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  • 1.
    Aava, Kim
    Gotland University, School of Game Design, Technology and Learning Processes.
    Game Save: Game Save Incorporation in Game Design through a MDA Analysis2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need.

    The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data.

    The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics.

    This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.

  • 2.
    Adams, Ernest
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Rollings, Andrew
    Fundamentals of Game Design2006 (ed. 1)Book (Other academic)
    Abstract [en]

    An introductory undergraduate textbook on the design of computer and video games.

  • 3.
    Ali, Ahmad
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Marcus, Svensson
    Animation through Body Language: A study using the fictional character Mokhtar2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Learning to read body language is something we do throughout our whole life. It is a complex non-verbal language that can express more than words. In this study we investigate the possibility to use only body language to portray emotions to the viewer. In a background of a game project we have used a character that has his face covered, therefore, facial expression is not visible during the online survey, which we used as a method for our investigation. As a foundation we have created four character animations to portray anger, frustration, exhaustion and hurt. To find the answer if it is possible to recognize those five emotions in the character animations survey, participants were obligated to name the emotion expressed on each of the video clips. The results of this study show that the characters body language could be sufficient to portray those five emotions. However, it was concluded that body language could be enough to represent the character's emotional state to the viewer; but by including facial expressions we could help to portray the emotion even further.

  • 4.
    Alonso, Kevin
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Jigvall, Erik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Thinking Outside the Lootbox: Balancing on the Scale of Gacha2018Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    Lootboxes currently cause a frequent debate in the games industry where the discussion is often focused on the connection to gambling. In this thesis an addition to this debate is made by taking a closer look at Gacha design – a way to design games around monetization – through theory and player opinions. Conclusions point to that if Gacha is viewed as a spectrum of strength the discussion can benefit from an increased understanding of all monetization systems within games regardless of their abstract definitions. The data was collected through focus groups and analyzed based on current research of the common topics that surfaced during the focus group discussions. The thesis found that overall knowledge surrounding Gacha was lacking and by looking at Gacha as a design method opened up for a broader discussion with connections to Lootboxes.

  • 5.
    Altskog, Frida
    Gotland University, School of the Humanities and Social Science.
    Keramisk List: produktutveckling för Askersunds Kakelmakeri2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this report presents a thesis by Frida Altskog performed in collaboration with Askersunds Kakelmakeri. The project’s goal has been to produce a ceramic ledge after the company’s specifications. The company’s desire and production facilities have been in focus.  This report includes a collection of facts and gives an overview of the ceramic material, production of ceramic products and how production of hand-made tiles and clinker is made. A analysis of target group and market have been a guide line through the projects ideas and realizations.  The final product is a ceramic ledge that can combine with three different patterns. Classic, modern and oriental. It can be combined and adjustable on different surfaces. The form of the ledge is effective to produce and it can be made in Askersund kakelmakeris pottery.

  • 6.
    Andersson, Jessica
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Where does this fit?: A Comparative Study of the Graphical Portrayal of Keys as a system in Survival-horror Games2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Puzzles have always been a central part of games. One of the simplest manifestations of a puzzle in games is an obstruction that prevents the player from progressing and an object that removes the obstruction. The system of unlocking new areas with keys is used in order to provide interesting level design and help build narrative in games. This examination intends to provide knowledge and insight into how this type of system is commonly portrayed visually and thus provide a basis for designers to build upon when creating similar challenges, providing a greater awareness of the design norms that are commonly applied. In the majority of the cases that have been examined during this study, text-based information is used to convey the majority of the essential information given to the players regarding the relationship of the key and the lock. In many cases the graphics serve only to highlight important features of the objects and help the player to quickly tell the different items apart in the inventory.

  • 7.
    André, Andreas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    En färgglad studie om spelarbeteenden2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected.

  • 8.
    Ansgariusson, Gabriel
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Selleby, Patrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Game or watch: The effect of interactivity on arousal and immersion in horror game media2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of the study was to determine if interactivity would affect how immersed and aroused the participants would become when exposed to horror media with different levels of interactivity. Two groups of participants were asked to either play or watch a virtual scenario. The participants had their heart rate measured using an activity bracelet and eyes tracked using a Tobii 4C eye tracker. The study found that as interactivity increased, so did arousal, whilst immersion did not. The results indicated that cutscenes may result in significantly lower levels of arousal, compared to interactive gameplay.

  • 9.
    Ballaei, Sahar
    Gotland University, School of the Humanities and Social Science.
    Utveckling av skylt samt en parkerings app för Visby innerstad2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this examination project, at candidate level with extent of 15 credits has been going on for ten weeks and been in collaboration with the municipality of Gotland, Region Gotland.This assignment has been about developing a new parking sign for Visby’s inner town and to facilitate navigation in traffic through a parking app. The parking sign and the app interact with each other and create a unity over the traffic problems in Visby.

    The problem formulation of the project has been:“How can I develop a new navigational system to facilitate the traffic flow in Visby and a new parking sign that is easily understood, while blending in with the cultural heritage with reasonable measures for Region Gotland to produce?”

