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Does esports spectating influence game consumption?
(2020)
- article
Ludological learning: Presenting an evaluation framework for analysis, design and improvement of gamification of education
(2020)
Pro gradu -tutkielma
Pro gradu -tutkielma
Gamification is a growing field that seeks to harness the motivational power of video games by applying game elements to non-game contexts such as education and fitness. This thesis seeks to find how gamification of education ...
Building fictional worlds : case Overwatch
(2019)
Pro gradu -tutkielma
Pro gradu -tutkielma
In this thesis, the worldbuilding aspect of the game Overwatch (Blizzard Entertainment, 2016) is explored. Video games provide rich fictional worlds with audiovisual content and require design and development. In this ...
Modern Trends in God of War
(2020)
Kandidaatintyö
Kandidaatintyö
This bachelor’s thesis examines whether open world and RPG elements are trending in action-adventure games, and how they affect God of War (2018). These features have been notable in the discussion surrounding single-player ...
Enjoying the Unpleasant : An Autoethnography of Bloodborne
(2022)
Pro gradu -tutkielma
Pro gradu -tutkielma
This thesis expands on existing literature about difficult digital/video games and enjoying hard difficulty via an autoethnography of Bloodborne (Sony Computer Entertainment, 2015), with the aim to discover what makes ...
Gacha monetization mechanics : Customizable simulator for random draws
(2022)
Pro gradu -tutkielma
Pro gradu -tutkielma
Mobile and video games are offered increasingly often as a free-to-play or freemium service. A gacha game is a Japanese term used for a subset of such games that implement a variety of random draw mechanics. These include ...
Player Perceptions of Battle Passes and Loot Boxes: Exploring how monetization strategies have affected player perceptions of monetization
(2022)
Pro gradu -tutkielma
Pro gradu -tutkielma
This paper explores the different player perceptions of battle passes and loot boxes in the video game industry. Appearing in different forms throughout the history of video games, the concept of generating revenue for ...
Lurkki, Hiipijä or Creeper?: How Minecraft's translation has changed over time
(2022)
Kandidaatintyö
Kandidaatintyö
In this bachelor’s thesis, I analyse four different versions of the video game Minecraft: Java Edition in an attempt to find out how the game’s Finnish translation has changed over time. My data set includes game versions ...