Sökning: "serious game"

Visar resultat 6 - 10 av 164 uppsatser innehållade orden serious game.

  1. 6. Game graphics, motivation & engagement in serious games : Game graphics impact on serious games

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Milla Nilsson; [2023]
    Nyckelord :Serious games; game graphics; motivation; engagement; realism; abstract;

    Sammanfattning : The purpose of this study is to research further into game graphics and its impact on serious games. A realistic and an abstract style were compared as previous research has shown graphic styles to have effect on players' motivation and engagement, which in turn can enhance the learning outcomes in serious games. LÄS MER

  2. 7. Virtuell lantbruksodling med fokus på interaktivitet och immersivitet.

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för teknik och estetik

    Författare :Oscar Stenström; Rolf Eneström; [2023]
    Nyckelord :VR; Data-Serious Games; VR Immersion; Cultivation; VR; Data-Serious Games; VR Immersion; Odling;

    Sammanfattning : Hemmaodling har på sistone sett ett ökat intresse hos flera svenskar, i takt med stigande inflation som lett till en generell oro över att kunna införskaffa råvaror till hemmet. Detta kandidatarbete utforskar användningen av VR som plattform för att utveckla en interaktiv och engagerande guide till odling hos användare som har en begränsad erfarenhet inom ämnet. LÄS MER

  3. 8. 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

  4. 9. Learning mechanism in game tutorials : For entertaining games

    Kandidat-uppsats,

    Författare :Mathias Jakobsson Ruuska; Carl Sjösten; Oscar Nilsson; [2023]
    Nyckelord :Learning; Entertaining Game; Serious game; League of Legends; Overwatch; Tutorials; Artificial Intelligence.;

    Sammanfattning : Investigating the crucial elements in game tutorials that have a significant impact on users' learning experience is fundamental to understand and improve game tutorials. By examining factors that could influence the players' learning, it's possible to find valuable information to enhance the learning process in gaming tutorials. LÄS MER

  5. 10. Finding Identity through Art and Role-playing : A study on the Pouflons community

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Shai Panaga; [2023]
    Nyckelord :ego bleed; art; gender; identity; larp; LGBT; role-play; RPGs;

    Sammanfattning : “Playing pretend” is often regarded as childish, but many people continue to role-play well into adulthood through various forms of games, activities, and experiences that become an established part of societal norm. In this study, I attempt to establish links between marginalized identities, self-discovery, self-acceptance, and role-play. LÄS MER