    I have through studies of color, form, function analyzed and come up with a graphic symbol, in a choice that is recognizable to the signs related to parking machines and payment of them adapted for Visby’s inner town as well as it should blend in with the environment. You should easily be able to interpret the signs and find the parking machines as well as the parking app gives you direction to the nearest parking space and inform you if any parking spaces are available or not, all this give you more comprehensive and facilitate information.The project has been adapted to human from an ergonomic perspective and the cultural heritage of Visby old town, with reasonable measures for the municipality to realize and produce.

  • 10.
    Berg, Jens
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Högye, Tony
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Reifying Game Design Patterns: A Quantitative Study of Real Time Strategy Games2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing a game design pattern through observation of RTS games. The pattern is then studied through implementation in three commercial RTS games. The results focus on quantitative data gathered from AI vs AI matches related to game pacing. Through testing and analysis of the AI matches it can be stated that game design patterns in a contextualized setting supports the idea of using game design patterns as a formal tool. It was further concluded that the AI also came with limitations in how the collected data is applicable to the overall design of the games. Additional studies using quantitative data in conjunction with qualitative observations could lend further support to game design patterns as a useful tool for both researchers and developers.

  • 11.
    Bergqvist, Andreas
    Gotland University, School of Game Design, Technology and Learning Processes.
    Aesthetic Details and Player Behavior: a study on how the colors of checkers in backgammon affect players’ choices of action2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.

  • 12.
    Bergström, Philip
    Gotland University, School of the Humanities and Social Science.
    Kökslampa: tema Fransk Bistro2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The report describes the thesis I, Philip Bergstrom, have done at the University of Gotland. The work comprises 15 credits and is at bachelor level and has been done in collaboration with Lyktan Bankeryd Belysning.The project consists of developing the design of a kitchen lamp for the Swedish home following the catchwords stripped French bistro that will fit into the Lyktan Bankeryd lighting spring collection 2013, and it should not look too alike any existing lamp on the market today.The work includes analysis of the company's current products and the image the company wants to project, analysis of three other companies' products to draw inspiration from, and a simple ergonomic study of the lights in the kitchen.The final result achieves the demands made and fits well in the intended environment, there is also the possibility for further development of both a floor lamp and a wall lamp.

  • 13.
    Bexander, Cecilia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The making of a strategy game art guide: A case study2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Literature and teaching books about how to make art for games have been accessible but thearea lacked covering of genre-specific game art. Game genres require different solutions forthe art in order to aid playability of the final product.

    My game project, called DOMAINS was made with an outside team. The project together withmy first art guide about the cinematic platformer genre provided materials for the writing ofthe next game art guide. The old art guide was used as a template for the new guide, whichfocused on the strategy game genre.

    This report contains the description of the process of making my second art guide, and thewhole The Strategy Game Art Guide itself.

    It reviews both the successful and less successful implements in the game and will walk thereader through how the prior decisions were made and the consequences. It targets beginnersin the game development world.

  • 14.
    Bildtgård, Marcus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Applying the Five-Factor Model to Game Design2014Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    What makes us like or dislike certain games? Is there relation between our tastes in games and our personalities and can it be measured? This dissertation examines gamer personalities and game attributes with the help of the Five-Factor Model, also called The Big Five. It treats an experiment on how to apply the Five-Factor Model to games and their players and what it may be used for. By interviewing gamers, recording their favored and unfavored games, letting the gamers take a Big Five personality test and then juxtapose their personalities with their games' attributes, those questions may be answered.

  • 15.
    Boman, Felicia
    Gotland University, School of Game Design, Technology and Learning Processes.
    Attraction to Violent Game Concepts2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a small scale research conducted by a Game Design student about attraction to a game concept of violent nature. A survey was executed and launched on social media such as Facebook to gain many participants in a short period of time. They were asked how attracted they were to the graphics of the concept and also if and how much money they would pay for a game like it. One of the most important parts of this research is that the participators are of a mixed group when it comes to age and gender, but also location, since these things tend to control our environment which in turn can shape a person and their morals. The results are presented in simple graphs and discussed together with results from similar research regarding violent games and how they affect the players and in turn society. Despite the violent contents of the graphics used in the survey, the most popular rating indicates that many participants are attracted to it and that they would consider paying for such a game.

  • 16.
    Båtelsson, Herman
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Behavior Trees in the Unreal Engine: Function and Application2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of nodes available in the Unreal Engine as well as how the behavior trees in the game are structured. Focus is placed on how the structure achieves the required result and how the process resulted in the final version of the behavior trees.

  • 17.
    Classon, Anton
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The J in JRPG: Finding collectivism or individualism in games2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper covers the JRPG subgenre as it compares to the greater RPG genre. These will be compared through how games can, through their mechanics, be traced back to which types of society the games originate from. These societal types are collectivism and individualism, as defined by Richard Brislin (2000). The games are divided into Japanese games and Western games, and are examined for evidence of societal ties in their gameplay mechanics that tie them to their country of origin, or evidence that contend those ties. 

  • 18.
    Dahl, Alva
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of Scandinavian Languages.
    Textmaterialitet i en e-bok2013In: Biblis, ISSN 1403-3313, no 64, p. 39-45Article in journal (Other (popular science, discussion, etc.))
  • 19.
    Danielsson, Roxanne
    Gotland University, School of the Humanities and Social Science.
    Kristallkronan till Stora Hotellet2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report presents the Examination Project in a Bachelor of Industrial Design. The project has been created at the University of Gotland and in collaboration with a company named Stylt Trampoli in Gothenburg.

