Sökning: "game enjoyment"

Visar resultat 1 - 5 av 67 uppsatser innehållade orden game enjoyment.

  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. 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

  3. 3. 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

  4. 4. Impact of gamification on employee motivation in situations of change in medium-size organisations in the United Kingdom.

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

    Författare :Apostolos Savvas; [2023]
    Nyckelord :Gamification; Change Management; Employee Engagement; Motivation; Game Design Patterns;

    Sammanfattning : This thesis tries to provide a comparative study and complimentary data analysis into the effectiveness of game design patterns such as LEGO Serious Play, Leaderboards and Collective voting in terms of the impact that gamification has in change management framework. The study is looking at how gamification impacts employees from a motivational and engagement, in change management tasks, perspective. LÄS MER

  5. 5. Unlocking the Battle Pass: Broadening the Scope of Video Game Gamification

    Kandidat-uppsats, Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Författare :Melinda Sowole; [2023]
    Nyckelord :Gamification; Battle Pass; Season Pass; Challenges; Extrinsic motivation; Negative reinforcement; Video games;

    Sammanfattning : While gamification has been extensively studied in specific fields, such as education and health, its application in other domains remains understudied. This thesis explores how battle passes, a common gamification system found in video games, are implemented and examines their potential challenges and limitations within and beyond video games. LÄS MER