Theseus - Selaus asiasanan mukaan "digital games"
Viitteet 101-120 / 127
-
Structure and Gaps of Esport Governance and Path for its Pursuit of Legitimacy Among Traditional Sports
(2022)This thesis identifies the gaps that exist within esport governance and its structure, and proposes a path for esport governance to take to increase its legitimacy among traditional sports. Currently the structure of esport ... -
Systems-based game design in Dwarf Fortress: procedural generation and emergent gameplay
(2023)This thesis explores the concept and application of systems-based game design and procedural generation techniques in Dwarf Fortress, a popular fantasy settlement building simulation game. The study contains an analysis ... -
The Artificial Scarcity and Preservation of Video Games as Digital Goods
(2021)The goal of this thesis was to discuss the way digitally distributed games are kept available as cultural heritage. Digital distribution has become an increasingly popular way of dispatching games, but it makes game ... -
The Challenges of European Esports Coaching from the Coach's Perspective
(2022)E-urheilu on jatkuvasti kasvava toimiala, jolla on omat sääntönsä, jotka ovat luoneet videopelien kilpailun ympärille epätavalliset olosuhteet. Mutta kuten perinteisessä urheilussa, e-urheilun pelaajat tarvitsevat valmennusta ... -
The Effects of AI on Digital Artist
(2023)This thesis explores the effects of AI art generators on the video game industry, specifically on the roles of artists and the game development process. The study aims to determine whether the employment of artists in the ... -
The fascination of virtual skins and consumers buying behaviour in Counter Strike Global Offensive
(2022)The objective of this thesis was to find out the fascination of virtual skins in Counter Strike Global Offensive. What are the thriving factors in buying, selling or trading? The market for skins is massive and unknown ... -
The Impact of GetOnline LAN Party on Youth and Young Adults: A Case Study of Garde-Party in Kajaani, Finland.
(2024)The goal of this thesis was to examine how GetOnline LAN Party affects young individuals in Kajaani. The thesis studied their experiences, social interactions, and personal development during and after the event. The ... -
The Impact of Microtransactions on Consumer Behaviour in Free-to-play Video Games
(2024)This study examines the impact of microtransactions on consumer behaviour in free-to-play video games. The primary objective was to understand how microtransactions influence player’s attitudes, spending behaviour, and ... -
The impact of sound immersion on a user’s ability to complete a task in a virtual learning environment
(2023)Immersion, through a rich audiovisual experience, is generally regarded as a strong catalyst for digital learning. As such, researchers often place a strong emphasis on sound when designing digital game-based learning ... -
The Impact of the COVID-19 Pandemic on Esports, Motorsports and Simracing
(2023)This thesis discusses the complex effects of the Coronavirus pandemic on esports, motorsports, and sim racing, three unmistakable however interconnected domains of sports and entertainment. Before the pandemic, esports, ... -
The Impact of Toxic Behaviour on First-Person Shooter Players
(2023)First-person shooter (FPS) games are intensely competitive, demanding coordination and teamwork, making communication and collaboration indispensable for success in the in-game experience. Nevertheless, toxic behaviour ... -
The importance of audio in immersive media and horror
(2024)Music and sound are an essential part of media, be it movies, TV shows or video games. As computers have become more powerful and new technologies have been developed, the worlds created with sound have become ever more ... -
The importance of soundtrack in world-building of fantasy games and movies : project and study case - "Shimmering Land" animation and soundtracks
(2024)The goal of this study was to discuss and determine the importance of soundtrack in fantasy games and movies. Specifically, the aspect of world-building is analysed. The stream of new games and movies is massive, and modern ... -
The Long Way Home: Understanding and Conceptualizing Videogame Hub Areas
(2023)The realm of video games has witnessed the surge of hub worlds: areas that serve as central points for players to access various game levels or zones; these hubs are vital in creating immersive, cohesive experiences for ... -
The Narrative Immersion of Play : A Link Between Immersion and the Narrative of Games’ Side-Activities
(2020)The thesis aimed to research the connection between narrative immersion and the willingness of video game players to perform side activities while playing. There are many existing researches done on the connection between ... -
University-industry Collaborations with Esports Curriculum – the European Student Perspective
(2023)This thesis aims to provide a deeper understanding of the various benefits and barriers surrounding university-industry collaborations (UICs) within the gaming and esports ecosystem through the perspective of students. The ...Rajoitettu käyttöoikeus / Restricted access / Tillgången begränsad -
User Oriented UI Development in Games for Elderly People
(2020)The main goal of this thesis was to create a game for the elderly people that would provide the target audience with cognitive stimulus while remaining intuitive and easy to access. The game was a 2D puzzle game created ... -
Using 3D techniques in video game concept art : creating environmental concept art for a video game
(2021)The objective of this thesis was to research applying 3D work methods in the videogame concept art process. The key question asked was what 3D techniques can be employed in concept art, how can they be applied, and what ... -
Utilizing games in the co-production of mental health services
Finnish Journal of eHealth and eWelfare : 2 (Sosiaali- ja terveyshuollon tietojenkäsittely-yhdistys, 2020)This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on ... -
Utilizing the multiplayer mode and its benefits in a simulation intended for educational use
(2024)Adding a multiplayer mode to a video game is a powerful way to introduce new elements to it. Cooperation (Co op) can encourage players to achieve common goals and develop social skills, while competition can encourage ...


