    The goal of the project has been to create a cut-glass chandelier to Stora Hotellet in Umeå. The foundation has been to reflect the inertialdesign concept of Stora Hotellet and its keywords.

    The project has included the phases of the design process. The process contains research of facts, analyses and explanations regarding the creative work and development.

    The process and the outcome are presented in words and images in the report. The result is a 12.5 meter long cut-glass chandelier containing of large crystals made of acrylic, hanging in hemp ropes from the roof on the 4thfloor. Three light pipes of LED-lights are placed within the cut-glass chandelier to spread the light from the inside and out. The result meets the demands which have been the foundation of the project.

  • 20.
    Ekström, Hanna
    Gotland University, School of Game Design, Technology and Learning Processes.
    How Can a Character's Personality be Conveyed Visually, through Shape2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim with this study was to further understand the art of character design, in order to get a better understanding of how visual attributes - especially shape - can be purposely used in order to communicate aspects of a character's personality.

    The first step was to investigate the subject of character design through relevant material and literature. From this investigation, a total of four character designs have been developed - two"good" and two "evil" - within two different game titles of different graphical styles: One that is more cartoony/stylized and one that is more realistic.

    Prior to the production a number of work processes - production pipelines - used by artists in the game and movie industry were investigated. From this, the pipeline for the study was compiled.

    To end the study a survey was conducted, in order to obtain outside feedback for the character designs regarding their style and what personality traits they were associated with. The results show that the majority of the participants perceived the characters in the way that was intended, while the perception of graphical style was a lot more varied.

  • 21.
    Eliasson, David
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    What Level Design Elements Determine Flow?: How Light and Objects Guide the Player in Overwatch and Doom2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis presents a comparative study between Overwatch (2016) and Doom (2016) to determine how these fast-paced games facilitate flow in their gameplay. The second chapter looks at formal definitions of flow and level design to establish a vocabulary for following chapters. Through formal analysis the level designs of both games are then examined to establish what elements in them guide players and keep the flow in gameplay. The thesis also examines how the initial gameplay design principles, which are rooted in the older shooter genre, have impacted the level design. The author uses screenshots from both games, interviews with the design teams and published literature on game design for the study.It was found that the architectural design of a level in hero-based gameplay (Overwatch (2016)) could control the pacing by changing the elements that enable certain types of movement such as climbing or creating setups that favor one team over the other. On an individual player level, flow is kept with intentional placement of light and bright colors to guide the player. While Doom (2016) uses different abilities and movement sets for its hero, the tools of guiding the player proved to be very similar but with heavier focus on environmental markings and lights. In both cases the look of these guiding tools was adapted to fit into the game world without breaking the player’s immersion.

  • 22.
    Ericsson, Amalia
    Gotland University, School of the Humanities and Social Science.
    Förskolans nya grind: utveckling av grind till förskolan2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt bygger på ett samarbete med Group perimeter protection AB som är en del av Gunnebos koncern. GPP levererar områdesskydd och bland dessa grindar och staket till förskolan. Samarbetet har resulterat i utvecklingen av en säker och brukarvänlig grind till förskolans utomhusmiljö. Projekt syftar till att utveckla en nytänkande användarvänlig utomhusgrind till förskolan. I dag är förskolans säkerhet ett omdiskuterat ämne i media och inom förskolan, vilket resulterat i att regeringen har tillsatt en utredning för att komma till rätta med vart det brister? Innan den utredningen gett några svar, utgår vi ifrån observationer i vardagen. Det har visat att grinden är något som ofta lämnats olåst. Till detta finns en rad olika förklaringar. Däribland: konstruktioner som inte fungerar som tänkt, dåligt underhåll, moraliska aspekter hos föräldrar, en överbelastad arbetssituation med ökat ansvar hos förskolelärare och en utomhusmiljö som inte är anpassad till dagens förskolas verksamhet. Det finns inga egentliga standarder för hur en grind skall utformas för att vara säker förutom ett antal direktiv som man bör ta i beaktning. Dagens befintliga förskolegrindar runt om i Sverige har visat sig vara ett underprioriterat ämne och det finns tydliga brister i underhåll. Vems är då egentligen ansvaret? Vem ser till barnens bästa? Och hur skapar men en säker men kreativ förskola för att anpassa sig till dagens förskolas pedagogiska tänk kring utomhusmiljön?Dagens förskolegrindar ser i princip likadana ut och få förändringar har skett sen tiden för 70-talet. Det är svårt att skilja konkurrenterna åt och få har riktat sig mot användarna av produkten: föräldrar och förskolelärare. Den nya grinden utgår ifrån användarnas åsikter och tankar kring produkten. Resultatet blev en nytänkande och välkomnande grind som tydligt visar vägen in till förskolans verksamhet.

