Why We Jump and How We Fall (For It) : An Overview of the Concept of Jumping as a Video Game Mechanic and How it Affects Gameplay

Detta är en Kandidat-uppsats från Uppsala universitet/Institutionen för speldesign

Sammanfattning: In this paper we analyze the existing methods for exploring and evaluating the characteristics of the jump mechanic in video games by comparing qualitative research done in the field of game studies. For this study we are using the jump as a centerpiece, starting with an analysis of different methodologies that break down game mechanics and assessing their functionality and possible effects on players. Primarily this focus will be on how mechanics are broken down from different perspectives and how these methodologies compare. The intent behind the review of these methodologies is to objectively simplify the process of collecting and comparing relevant research in order to familiarize the reader with the concept of game mechanics and their parts from an assortment of perspectives while also retaining knowledge on their similarities and differences. This paper comes to the conclusion that one could argue for the discovery of three thematic similarities between the methodologies.These similarities are then presented to shape an understanding of how a resonating or “Harmonic”(Swink, 2008, p.297) systems could be developed. 

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