Sökning: "speldesign system"

Visar resultat 1 - 5 av 47 uppsatser innehållade orden speldesign system.

  1. 1. Imperfect Information in Chess Variants and Changes in Player Strategies and Perceptions

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Carl Swanberg; Iulia Armegioiu; [2023]
    Nyckelord :chess; chess variant; fog of war; perfect information; strategy; uncertainty;

    Sammanfattning : This study explores the way imperfect information affects chess gameplay in players with different skill levels. To explore the effects of removing information from a perfect system we used both chess and a variant of chess known as dark chess or fog of war chess. LÄS MER

  2. 2. A Comparison of Moderation Systems in DOTA2 and League of Legends from a Player Perspective

    Master-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Qiaoting Wang; [2023]
    Nyckelord :moderation; toxic behavior; report; League of Legends; DOTA2;

    Sammanfattning : MOBA (multiplayer online battle arena) game is a game genre where players play as two teams, competing against each other team on a battlefield. Toxic behaviors, such as cheating and communication abuse, have been a prevalent phenomenon in MOBA games, and game companies often adopt moderation systems to deal with the toxicity. LÄS MER

  3. 3. Designing a game exploring how other’s choices influence our own decisions : An interactive game adapted for in-flight entertainment systems

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Författare :Parvar Reza; [2023]
    Nyckelord :;

    Sammanfattning : Interactions with others can influence our decision-making, often without us being aware of it. There is a link between influence and decision-making, while, the extent to which other people's decisions influence our own is a multi-faceted and complex question considering our unique personalities and ways of thinking in different areas. LÄS MER

  4. 4. Dying Light's level design through the lens of player movement

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Adam Ström; Jesper Samuelsson Gustafson; [2023]
    Nyckelord :Dying Light; Formal Analysis; Game Design; Level Design; Patterns; The Player s Movement Capabilities;

    Sammanfattning : This study examines the level design of the game Dying Light through the lens of player movement. It aims to answer the question: How does the player movement capabilities inform the level design in the game Dying Light? The study analyses the correlation between the player’s movement capabilities and level layout. LÄS MER

  5. 5. Active Inventory Systems In Games And What Defines Them

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Josefin Glasell; Tim Jönsson; [2023]
    Nyckelord :Björk and Holopainen; digital games; game design; game design patterns; game inventories; inventory systems;

    Sammanfattning : We have not been able to find a lot of research that defines and categorises different kinds of inventory systems. This thesis expands on what makes an inventory system what it is and how different active inventory systems differ from each other. LÄS MER