  • 23.
    Eriksson, Linda
    Gotland University, School of the Humanities and Social Science.
    Boxi: flexibel modulmöbel för barn2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A child requires furniture with various user areas throughout his or her life. As the child grows, new needs are created, either through personal or physical development. Today’s solution is to buy new furniture when the old ones are too small, and the result of this project would be an alternative to that. Today's market has almost no childrens’  furniture that can be used for a long time. This project is a collaboration with Zweed and the task has been to develop a modular furniture system for children, focusing on flexibility. The project has through market research and analysis of needs resulted in a piece of furniture which the user can bring along through life and grow old with.

  • 24.
    Fogelström, Elise
    Gotland University, School of Game Design, Technology and Learning Processes.
    Investigation of Shapes and Colours as Elements of Character Design2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Character design is applied widely both in the game and movie industry. For character designers, it is essential to design intuitively and to avoid repeated and unfulfilling designs. To understand certain methodologies used in design, this degree project investigates if there are further limitations or considerations that need more attention when designing purposeful characters. To get an overview if culture, age and gender affect the choice of shapes and colour schemes of characters, as a method, the online survey was used providing results based on answers from 72 participants.

  • 25.
    Foka, Anna
    et al.
    Umeå universitet, Humlab.
    Misharina, Anna
    Umeå universitet, Humlab.
    Arvidsson, Viktor
    Gelfgren, Stefan
    Umeå universitet, Humlab.
    Beyond humanities qua digital: Spatial and material development for digital research infrastructures2018In: Digital Scholarship in the Humanities, ISSN 2055-7671, E-ISSN 2055-768X, Vol. 33, no 2, p. 264-278Article in journal (Refereed)
    Abstract [en]

    Universities around the world have increasingly turned to digital infrastructures as a way to revamp the arts and humanities. This article contributes a fresh understanding by examining the material development of HumlabX, a research laboratory for digital humanities at Umeå University, Sweden. Specifically, we approach the empirical case as a timeline of research funding, projects, events, and deliverables to examine how the research laboratory as an organizational and material space developed and evolved in relation to new technology investments. Based on our analysis, we argue that while digital research infrastructures can, indeed, stimulate innovation in and around research, aimed to produce new knowledge, digital technologies carry social and material implications that affect organizational processes. We show that while knowledge production processes at HumlabX were highly influenced by the infrastructural legacy of the past, they indeed directed scholars toward innovation. By discussing these implications in detail, we move beyond the debate of humanities qua digital, and demonstrate the need for scholars of digital humanities to engage in the development of policies for digital research infrastructures. Using a Swedish case study, we argue that research laboratories for the digital humanities must be scrutinized and should be fully exposed as socio-material organizations that develop, and should develop, over time. In particular, we stress the need to ensure that digital humanities laboratories are sustainable and open for redevelopment.

  • 26.
    Foxberg, Evelina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Visby Treasure Haunt: An Evaluation of Impactful Design Patterns in a Pervasive Horror Game2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Treasure hunts are one of the earliest forms of pervasive games, and there are documentationsof them since the mid 19th century. In this study, the work by Björk & Pietz on design patternsin pervasive games are used as a base for analysing the impact of design patterns in a horrorthemed treasure hunt, a so called Treasure haunt. Through focus group interviews andtheoretical thematic analysis, 16 different patterns were analysed.

    The most prominent themes found were Player-player proximity which was expressedthrough the teams' interest in each other's activities and whereabouts, and Commonexperience which was evident in the interviews when the participants excitedly helped eachother retelling their experience of the Treasure haunt. It is also strongly suggested that theexecution of game design patterns affect how impactful players perceive the individualpatterns, and the methods used in this study could be useful to test out game prototypes bygame designers who want to create more impactful pervasive games. Still it could be useful toconsider Player-player proximity as a useful tool to create suspenseful pervasive games, andto consider the value of a shared experience between players.

  • 27.
    Frandsen, Filip
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Impact of Visual Properties on Player Habits and Game Sessions2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper aims to provide a foundation in regard to information and cause correlation for future research about player retention and game session times based on visual properties. (such as colour values) This study can later be applied within software development. An online quantitative survey about play sessions and player habits is conducted and the conduct of this research is aimed at helping art directors make conscious and deliberate choices about the art styles for products where the visuals may impact player retention and game sessions. By knowing how visual elements such as colour values, shapes and contrast impact game play intensity and player engagement, and ultimately the end time spent during play sessions, art directors can make informed decisions to help impact player behaviours and habits.The paper includes subjects such as colour effects on humans (mental and physical), how human eye sight functions and how this should affect designs, effective use of visuals, eye fatigue, and visual communication.This study of visual properties and play sessions concludes that visuals have a definitive impact on how the game is perceived and processed by the player, leading to situations where the same mechanics can be much more intensive if presented using specific forms of visuals.

  • 28.
    Franov Johansson, Beatrice
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Playing in the Sandbox: An investigation into the motivations and nature of single player CRPG-players2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The goal of this essay is to explore the nature in which players play and experience single                 player computer role-playing games. This will be accomplished by studying the existing            research on related subjects such as immersion, player agency, ethics in games, etc.,             conducting a survey on the subject of player motivation and approach to games, and then               analyzing the results of said survey in relation to the findings of the literary research. 

