Sökning: "Speldesign."

Visar resultat 1 - 5 av 460 uppsatser innehållade ordet Speldesign..

  1. 1. The effects of introducing game mechanics in different orders on player comprehension

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Johannes Cederberg; Bhavana Vutukuru; [2023]
    Nyckelord :cognitive load; game mechanics; order of introduction; player comfort; player comprehension;

    Sammanfattning : The order in which game mechanics are introduced to players can significantly impact their comprehension and enjoyment of the game. However, there is a lack of research on how player comprehension is affected by the sequence of introducing game mechanics. LÄS MER

  2. 2. Geralt's Third Sword : Representation of sex in The Witcher 3: Wild Hunt

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Lynn Lynn Angerer; Mette Christiansen; [2023]
    Nyckelord :Gazes; Reward; Sex; The Witcher 3: Wild Hunt; Video Game; Women;

    Sammanfattning : This paper examines the representation of sex in the game The Witcher 3: Wild Hunt in terms of quest design, narrative, and sex scenes. Examining this topic is relevant to identifying misogynistic tropes in games and finding out where the portrayal of sex might be lacking or even harmful, for designers as well as consumers. LÄS MER

  3. 3. Designmönster i hybridiserade brädspel: En studie om hur dessa påverkar spelar-upplevelsen i Mansions of Madness: Second Edition

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

    Författare :Greta Hassler; Vilma Kingsepp; [2023]
    Nyckelord :Hybrid games; board games; game design; design patterns; Hybridspel; brädspel; speldesign; designmönster;

    Sammanfattning : Denna studie undersöker hybrida brädspel, en relativt ny genre av spel som blivit alltmer populär under senare år. En utmaning med att designa engagerande hybridspel är att kombinera analoga och digitala element på ett sätt som förbättrar spelupplevelsen. LÄS MER

  4. 4. Ready? Fight! How Guilty Gear -Strive-‘s approach to fighting game animations lend themselves to character appeal.

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Fabian Larsson; Gustav Strömbom; [2023]
    Nyckelord :Analysis; animation; fighting game; frames; game feel; visual effects;

    Sammanfattning : This paper’s goal was to understand how the fighting game animations in the video game Guilty Gear -Strive- lent themselves to their characters appeal, by looking how the animations are built up to be a good quality for a more interesting character based on the character background. The paper aids to help designers find relevant information for the creation of animations for a greater player enjoyment of its characters in a fighting game. LÄS MER

  5. 5. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Mario Palleschi; Isak Larsson; [2023]
    Nyckelord :Flow; GameFlow; Quality Assurance; Qualitative Comparative Analysis; Research through Design;

    Sammanfattning : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. LÄS MER