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  • 1.
    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.

  • 2.
    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.

  • 3.
    Andersson, Henrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Event scenes in role-playing games: A study about focus during event scenes versus gameplay2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the level of focus a player is displaying while playing a role-playing game. The thesis tries to answer the questions if the level of focus is different while a player is watching an event scene versus during gameplay and if there is a difference in the level of focus displayed by new players versus experience ones. To answer this question a playtest was performed in the role-playing game Final Fantasy XIII and the player’s reaction was recorded and documented. The result suggests that the level of focus a player is displaying is lower during event scenes than during gameplay.

  • 4.
    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.

  • 5.
    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.

  • 6.
    Bachelder, Steven
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    4K/8K Ultra High-resolution Interactive Display System for Museum Collections: Providing Information and Context2013Conference paper (Other academic)
  • 7.
    Bachelder, Steven
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Ohta, Takashi
    Tokyo University of Technology.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Kondo, Kunio
    Tokyo University of Technology.
    Andreasson, Joakim
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Böstrom, Pelle
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Khatib, Youssef
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Lau, Kakee
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Lewis, Jonas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Research Work-Package Methodology exemplified by the Multiple Screens Project: Pinch Game using Unity for Android2013Conference paper (Other academic)
  • 8.
    Bachofner Gran, Emil
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Palm, Daniel
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Normbrott i spel: Effekterna av brutna färgnormer2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    During this project we created two prototypes comprised of three short puzzles with the goal to see how players react when they encounter broken color norms. We gathered eight test players who considered themselves to have several years of experience playing computer games and watched them as they played to record the amount of time they required to solve each puzzle. We then interviewed the test players with the goal to clarify if they recognized the color norms and why they made the choices they made in each puzzle.

    According to the results from the play sessions and interviews, we noticed that most of our play testers identified the color norms we chose to test. "Red potion restores health" and "A colored key opens a door of the same color" were the most recognized color norms while the color norm "Green button leads to a positive effect while a red button leads to a negative effect" was only identified by just over half of our players. The rest of the players told us they identified a fourth color norm, "Red button is an action button".

    The play sessions also show that confusion caused by color norms may increase the play time as long as the player can identify the norm and make decisions based on colors. The reason to this confusion may depend on a pattern the player recognized as the solution to the puzzle. When this solution does not work, the player gets confused and must rethink the situation. In the interviews the players told us that they act on the objects' color and they consider themselves to become confused when the color norm is broken.

  • 9.
    Barnell, Max
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Changing the Paywall in Single-Player Games2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Game companies are always looking for more ways to increase consumers and their revenue as well as how consumers purchase games. Several business models have been introduced that this thesis will look at, free-to-play, adding downloadable content to existing games, freemium and premium games.

    This thesis attempts to provide answers to what business models there are available for game developers and how that would influence the development of the single-player games to lower the point of entry for the consumers.  It will focus on narrative single-player games and will use the business models to try and answer the question.

    A survey was handed out that investigated the respondent’s reaction to changes for BioShock Infinite developer by Irrational Games. The models were presented and compared to how the respondents reacted to the questions.

    Together with how companies are releasing games now this thesis came to the conclusion that in order to lower the entry point, the games need to be split and released episodically, together with increased downloadable content that added further playability to the game.

  • 10.
    Barot, Camille
    et al.
    N Carolina State Univ, Dept Comp Sci, Raleigh, NC 27695 USA..
    Buro, Michael
    Univ Alberta, Dept Comp Sci, Edmonton, AB, Canada..
    Cook, Michael
    Univ London, Goldsmiths, London WC1E 7HU, England..
    Eladhari, Mirjam
    Stockholm Univ, Dept Comp & Syst Sci, S-10691 Stockholm, Sweden.;Univ Malta, Inst Digital Games, Msida, Malta..
    Johansson, Magnus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Li, Boyang
    Disney Res, Pittsburgh, PA USA..
    Liapis, Antonios
    Univ Malta, Inst Digital Games, Msida, Malta..
    McCoy, Josh
    Amer Univ, Dept Comp, Washington, DC 20016 USA..
    Ontanon, Santiago
    Drexel Univ, Dept Comp Sci, Philadelphia, PA 19104 USA..
    Rowe, Jonathan
    N Carolina State Univ, Dept Comp Sci, Raleigh, NC 27695 USA..
    Tomai, Emmett
    Univ Texas Rio Grande Valley, Dept Comp Sci, Brownsville, TX USA..
    Verhagen, Harko
    Stockholm Univ, Dept Comp & Syst Sci, S-10691 Stockholm, Sweden..
    Zook, Alexander
    Georgia Inst Technol, Sch Interact Comp, Atlanta, GA 30332 USA..
    The AIIDE 2015 Workshop Program2016In: The AI Magazine, ISSN 0738-4602, Vol. 37, no 2, 91-94 p.Article in journal (Refereed)
    Abstract [en]

    The workshop program at the 11th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held November 14-15, 2015, at the University of California, Santa Cruz, USA. The program included four workshops (one of which was a joint workshop): Artificial Intelligence in Adversarial Real-Time Games, Experimental AI in Games, Intelligent Narrative Technologies and Social Believability in Games, and Player Modeling. This article contains the reports of three of the four workshops.

