Sökning: "Dark Game Design Patterns"

Visar resultat 1 - 5 av 13 uppsatser innehållade orden Dark Game Design Patterns.

  1. 1. Dark Patterns : Den sura sidan av Candy Crush Saga

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Tilde Fredell; Matilda Haneling; [2023]
    Nyckelord :dark patterns; deceptive patterns; Candy Crush Saga; casual games; mobilspel; användargränssnitt;

    Sammanfattning : Many mobile games use a user interface designed to get their players to spend more time, money or social engagement within their application. This is done by deliberately misleading or otherwise confusing the user by, for example, making the player lose track of time when playing or by giving rewards to players who spend money or invite their friends into the game. LÄS MER

  2. 2. The effectiveness of using light to elicit a response in Amnesia: The Dark Descent

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Ryan Hellgren; Alexander Sokolov; [2023]
    Nyckelord :Light; Attributes; Light mechanics; Response; Fear; Anxiety; Horror;

    Sammanfattning : Player response in the horror video game genre is primary to its success allowing players to experience emotional arousal through elaborate game design. This thesis aims to investigate how, specifically light mechanics, can help elicit responses in Amnesia: The DarkDescent to bring attention to the light techniques that can be used by game designers to elicit such emotional reactions. LÄS MER

  3. 3. The Dark Patterns of Battle Passes : Investigating player attitudes to a growing type of microtransaction

    Master-uppsats, Umeå universitet/Institutionen för informatik

    Författare :Eric Fredriksson Friman; Ola Zätterlund; [2023]
    Nyckelord :Dark patterns; battle passes; microtransactions; end users; HCI;

    Sammanfattning : In recent years, many PC and console video games have seen a shift towards live service models as a means of generating recurring revenue through in-game purchases called microtransactions. Microtransactions have been linked to the concept of dark patterns—design patterns that favour the service at the expense of the end user—due to their possible negative impact on the user experience. LÄS MER

  4. 4. Manipulativ speldesign : En jämförelse av dark patterns förekomst på olika spelplattformar

    Kandidat-uppsats, Högskolan i Borås/Akademin för bibliotek, information, pedagogik och IT

    Författare :Josefin Jonsson; [2022]
    Nyckelord :Dark Patterns; Dark Game Design Patterns; Free to play; Gambling; Manipulativ speldesign; Mobilspel; Slotspel; Övertygande teknologi;

    Sammanfattning : Online gaming is today a popular everyday activity among both young people and adults. This has led to several new design methods such as dark game design patterns which aim to manipulate the user to act in a certain way that may not necessarily be in their best interest, with features that can be destructive to the user. LÄS MER

  5. 5. How do players experience a gacha game depending on their perspective as a starting or a veteran player? : A case study of Genshin Impact

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Dominykas Jėčius; Alexander Frestadius; [2022]
    Nyckelord :Computer games; gacha; game systems; reward systems; player experience; dark patterns; locked content;

    Sammanfattning : The purpose of this thesis is to explore and examine how gameplay experiences differ in the gacha game Genshin Impact (miHoYo, 2020). In particular, there is a focus on the economic systems of the game along with the general play experience. LÄS MER