Sökning: "PC Games"

Visar resultat 1 - 5 av 48 uppsatser innehållade orden PC Games.

  1. 1. Subjective Tests for Quality of Experience in Streamed Virtual Reality Games

    M1-uppsats, Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Författare :Samuel Larsson; [2023]
    Nyckelord :Virtual; Reality; Gaming; Games; Streamed; Quality of Experience; Mean opinion score; streaming; Serious Sam VR; VR; Cloud gaming;

    Sammanfattning : VR gaming is an emerging market with relatively new technology when compared to PC and console gaming. Streamed VR gaming is when the VR game is being streamed from another device to the VR headset. LÄS MER

  2. 2. Examination of first person stealth games through content analysis andcomparison : Thief Gold compared to subsequent gamesfeaturing a similar design

    Master-uppsats, Södertörns högskola/Medieteknik

    Författare :Anton Pålsson Abrahamsson; [2023]
    Nyckelord :Thief; PC gaming; stealth; Game; Design; First Person; Inspiration; Genre;

    Sammanfattning : There are multiple games which can be classified as “first-person stealth” and an early game in this genre called Thief Gold has been directly influential in it. Defining the genre through certain qualifiers and using games which have directly been stated tohave been influenced by Thief Gold, Thief Gold has here beencompared to six subsequent games in the genre. 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. Life is Strange 2. Digital Game-Based Language Learning in an EFL Context

    Uppsats för yrkesexamina på avancerad nivå, Göteborgs universitet / Lärarutbildningsnämnden

    Författare :Ida Sahlin; [2022-08-03]
    Nyckelord :Digital Game-Based Language Learning DGBLL ; Commercial Off-the Shelf COTS Games; Second Language L2 ; English as a Foreign Language EFL ;

    Sammanfattning : This study looked at the impact of Digital Game-Based Language Learning (DGBLL) and Life is Strange 2: Episode One, a commercial off-the-shelf (COTS) video game, on the listening comprehension of twelve Swedish Upper Secondary English as a Foreign Language (EFL) pupils. Two studies were conducted to answer the following research questions. LÄS MER

  5. 5. Bara ny teknik eller faktiskt annorlunda? : En kvalitativ studie av VR-användares behov och tillfredställelser.

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för medier och journalistik (MJ)

    Författare :Mohamed Hassan; [2022]
    Nyckelord :Virtual Reality; uses and gratifications; medium theory; VR-headset; VR; Metaverse.;

    Sammanfattning : The purpose of this thesis is to present the different needs that can arise before VR use,and gratifications obtained by consumption. This includes finding out what media content users consume in VR, their motivations for why they consume the selectedcontent, how the choice of VR before other medium affects situations or interaction, and they feel after a session in virtual reality. LÄS MER