  • 29.
    Fredriksson, Emma
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Combining Shape, Color and Postures for Ambiguous Character Roles2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores how character design guidelines can be combined and remixed to create characters whose motivations are ambiguous to the viewer. I investigate some common guidelines that character artists generally follow when designing characters; summarized in a literature review, and then I test various applications of these guidelines through online surveys. I analyze the qualitative data from these surveys to answer the question of how flexible these guidelines are and how far they can be stretched. The study includes the design guidelines for color, shape and posture of the character, to see how each element is added to different kind of characters and how it affects the interpretation when changed. The final part of the study is done with a second online survey collecting qualitative data, including self-created characters built from the guidelines found for the protagonist or the antagonist and the results of the first survey. Two different designs are created and then changed to different versions, where the color scheme, shape or pose is reversed to the other’s role. The results collected from the online survey showed that by just changing color, shape and posture separately; the character is interpreted in new ways – which can be used when creating characters that are supposed to be hard to read. With the change of each separate element and by having the design elements counteract each other, the characters were read as good by about half the participants, while the other half interpreted it as evil. Depending on which design elements that were changed, opinions ranged between characters that are hiding their true nature, to characters that are trying to be good or a character that is supposed to betray the main character. By changing the two factors of color and shape at the same time, however, showed that the character was interpreted as almost strictly either good or evil.

  • 30.
    Freiman, Hannes
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Hur former leder nya spelare i 3D-spel: Hur former i en 3dD-spelmiljö hjälper nybörjarspelare att ta sig vidare i spel2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna studie är att få en tydligare bild över hur former i en 3D-spelmiljö hjälper nybörjarspelare att ta sig vidare i spel. Denna studie utgick ifrån olika typer av forskning och artiklar angående liknande ämnen, från dessa gjordes en studie som baserades på en kvalitativ undersökning där fem testpersoner som aldrig spelat ett Förstapersons skjutspel (FPS-spel) förut fick svara på frågor som handlade om vägval i FPS-spel och sedan spela utvalda spel för att se hur de resonerade när de väl spelade dem. Denna studie utfördes med konstant övervakning för att lättare kunna se hur testspelarna reagerade på formerna i spelen. Den data och statistik som samlades under denna period sammanställdes sedan och medelvärden drogs ut från enkätundersökningen.Analysen av den data som samlades in via både enkätundersökningen och speltestet visade att de spel som undersöktes har en tendens att ha utvalda former placerade upprepade gånger efter den väg spelaren bör ta. Mjuka former är något som används för att leda en spelare; de sticker ut ur en miljö på så sätt att de inte uttrycker någon typ av fara i deras form, och blir därför vägledande. Detta används också repetitivt vilket studien visade vara något som spelarna reagerade på; de visste att de runda formerna tog en spelare vidare i spelvärlden. De slutsatser som kunde dras från denna studie är att även fast vissa former är missledande visar studien att former använts för att vägleda spelare och för att visa möjligheter i form av egen utforskning. De former som mest märkbart leder en spelare i de utvalda spelen är de former som sticker ut ifrån miljön, samt upprepade gånger placeras där spelaren bör gå. Det finns tydliga tecken på att dessa objekt med utstickande visuellt formspråk är placerade för att just visa spelaren vägen.Vägledning med former används i dessa spel och är ett stort hjälpmedel för nybörjarspelare.

  • 31.
    Fristedt, Ted
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Lo, Nicholas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    In-game transactions in Free-to-play games: Player motivation to purchase in-game content2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also made purchases to avoid grinding and to gain competitive advantages. In summary people think that their purchases were justifiable since the games are free but the common consensus is that while cosmetic items are acceptable, pay-towin items which provide a competitive advantage are not.

  • 32.
    Goldkuhl, Göran
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. Linköping Univ, Dept Management & Engn, Linköping, Sweden.
    Ågerfalk, Pär
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Sjöström, Jonas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    A Design Science Approach to Information Systems Education2017In: Designing The Digital Transformation, Desrist 2017 / [ed] Maedche, A., vom Brocke J. & Hevner, A., Springer, 2017, Vol. 10243, p. 383-397Conference paper (Refereed)
    Abstract [en]

    Information systems (IS) education is concerned with design and management of information systems. To be prepared to work as an IS practitioner, there is a need for training in design issues during education. This paper investigates what a design science approach would imply for IS education. Such an IS education approach is elaborated and synthesized in eight principles: (1) Exploit resonance between IS research and IS development, (2) conduct theory-informed design-exercises, (3) conduct practice-inspired design-exercises, (4) alternate between the concrete and the abstract, (5) reflect based on experiences for own design-theoretical synthesis, (6) evaluate design processes and design products, (7) archive design reflections in a knowledge diary, (8) compile design artifacts into a portfolio. One key characteristic of design science (DS) is the integration of research and design. A DS approach to IS education means an integration of design and learning. This education approach is theoretically grounded in IS design science literature and also broader in literature of design inquiry (Dewey), experiential learning theory (Kolb) and education of the reflective practitioner (Schön).

  • 33.
    Graff, Lukas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    How narrative techniques affect players' engagement in action RPG Dark Souls II2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of the study was to get a better understanding of how players’ engagement is affected by the narrative techniques which are used in the game Dark Souls II. The four most prominent narrative techniques that were analyzed in Dark souls II were cutscenes, item descriptions, NPC’s and environmental storytelling.

