Sökning: "game narrative"

Visar resultat 6 - 10 av 226 uppsatser innehållade orden game narrative.

  1. 6. Nytänkande design av karaktärsskapande i spelvärlden : Med fokus på minoritetsgruppen icke-binära

    Kandidat-uppsats, Mälardalens universitet/Akademin för innovation, design och teknik

    Författare :Josephine Svärd; [2023]
    Nyckelord :minoritetsgrupp; icke-binär; videogames; gaming; sexism; inkludering; exkludering; informationsdesign; informativ illustration; dataspel; spelkaraktärer; hypermaskulinitet; karaktärsskapande; könsstereotyper.;

    Sammanfattning : Detta är en studie för examensarbete i Informationsdesign med inriktning Informativ Illustration. Syftet med examensarbetet är att undersöka hur minoriteten ickebinära spelkaraktärer representeras i dagens spelvärld, hur de kan illustreras med fokus på karaktärens narrativ, egenskaper och design. LÄS MER

  2. 7. Non-playable characters' peripheral effect in relation to narrative and worldbuilding in video games

    Kandidat-uppsats, Södertörns högskola/Medieteknik

    Författare :Yamaan Kashif; [2023]
    Nyckelord :Non-playable character; NPC; RPG; Video Games; Worldbuilding; Narrative; Dialogue;

    Sammanfattning : The goal of this thesis is to find out how non-playable characters (NPC) in their own peripheral way, contribute to the narrative and worldbuilding of a video game. A prototype of a role-playing video game (RPG) was created for this particular study, in order to investigate and measure the effect of NPCs on worldbuilding and narrative in video games. LÄS MER

  3. 8. Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild hunt

    Master-uppsats, Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Författare :Charalampos Toumpoulidis; [2023]
    Nyckelord :Narrative; Open-World Games; The Witcher III: The Wild Hunt; In-game Playthrough; Data extraction; Comparative Study; Game Design; Patterns; and Trends.;

    Sammanfattning : This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. LÄS MER

  4. 9. "Historien går liksom att ta på, typ" : En kvalitativ intervjustudie om högstadieelevers uppfattning av historiebaserade spel i undervisningen

    Uppsats för yrkesexamina på avancerad nivå,

    Författare :Marcus Lund; [2023]
    Nyckelord :Game-based learning; historical games; use of history; student perspective; historical empathy; sense of history; historical narrative;

    Sammanfattning : The purpose of this qualitative interview study is to understand junior high school students' perception of the use of historical video games for learning and from this identify and analyze how the students perceives story-driven historical games in relation to developing historical empathy and a sense of history. The study also seeks to understand student’s perception of potential challenges with using historical digital games for learning purposes. LÄS MER

  5. 10. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Engelska

    Författare :Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Nyckelord :Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Sammanfattning : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. LÄS MER