Örebro universitet/Institutionen för naturvetenskap och teknik

    Författare :Hampus Grönqvist; David Zetterdahl; [2014]
    Nyckelord :fuzzy logic; artificial intelligence; AI; A*; A*-pathfinding; cooperative gameplay; two dimensional game; 2D; map editor; fuzzy logik; artificiell intelligens; AI; A*; A*-vägfinnande; kooperativt spelande; två-dimensionellt spel; 2D; banskapare;

    Sammanfattning : Denna rapport går igenom utvecklingen av spelet Metal in Your Brain som skickas in som ett bidrag till Swedish Game Awards (SGA), nordens största spelutvecklar-tävling och hur den artificiella intelligensen är uppbyggd och funktionerar. Den artificiella intelligensen är konstruerad på två sätt: fuzzy logic som står bakom de handlingar som en icke spelande karaktär (NPC) tar beroende på vilken situation den befinner sig i och A*-sökning som används för att en NPC ska kunna söka sig fram till ett mål och ta den kortaste vägen eller fly från spelaren för att gömma sig bakom närmsta skydd. LÄS MER