    Qualitative and Quantitative data was collected in a questionnaire that was posted on the forum/ “subreddit” Dark souls II. The answers from 100 questionnaires were analyzed using content analysis methodology.

    It could be concluded in this thesis that narrative techniques that interfere with the players sense of freedom will reduce their engagement within the game. An example in Dark souls II is when the player is forced to summon NPC’s to boss fights in order to progress in the NPC’s storyline. This also works the other way around: i.e. the player experiences increased engagement if the narrative techniques allow the player to decide over their own actions. An example in Dark Souls II is when the player is given the opportunity to kill friendly NPC’s.

  • 34.
    Greenhalgh, Annie
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Facilitation of user generated content for games without breaking the visual style of the intellectual property – A case study of "The Elder Scrolls V: Skyrim"2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this thesis is to explore how to facilitate user generated content without breaking the visual style of the intellectual Property (IP). The hypothesis is that an art guide aimed at users creating User Generated Content (UGC), following the format of the art guide for Dota 2 from Valve Corporation can be used for games in general to facilitate the creation of UGC without breaking the IP’s visual style. This hypothesis will be tested by generating such an art guide for the game The Elders Scrolls V: Skyrim, focusing on character-creation. The first step is to investigate how UGC is integrated into different games and Dota 2 in particular. The study utilizes the elements of art as they serve as a foundation for the art guide. The character art guide focuses on silhouettes, value gradients, value patterning, color and saturation, color schemes, color-mixing and color key examples, and is included as an appendix to this thesis.

    To conclude, the efficiency of this art guide format is evaluated in the form of three interviews with people with various levels of experience in game development. The result shows that the art guide format could be a good starting point in helping players to create suitable UGC for a game, if not used as a set of strict rules, but rather recommendations that the user is encouraged to follow. 

  • 35.
    Greip, Martin
    Gotland University, School of Game Design, Technology and Learning Processes.
    Communicating Game Feedback through Pictorial Means: A Case Study of the Game Among Ripples2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis studies how one can convey meaning in games by utilising pictorial feedback alone. With the help of Peircean visual semiotics the signs for the case study Among Ripples are assembled and later analysed in detail. As a subtopic the thesis also explores if it is possible to embed pictorial feedback into the game world instead of having it superimposed. The results showed that it is possible to convey some feedback with pictorial means alone, and that the entry points for understanding are not the same between different people. They look at different cues from the pictorial feedback constructed.

  • 36.
    Gustrén, Erika
    Gotland University, School of the Humanities and Social Science.
    "Klänningen som får en andra chans": klädkonstruktion av återbruksmaterial2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report presents a bachelor thesis by Erika Gustrén aimed to increase people’s interest for recycling and reusing by create new products of things that already exist in most people’s homes in the materials textile, plastic and paper. That would be a modern and innovative way to contribute to a better environment.The goal with this project was to create three cocktail dresses made of the same pattern and design and with the three chosen materials. The project did not have its base at a company, therefore an external mentor was chosen to help and support during the development of the project. My mentor was Kerstin Boulogner who is a fashion designer and one of the members of GKF (Gotländska Konsthantverkare och Formgivare) in Visby.The project began with an analysis of the chosen materials; textile, plastic and paper. The analysis also includes a minor summary of numbers and facts about recycling in Sweden and the rest of the world. Further the sketch work developed and resulted in one design concept. Finally three prototypes in the recycling materials textile, plastic and paper were made. By this project I wanted to show that you can reuse much of what you already have at home to new exciting creations and by that contribute positively to our environment. In the long term it might contribute to reduced waste and a better environment for both animals and humans.

  • 37.
    Hagström, Anders
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Poetically Man Dwells in Game Space: A Phenomenological Investigation of Video Games as Art2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that space. The result of the initial reading of mainly three well-known and critically acclaimed digital games strongly indicates that using Heideggerian phenomenological thought reveals things about games as art that a) reinforces the validity of commonly held beliefs in current game theory, and b) suggests new ways forward for game design to improve games through enhancing the player’s comportment into their spaces by means of phenomenological game theory.

  • 38.
    Hansson Garthe, Christina
    Gotland University, School of the Humanities and Social Science.
    Grundutbud av förpackningslösningar2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today the common people begin to understand the impact of a package. Many choose brand or product with great emphasis on how the outside looks, both in a good and a bad way.

    The company Gotlands Grafiska gave me the task to create a small basic selection of packages. The target group that the project was based on was craftsmen in the Gotland region. Based on analysis of the market and consumers to develop a range of packages covering a wide range of products sold on the island.

    During the project a clear theme was the desire to highlight a product and create some sort of exclusivity. It was important to understand how consumers and businesses think about packaging and its function.

    The result was five different packages, which together cover much of the need for the Gotland crafts and souvenir market. The packagings are sparse in the form and have the benefit of clear space for text and printing as well as innovative design. The idea is that the customer first chooses a package and then selects a print and text on it, in that way it becomes individually tailored for specific purposes.

