Sökning: "speldesign"
Visar resultat 11 - 15 av 460 uppsatser innehållade ordet speldesign.
11. Schadenfreude : I love watching you suffer (In game)
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : Our research is about schadenfreude, deriving pleasure from others suffering, and its presencein the online game League of Legends. Along with its presence we measured different waysplayers can enjoy it, as well as how much the players enjoyed it. What we found was that anoverwhelming majority enjoys it in one way or another. LÄS MER
12. Getting Mortdogged : How high-ranking players experience randomness in Teamfight Tactics (TFT)
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This bachelor thesis seeks to find out what players’ experiences with randomness in Teamfight Tactics (TFT) are like, what makes these experiences good and bad, and what a game developer can learn from them. TFT and Auto-Battlers in general are a topic that has not seen much research despite their immense popularity since their inception. LÄS MER
13. How do linear and nonlinear levels inspire game flow in cooperative gameplay? : comparative analysis of collaborative mechanics design in ItTakes Two
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This study investigates how linear and nonlinear level designs inspire game flow in cooperative gameplay through a close reading analysis. The research focuses on It Takes Two, a highly successful cooperative game with compelling and unusual combination of game elements that enhance the cooperative experience. LÄS MER
14. We Pay We Say – Participatory Design in OldSchool RuneScape's Polling and Feedback Systems
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This paper analyses the players’ perception of the feedback and polling systems of OldSchool RuneScape to determine what level of participatory design is achieved by the feedback and polling systems used in the game. The aim of the research is to increase the availability of knowledge regarding participatory design in live-service games, as only limited coverage of the topic exists. LÄS MER
15. How character gameplay identities are preserved across genres : A case study of Pokémon Trainer in Super Smash Bros.
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : Deeper understanding of character gameplay identity is crucial for designers in an industry where crossover content is more commonplace than ever. Despite its relevance, however, research in the field of game design has yet to be widely conducted on character gameplay identity. LÄS MER