Sökning: "Diegesis"

Visar resultat 1 - 5 av 16 uppsatser innehållade ordet Diegesis.

  1. 1. Follow the Magic Flute - Introducing non-diegetic guidance music in a video game

    Kandidat-uppsats, Stockholms universitet/Institutionen för data- och systemvetenskap

    Författare :August Lundquist; [2023]
    Nyckelord :Diegesis; Non-diegetic sound; Introduction Methods; Game design; Video game music; Affordance;

    Sammanfattning : The introduction of a game mechanic is an aspect of a game that - when done right - goes almost unnoticed by the player. When it is done incorrectly however, it can become a large point of frustration in the player. The goal of this study is to discover how to introduce a game mechanic that guides the player through the game's musical score. LÄS MER

  2. 2. The Psycho Mantis Effect : Redefining Immersion in Conjunction with the Fourth Wall

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Thérèse Lundqvist; Nora Ekeblad; [2023]
    Nyckelord :Diegesis; fourth wall manipulation; immersion; ludonarratology; Metal Gear Solid; NieR: Automata; the Magic Circle; video game;

    Sammanfattning : This thesis broadens the discussion surrounding the fourth wall and immersion in games; the hypothesis being that there are more ways to manipulate the fourth wall other than breaking it, and that manipulation of the fourth wall does not necessarily break immersion. Four types of fourth wall manipulation have been labeled in this body of work: breaking, expansion, contraction, and grazing. LÄS MER

  3. 3. “For my whole life, I didn’t know if I even existed. But I do. And people are starting to notice” Om att bli till, dö, återfödas & existera via manus & musik i Todd Phillips Joker

    Kandidat-uppsats, Lunds universitet/Filmvetenskap

    Författare :Helene Björkman; [2021]
    Nyckelord :Joker; Arthur Fleck; Todd Phillips; film; comics; psychology; music; Hildur Gudnadottir; origin; reality; copies; Jean Baudrillard; Friedrich Nietzsche; Claudia Gorbman; Pauline Reays; film music; score; George Herbert Mead; Erving Goffman; script; character; Performing Arts;

    Sammanfattning : Den här uppsatsen är en komparativ studie mellan originalmanuset till och slutversionen av filmen Joker (Todd Phillips, 2019), tillsammans med en djupgående undersökning av den instrumentala filmmusikens uppbyggnad utifrån Claudia Gorbman och Pauline Reays tankar om den instrumentala musikens roll i filmtexten. Baserat på resultaten av dessa analyser görs sedan en tolkning av filmen med utgångspunkt i George Herbert Meads teorier kring hur människan skapar sitt jag och sin tillhörighet, Erving Goffmans idéer om att framträda sitt jag på en front-respektive backstage samt Jean Baudrillard och Friedrich Nietzsches tankar om kopior, original och verklighet. LÄS MER

  4. 4. The Impact of Spatial User Interface Integration within Strategy Games : An evaluation of a strategy game’s approachability within diegesis and spatial theory

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Författare :Wilhelm Ackermann; [2021]
    Nyckelord :Approachability; Game Design; Diegesis; Design Space; Video Games; Strategy Games; HUD;

    Sammanfattning : Diegesis and Spatiality are fundamental to visualization techniques in games. The impact of integrating user interfaces into the game world is a contentious issue between minimizing the heads-up display or maximizing functionality above realism. LÄS MER

  5. 5. You are here. Exploring the intersection of wayfinding and presence in video games

    Kandidat-uppsats, Malmö universitet/Fakulteten för kultur och samhälle (KS)

    Författare :Hellgren Johan; [2020]
    Nyckelord :Presence; Wayfinding; Navigation; Diegesis; Immersion; Games; Spatiality; Spatial cognition; Cognitive mapping; Mental mapping;

    Sammanfattning : This thesis project aims to contribute knowledge to the field of user experience design in games by examining the relationship between presence and wayfinding in games in order to determine how one might design wayfinding systems that simultaneously facilitate player navigation and create a sense of presence. Based on examining and comparing existing literature on wayfinding and presence in games, and by analyzing existing games that accomplish the aforementioned dual purpose, I formulate a set of hypothetical design principles for presence-creating wayfinding design. LÄS MER