  • 39.
    Hedenskog, Jens
    Gotland University, School of Game Design, Technology and Learning Processes.
    Exploring Game Design Pitfalls through patterns: Experiences when making our first game2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes.

    The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008.

    The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final.

    My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.

  • 40.
    Henriksson, Casper
    Gotland University, School of Game Design, Technology and Learning Processes.
    Lead the way: Hur främjar vi ”creative play” genom level design på mobila plattformar2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 41.
    Hiidenheimo, Karoliina
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Andersson-Junkka, Ida
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Gamer Girls of Jorvik: Motivations of Play in Star Stable Online2018Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    This thesis examines the motives of play amongst girl gamers aged nine to seventeen. It focuses on the players of the game Star Stable Online also referred to as a ‘pink’ game. It is an empirical study, using a mixed method design. The study is split into two parts and the results from part two were used to support the results from part one. In the first part of the study, quantitative data was collected through an online survey using a closed card sorting method. The survey was complemented with open and closed questions, which also gave the form a qualitative element. The second part of the study was purely qualitative, consisting of an artwork study where the method resembles arts-based elicitation. The girls were requested to send in artwork depicting the thing they love the most in the game or something they would love to have. The images were then put through thematic analysis and the outcome was compared with the data collected in the survey. The results showed that girls chose to play Star Stable Online due to their interest in horses as well as to immerse themselves in its story and narrative.

  • 42.
    Hrynczenko, Iwona
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Knuutila, Tomi
    University of Lapland/ Faculty of Art and Design.
    One Workshop, Two Urban Games: Case Report on Education Models at the Intersection of Dance/Performance Art, Media Art and Game Design2014Conference paper (Refereed)
    Abstract [en]

    Focusing on urban gaming, performance, and participatory design, this case report presents a network-based education model at the intersection of dance/performance, media art, and game design by showcasing a workshop in June 2011, hosted by the game department at Gotland University (GU), today: Uppsala University/Campus Gotland. The described workshop was organized by GU in collaboration with an interdisciplinary Dance and Media Art Network (DAMA). The network, established in 2005, currently includes 11educational institutions within the European Nordic and Baltic regions. The workshop’s interdisciplinary character promoted knowledge exchange among students and teachers by providing new innovative approaches to game design. This paper presents the objectives, working process theories involved, and the methodological and pedagogical strategies of the workshop concluding with the presentation of the workshop’s results: Two participatory games developed by the students that were played in everyday surroundings.

  • 43.
    Jahn, Jonatan
    Gotland University, School of Culture, Energy and Environment.
    Svensk design i MoMAs samling: en studie om samlingens samband med marknadsföringen av svensk design i USA 1930-19602012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Museum of Modern Art has been very influential for the historiography and definition of modernism, "the international style". Swedish modernisms most vigorous period 1930-1960, is represented by 55 items in MoMA´s Architecture and Design collection. The Swedish objects in the collection show at a reception of Swedish design as most influential during the 1950s. The decade is the most well-represented, in number of objects counted, but also gives the most representative picture of how Swedish design was marketed in the United States.

    The most influential opportunities for the promotion of Swedish design in the United States during the years 1930-1960 are according to art professor Jeff Werner (Medelvägens estetik: Sverigebilder i USA), the World's Fair in Chicago in 1933, the World's Fair in New York in 1939, and Exhibition Design in Scandinavia 1954-1957. Just under half of the represented designers in the MoMA collection, were included in the marketing, which can show correlations between marketing and the collection's character.

  • 44.
    Jerry, Nybäck
    Gotland University, School of Game Design, Technology and Learning Processes.
    What is Good Design?: On the problem of stereotypes and innovation in character design as reflected through the mentor archetype2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis aims to analyze the conventions of Character Design, and how one may innovate without losing visual communication. Focus is put on discussing stereotypical patterns as an inescapable but potentially harmful aspect of human behavior. The type of character being examined is the Mentor Archetype, as known in the Hero’s Journey, but also used throughout narrative in all its forms. A number of mentor characters from film, animation and video games are examined in order discern what common elements there are to the various depictions of mentors found throughout both historic and popular culture, and a small number of pictures displayed to prove points. The terms archetype, stereotype, cliché and sign are looked at, and their role in the area of Character Design examined, with support from literature and articles. The social, societal, psychological and philosophical ramifications of these terms and how they relate to Character Design and the audience are discussed with further support from literature and articles. Conclusions are drawn of the importance of innovation and the harmful nature of stereotypes, and new kinds of further research are suggested.

  • 45.
    Joar, Hedvall
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Charlie, Claesson
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Character description by the use of level design and game mechanics: A study on how to convey a character based narrative within a game2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is an investigation of the possibilities to create levels that convey a character and its personal narrative with the use of three level design methods. The used methods are: the use of smaller objects and details to convey information, using the player's personal references and memories and having a clear goal for the player. The results are gathered though qualitative interviews with the participant in the study and examining how participants interpret the narrative in game levels that were designed by using these three level design methods. This study uses the game Project Rewind as test bed, which was partially developed for this thesis purpose.