  • 11.
    Beijnoff Bergström, Peder
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Side health indicators in FPS: A study in the subject health indicators in first person shooters2014Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay is about side health indicator in FPS, why they look like they do and what function they provide in FPS and their existence in modern FPS. The essay also contains information about traditional health indicators, psychology in colors, the crosshair focus area and research about FPS in modern times. The author research of 44 FPS games is find out the amount of side health indicators against the more traditional types and the reasons a developer would include a side health indicator instead of the others. In his research he found out that in the selected games, a fair amount of them did include only a side health indicator but a far larger amount of the combination type, using a traditional type as a primary health indicator and a side health indicator when an avatar takes too much damage or nearing death. The author also found out a type he had not thought of, called full screen health indicators, which affects the whole screen to indicate the avatars state of health.

  • 12.
    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.

  • 13.
    Berglind, Jens
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Choices and characters in roleplaying games: How types of choices affect the player/character connection2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The connection that players can feel toward their characters in pen-and-paper roleplaying games is a known phenomenon that has been previously studied and is recognized among roleplaying enthusiasts. Pen-and-paper roleplaying games are a complex form of games, with three distinct frames which are ludological, social, and diegetic (also called narrative). The frames are different aspects of the game as well as the base of different motivations for players, who value the frames in a varied degree. The goal of this thesis is to examine if in-game choices based on the diegetic frame in contrast to the ludological frame are correlated with the player/character connection.

    The method used for data collection is distribution of a quantitative questionnaire on the internet, spread to Swedish roleplayers through social media and associations tied to SVEROK. With their answers, the analysis identifies correlations between the player/character connection and the three frames of pen-and-paper roleplaying games, as well as other correlations noted in the data analysis. The literature revolves around the two core concepts; the player/character connection and the three frames of roleplaying games. The result shows that diegetic choices in contrast to ludological are weakly correlated with the player/character connection.

  • 14.
    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.

  • 15.
    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.

  • 16.
    Borgman, Fredrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Experiencing Games: A study in how children experience games and how this is related to gender2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis examines how young children experience games and how that question is relatedto gender. The examination of this question is conducted through interviews with a group of24 Swedish fifth-grade pupils. The paper also draws from theories and concepts found inestablished literature on gender and games. The results of this thesis informs the theory ofviolence as a masculine preference as well as the separation of gender identities from biologicalsexes.

  • 17.
    Brunberg, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The weight of color2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper explores the weight of color, with the focus lying on the symbolic significance ofcolor. Exploring whether color in itself conveys symbolic significance and is the symbolicsignificance of color permanent, or is it an after construction? It will be looking at differentareas such as what makes us humans able to perceive colors in the first place, beginning withan insight at some of the foundations in the area of color theory. Mentioning experiments ondecomposed white light, that contains the visible color spectrum and its contribution to theevolution of the color wheel. The color wheels contribution to the art world, the constructionof color harmonies and their significance. It will also be looking at some of the more commonsymbolical meanings of colors and its symbolic significance as color language. It will becovering previous research such as what the symbolic significance of color was under theElizabethan era, consequences when combining color and taste and finally an insight on thetheory of the emotion wheel and its conceptual design in combining emotions with color.There will also be a discussion part looking at the area of color therapy and thoughtsrevolving the subject. The second last part will revolve around my own observations andanalysis. Keeping in mind what I have explored in the earlier parts of this paper and using thatknowledge in my observations and analysis on three different methods utilising the symbolicsignificance of color, focused in the area of films. The last part of my paper will be the resultsof my exploration on the subject of symbolic significance of color and also a discussion part,with my own thoughts on the subject.

  • 18.
    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.

  • 19.
    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. 

  • 20.
    Dahlberg, Rikard
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    How the Promotional Art for Halo 4 and Mass Effect 2 Communicates Gameplay: An analysis of how the art style in promotional art for Halo 4 and Mass Effect 2 communicates the respective gameplay to the target audience2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The thesis presents an analytic work of the MDA-framework and the promotional art of Halo 4 and Mass Effect 2 and how the two areas correlate with each other. The aim for the thesis is to investigate how the art style of the promotional art uses the elements of art to communicate the different gameplay of Halo 4 and Mass Effect 2, both set in a science fiction world, to their respective audiences in order to find how the elements of art can help to emphasize communication of gameplay information to the audience. This is reached by analyzing the gameplay of both games with the help of the MDA-framework by Hunicke, LeBlanc and Zubek enabling the analyses to reach a more comprehensive breakdown of the games. The analyses of the promotional artwork for both games are weighed against categories in the elements of art, the reason to find a more comprehensive breakdown of the promotional art. The data from both analyses are later compared with each other to find how the elements of art communicate information of the gameplay to the audience. In addition, it presents what categories of the elements of art in this analysis seems to be the most common for communicating gameplay information of the chosen promotional artworks. The conclusion is that the use of elements of art in promotional art in Halo 4 and Mass Effect 2 seems to carry more information that communicates to the audience than what might be the first to meet the eye. This leads to an understanding that the analysis of a broader sample size of promotional art from the games can open an opportunity of a better understanding how the use of elements of art in promotional art can communicate gameplay to the audience. Additionally this could also be applied to a larger range of games in order to find how different genres use the elements of art to communicate to their respective audience.

