Sökning: "casual games"

Visar resultat 1 - 5 av 29 uppsatser innehållade orden casual games.

  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. How we play : A qualitative approach to casual games, players and engagement

    Kandidat-uppsats, Jönköping University/JTH, Avdelningen för datateknik och informatik

    Författare :Gina Brag; Ioanna Davidiadis; [2023]
    Nyckelord :Casual games; user interface; user experience; usability; engagement; autonomy; self-determination theory; flow state; absorption;

    Sammanfattning : This study examines engagement regarding casual mobile games. It does so by studying elements of user experience and user interface and how these elements either facilitate or discourage engagement. LÄS MER

  3. 3. An Exploration of Interactions and Design Implications of Low-interactivity Games

    Master-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Xiaoding Zhou; [2023]
    Nyckelord :Low-interactivity games; interactivity; interaction; inaction; slowness; game aesthetics; game design;

    Sammanfattning : This paper introduces low-interactivity games as a new term to refer to games that provide players with very limited interaction by design. A grounded theory approach is conducted for this research, with reviewing literature and analyzing games specifically under the categories of casual games, idle games, walking simulators and minimalist games, in order to identify the available types of interactions in low-interactivity games. LÄS MER

  4. 4. Narrative Design in a 2D Causal Game: Conveying the Story of Beowulf Through “Lucky Hero”

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Rongkun Sun; Jichao Zhang; [2023]
    Nyckelord :Case study; casual game; interview; narrative design; slot games; thematic analysis;

    Sammanfattning : The research aims to investigate how the 2D slot game “Lucky Hero”, created for this research, could convey the story of Beowulf. The result of this study could provide experience and strategy for improving narrative design in casual games with similar mechanics. LÄS MER

  5. 5. Identifying the beginning of a kayak race using velocity signal data

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för datavetenskap och medieteknik (DM)

    Författare :Indre Kvedaraite; [2023]
    Nyckelord :kayak race; velocity signal; machine learning; support vector machine; k nearest neighbours; random forest;

    Sammanfattning : A kayak is a small watercraft that moves over the water. The kayak is propelled by a person sitting inside of the hull and paddling using a double-bladed paddle. While kayaking can be casual, it is used as a competitive sport in races and even the Olympic games. LÄS MER