Theseus - Selaus asiasanan mukaan "digital games"
Viitteet 61-80 / 127
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How to get your game published : case study: myTrueSound - Kilta
(2021)Tämä opinnäytetyö lähti liikkeelle toimeksiantajan tarpeesta löytää itselleen pelin julkaisija. Toimeksiantajan omat resurssit eivät riittäneet tapahtumien ja mahdollisuuksien tehokkaaseen kartoitukseen. Lisätavoitteena ... -
How viewers perceive franchising leagues in esports.
(2024)Tämän opinnäytetyön tarkoituksena oli selvittää, onko franchising-malli parempi kuin vaihtoehtoiset liigat elektronisessa urheilussa. Kvantitatiivinen tutkimus tehtiin vapaaehtoisella kyselyllä, joka jaettiin sosiaalisen ... -
Immersive Details in Games - And how to apply them
(2021)Immersion and the ways it works is a much discussed topic especially in the game industry. To understand how immersion is implemented into games, immersive details and elements were investigated. Each element of game ... -
Individual Goal-driven Training in Finnish Esports Organizations
(2023)The thesis was commissioned by the Finnish Esports Federation (SEUL ry), which operates as a central or-ganization for competitive esports in Finland. The commissioning party wanted to gain information about the current ... -
Introduction to 2D game development with Unity
(2021)The aim of this thesis is to introduce other developers and programmers to game development with Unity. It requires prior knowledge of C# programming. I introduce them to the game engine Unity, one of the most popular ... -
Key elements in the development of a digital prototype of an educational video game, memory match finnish
(2023)This thesis covers the development of a digital prototype of an educational game to start learning the Finnish language, using the information retrieved from the development process and game tests to identify the key ... -
Learning by Playing: A Stock Market Simulation Game With Deep Reinforcement Learning-powered NPCs
(2024)The research explored Deep Reinforcement Learning (DRL) to enhance educational simulation games for business education, focusing on the stock market. The key challenge was integrating real-world data into an engaging ... -
Learning in games and games in learning
(2021)People learn something all their life. However, in the begging, as children they learn through playing. The purpose of this thesis is to define the way how games and learning, very well known to everybody aspects, ... -
Leftover premium currency in video games
(2024)Monetization of video games has become mostly digital during the last decade. Digitalization paved way for new types of monetization methods. One of the most used and talked about methods is microtransactions within video ... -
Level design in virtual reality
(2020)Tässä opinnäytetyössä syvennyttiin kenttäsuunnittelun metodologiaan ja parhaisiin käytäntöihin niin perinteisen, kuin virtuaalitodellisuuteen sijoittuvan kenttäsuunnittelun suhteen, soveltaen opittua sekä tekijän omaa ... -
Lighting a mobile game scene without real time lights
(2023)Lights are an important tool in a video game maker's toolkit. They lead the player, set the mood, and are an integral part of visual storytelling. However, real time lights have high performance costs and are difficult to ... -
Lip-sync for communication in the multiplayer game
(2023)The Virtual Reality (VR) platform is one of the fastest-growing markets in the game industry. The largest gaming companies are building their own metaverse and consider it the future of the internet. To make an outstanding ...Rajattu käyttöoikeus / Restricted access / Tillgången är begränsad -
LiveOps Product Management for Mobile Games
(2022)Tuotehallinta on uusi asiantuntijataito pelialalla vielä tällä hetkellä vuonna 2022. Se on osa uutta liikettä, joka on mullistanut tavan tehdä pelejä. Tuotepäälliköt tulivat pelialalle, kun ilmaispeleistä tuli suosittuja ... -
Making a 2D game with Godot 4 Engine
(2024)This thesis goes into how a game is made using the Godot 4 engine, and open source game engine. The author will focus on mostly theory behind how to make a game, decisions such as how to choose a theme for the game, what ... -
Managing the story of non-linear interactive story game
(2020)This thesis is about non-linear interactive story games. The idea of non-linear games originated from a book genre called choose your own adventure. These books let the reader choose the way the story would go with multiple ... -
Mapping Esports: Examining Consumption Habits and Preferences Among 17–30-year-old Hungarians.
(2023)This thesis investigates the consumption patterns of esports-related content and games, as well as the financial expenditures of individuals aged 17 to 30 in Hungary. Esports in Hungary has witnessed remarkable growth in ... -
Market Analysis For A New Service : How Guided Gaming Can Be Utilized As A Market Service For Unemployed Young Finnish People
(2024)Viime vuosina nuorisotyöttömyys on vähentynyt, mutta siitä huolimatta monia huolestuttavia trendejä nousee esiin nuorten hyvinvoinnin suhteen. Esimerkiksi yksinäisyys ja syrjäytyneisyys ovat nousseet esiin tutkimuksissa ... -
Marketing and Branding in esports : Significance of player branding to esports organizations
(2021)Esports is a new growing industry that can offer a significant amount of opportunities in sports business, which makes it important to research. The ecosystem and organizations are mostly relying on sponsorship revenue and ... -
Matching stakeholders to the serious game development cycle : a mixed method approach
(2021)Developing a serious game is a challenging multidisciplinary task. The risk of creating a game that does not meet the learning goals is considerable. Balancing gameplay and instructional design to make a fun and effective ... -
Microtransaction Structures in Digital Card Games
(2024)Digitaaliset keräilykorttipelit ovat erittäin suosittu videopeligenre, jolla on keskeinen rooli peliteollisuudessa. Niitä tukee enimmäkseen kaupallistamismalli, joka keskittyy mikrotransaktioiden tukemaan, ilmaiseksi ...


