  • 21.
    Dickmark, Emma
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The use of colour in the game Journey: Case Study2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis aims to find out the usage of colour in the game called Journey (2012). It is a case study which focuses on three different scenes in the game and how their colour scheme affects the game both emotionally and the storyline progress. The question that will be answered is:

    How does the choice of colour affect the players perception on an emotional level?

    This thesis talks about how different colours affect us in different ways and why this plays a major part in gameplay situations and how the drastic change of colour portraits different emotions. The colour choice is of great importance since it affects humans on an emotional level that enhances the experience felt by players during different scenes.

  • 22.
    Edlund, Mattias
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Artificial Intelligence in Games: Faking Human Behavior2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper examines the possibilities of faking human behavior with artificial intelligence in computer games, by using efficient methods that save valuable development time and also creates a more rich experience for the players of a game. The specific implementation of artificial intelligence created and discussed is a neural network controlling a finite-state machine. The objective was to mimic human behavior rather than simulating true intelligence. A 2D shooter game is developed and used for experiments performed with human and artificial intelligence controlled players. The game sessions played were recorded in order for other humans to replay. Both players and spectators of the game sessions left feedbacks and reports that could later be analyzed. The data collected from these experiments was then analyzed, and reflections were made on the entire project. Tips and ideas are proposed to developers of shooter games who are interested in making human-like artificial intelligence. Conclusions are made and extra information is provided in order to further iterate on this research.

  • 23.
    Ekros, Matthias
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Modern Virtual Reality. And the effects of affecting human senses to increase immersion2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Modern virtual reality is an ever growing subject in today’s society. I delved deeper into some key moments in the development of modern virtual reality. Oculus Rift has shown incredible potential. Some developments even seek to envelope the human senses in virtual reality as well.   With several different approaches to the same solution there are many ways that the experience can affect the overall immersion of a consumer into the product.

     The tests I performed were primarily focused around the interaction between the human senses and immersion. The immersion can be increased or decreased by basic means of stimulating the human senses. This test was implemented by having volunteers participate in two phases in a supervised environment. In the first phase, the participants were subjected to an increase in immersion by stimulating senses other than their eyes and ears. The second phase involved reducing the participants’ sensory stimulation to see what the difference in immersion would be between the two phases.

     The results of the investigation show that manipulating the human senses does have an impact on immersion when using virtual reality. Immersion can be affected by increasing or decreasing the stimuli for the human senses.

  • 24.
    Fahlström, Josefine
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Matson, Emma
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Preventing Toxic Behaviour through Game Mechanics2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Toxic Behaviour, the phenomena where a person behaves in a way meant to intimidate or belittle another person, is an influential issue spreading across the virtual spaces that is online gaming communities.

    In this thesis we explore the possible correlations between Toxic Behaviour and game mechanics in online multi-player games by analyzing League of Legends (Riot Games, 2009), one of the most prominent online games currently dominating the market (Statista, 2014). We have analysed the game using a contemporary design framework used in the game industry accompanied by an ethnographical field study of the regular player base of League of Legends we have determined the most common reasons behind why these players tend to engage in Toxic Behaviour and if those reasons are connected to the game’s mechanics. Finally, we conceptualize plausible solutions based on our findings that hypothetically could decrease the amount of toxic player’s continuing engagement in Toxic Behaviour.

  • 25.
    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.

  • 26.
    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.

  • 27.
    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.

  • 28.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume I – Number II2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 29.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume V – Number V2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 30.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume IV – Number IV2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 31.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume IV – Number III2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 32.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume IV – Number II2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 33.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume IV – Number I2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 34.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume V – Number II2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 35.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume V – Number I2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 36.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume V – Number IV2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 37.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume V – Number III2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 38.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume IV – Number V2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 39.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume III – Number I2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 40.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume II – Number I2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 41.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume I – Number V2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 42.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume II – Number III2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 43.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume II – Number II2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 44.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume I – Number IV2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 45.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume I – Number III2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 46.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume III – Number III2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 47.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume III – Number II2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 48.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume II – Number V2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 49.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume III – Number IV2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

  • 50.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Cellular Automata in Modular Space: Rigid Systems – Volume II – Number IV2015 (ed. 1)Book (Other academic)
    Abstract [en]

    This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.

1234 1 - 50 of 184
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