    The test result have shown that players took more notice of clusters of smaller visual objects, and memorized interactive objects much better than the stationary objects. They also used their own personal and cultural references, memories and stereotypes when analysing the objects in the levels to create an image of the character presented to them. Based on the results that we received from the interviews we found that having a clear demographic is important when designing a narrative level that needs be easy to understand. This is because of each player's own personal references, certain things can be perceived differently based on the player's references. The test results also show that the three level design methods mentioned can to a certain degree be used to convey a narrative when used to design a level.

  • 46.
    Johansson Hjern, Johan
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Horror of Doors: A study of door design in relation to player experience.2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study focuses on investigating if specific aspects in texture design, used in the 3D-Models implemented in 3D-digital games, can influence a player's action. The method used is a minor section of a game called a level being constructed for player testing. The level has 6 rooms each with 2 out of 6 different designs of doors. The player will choose one, and with an interview tell us why he or she picked that door.

    I found that the players choose logic, rather than discomfort, when choosing a door as the choice often was about where the door lead. As the test shows interesting results, it validated my hypthesis in terms of whether a design can affect the player’s choices.

  • 47. Jones, Mark Ian
    Vicke Lindstrand On the Periphery: Mid-Twentieth Century Design and the Reception of Vicke Lindstrand2016 (ed. 1)Book (Other academic)
    Abstract [en]

    Vicke Lindstrand On The Periphery is the first English language publication to examine the life and work of the Swedish artist and designer Vicke Lindstrand and his place in Swedish and Scandinavian design history.

     

    The richly illustrated text focusses on English language discourse on Swedish and Scandinavian Design during the 1950s and the reception and profile of Vicke Lindstrand. It reconstructs the context in which narratives and rhetoric emerged and analyses its effect on Lindstrand, between 1950–1970. Swedish and Scandinavian design are described in terms of a pared-down, clichéd aesthetic associated with 1950s ‘Scandinavian Design’, now held as a ‘construct’, continuously emphasising the same preeminent exemplars. Informed by extensive field study in Sweden, detailed archival research, informant interviews, object and text analysis, the book is divided into two parts.   

     

    Part I investigates the disproportional impact of a small actor-network associated with twentieth century English language discourse on Swedish and Scandinavian design. The author argues that this demonstrates the pervasive influence of the construction of a national ideal (Swedish design) that was loosely translated to fit a regional ideal (Scandinavian Design) by the formation of an exclusive filter that determined the fit of what was included in the promotion of a cohesive identity. This filter emphasised an ideology that shaped perceptions and has influenced the subsequent reception and visibility of individual designers. Not all designers were treated equally. Nationalist, regionalist and internationalist influences had an impact upon the critical reception of their work further complicated by past associations. The actor-network operated at the level of selective solidarity, which was exclusive rather than inclusive. Part II examines the consequences of this fit through an analysis of the position and reception of Lindstrand.

     

    Preeminent exemplars, familial influences and the agency of an actor-network were profoundly influential in shaping perceptions and determining taste in 1950s Sweden, presenting a filtered view of design from the region. Lindstrand was strongly affected by the activities of this network. An interesting outcome of this study was the realisation that our understanding of Swedish design is incomplete, and that there is another more pluralist aesthetic concealed behind that officially promoted and exhibited during the 1950s. This investigation brings unique and unprecedented readings of a peripheral individual in the context of English language representation, and of the Scandinavian milieu.

  • 48.
    Jung, Olov
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The process to create a realistic looking fantasy creature for a modern Triple-A game title2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this project paper I have described my process to make a pipeline for production of an anatomically believable character that would fit into a pre-existing game title.To find out if the character model worked in chosen game world I did do an online Survey.For this project I did chose BioWares title Dragon Age Origins and the model I chose to produce was a dragon.The aim was to make the dragon character fit into the world of Dragon AgeThis project is limited to the first two phases of the pipeline: Pre-production and base model production phase. This project paper does not examine the texture, rigging and animation phases of the pipeline.Keywords: 3D game engine, 3D mesh, PC, NPC, 3D creation package, LOD, player avatar, triangles, quads

  • 49.
    Kallin, Dan
    Gotland University, School of Game Design, Technology and Learning Processes.
    Characters in Roleplaying Games: a study of the bond created between player and character2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The bond between player and character as perceived by many, in pen-and-paper roleplaying games, is unrivalled in its emotional strength. This is an opinion shared by many hardcore enthusiasts across the globe. Personally I have never achieved a connection to any digital character that even closely resembles the intense affection I have felt for my pen-and-paper characters, and this baffles me. The goal with this thesis is to try and find exactly what pen-and-paper roleplaying games do differently.

    The method used is qualitative interviews with students at Gotland University. The participants are experienced roleplayers in both the analogue and digital form. With their help I try to identify the reasons to why players get attached to pen-and-paper characters more than digital ones. The literature revolves around roleplaying and how we identify with characters in other media as well. The result shows that there are four distinct reasons to why players get attached to characters.

  • 50.
    Keshavarz, Mahmoud
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Cultural Anthropology and Ethnology.
    Designers and Brokers of the Mobility Regime2018In: Tricky Design: The Ethics of Things / [ed] Tom Fisher; Lorraine Gamman, London: Bloomsbury Academic, 2018, p. 45-58Chapter in book (Refereed)
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