290 research outputs found

    Character customization: Animated hair and clothing

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2018/2019This project consists in designing and implementing a 3D female character editor. It is focused in modeling and animating the female character, hairstyle and clothes. This editor will be developed using the Unity 3D Game Engine. It will consist in an interface that allows changing skin and eye color, style and color of hair and, lastly, the clothes the character is to wear among a catalogue of predefined models. With each change, the character will respond with an animation in order to improve the experience of perceiving the final style of the character

    Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

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    Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters

    PENERAPAN LEAN PRICING TERHADAP PENETAPAN HARGA DI STARTUP JELASIN.COM

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    Abstract — With the development of technology, the world of Indonesia's digital industry has also developed, one of which is marked by the emergence of a digital startup company. For startup businesses the pricing is crucial and important but it is not an easy thing because the products of startup are difficult to judge. Startup Jelasin.com is an animation studio that specializes in producing Explainer Animation, which is an animation that serves to explain everything. This study uses a qualitative approach with data collection methods, namely: interviews, observations, and document analysis of pricing at Jelasin.com. The results of this study are applied research in which the authors provide recommendations based on the lean pricing book by Omar Mohout. Keywords: pricing, lean pricing, startup   Abstrak — Dengan berkembangnya teknologi, dunia industri digital Indonesia juga ikut berkembang salah satunya ditandai dengan munculnya perusahaan digital startup. Bagi bisnis startup penetapan harga merupakan hal yang krusial dan penting tetapi bukanlah suatu hal yang mudah dikarenakan produk dari startup sulit untuk dinilai. Startup Jelasin.com merupakan studio animasi yang khusus memproduksi Explainer Animation, yaitu animasi yang berfungsi untuk menjelaskan apapun. Penelitian ini menggunakan pendekatan kualitatif dengan metode pengupulan data, yaitu: wawancara, observasi, dan analisis dokumen terhadap penetapan harga di Jelasin.com. Hasil dari penelitian ini merupakan applied research dimana penulis memberikan rekomendasi berdasarkan buku lean pricing oleh Omar Mohout. Kata Kunci: penetapan harga, lean pricing, startu

    PENERAPAN LEAN PRICING TERHADAP PENETAPAN HARGA DI STARTUP JELASIN.COM

    Get PDF
    Abstract — With the development of technology, the world of Indonesia's digital industry has also developed, one of which is marked by the emergence of a digital startup company. For startup businesses the pricing is crucial and important but it is not an easy thing because the products of startup are difficult to judge. Startup Jelasin.com is an animation studio that specializes in producing Explainer Animation, which is an animation that serves to explain everything. This study uses a qualitative approach with data collection methods, namely: interviews, observations, and document analysis of pricing at Jelasin.com. The results of this study are applied research in which the authors provide recommendations based on the lean pricing book by Omar Mohout. Keywords: pricing, lean pricing, startup   Abstrak — Dengan berkembangnya teknologi, dunia industri digital Indonesia juga ikut berkembang salah satunya ditandai dengan munculnya perusahaan digital startup. Bagi bisnis startup penetapan harga merupakan hal yang krusial dan penting tetapi bukanlah suatu hal yang mudah dikarenakan produk dari startup sulit untuk dinilai. Startup Jelasin.com merupakan studio animasi yang khusus memproduksi Explainer Animation, yaitu animasi yang berfungsi untuk menjelaskan apapun. Penelitian ini menggunakan pendekatan kualitatif dengan metode pengupulan data, yaitu: wawancara, observasi, dan analisis dokumen terhadap penetapan harga di Jelasin.com. Hasil dari penelitian ini merupakan applied research dimana penulis memberikan rekomendasi berdasarkan buku lean pricing oleh Omar Mohout. Kata Kunci: penetapan harga, lean pricing, startu

    Essential Feature - Cooperative Gameplay

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    Although single player and multiplayer is very important in today game, cooperative mode is an essential part of a great game. There are a lot of benefits of playing co-op mode in a game such as education and joy. Communicating, solving problems, handling stress, managing time, making decision, following instructions, acting fast as well as working in a team are skills that students can learn and practice while they are playing cooperative games. These skills are valuable for students to use in education and even in careers

    Character customization in video games as symbolic consumption - how characters are customized

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    Objective of the study The objective of this study is to develop an understanding of how symbolic consumption takes place in video games as video game players customize their character. In real life products serve as symbols of their consumers and help consumers locate themselves in the society, but to this date the consumption in video games has not been studied largely. One recognized way to use customization is to display one’s favorite brands. Existing studies based on other types of virtual environments suggest that customization features are often used to create a representation of the self to the virtual environment. Research method This research takes a cultural approach to consumer research and is qualitative and interpretive in its nature. To conduct the study seven semi-structured interviews were conducted with Finnish 17–26 year-old video game players familiar with the games chosen for this study. Findings As its main findings, this study identifies two main themes that describe symbolic consumption in video games. First, the symbolic resources that are provided through character customization are used to create self-representations into the virtual environment of the video game. These self-representations can draw from players self-image, but also from past or desired self-images. Self-representative consumption in video games is understood to play a role in construction of the self like all voluntary consumption in real life. Second, symbolic resources that are provided through character customization are used playfully for example to create caricatures and mockeries of real-life characters and standards

    Queer Audiences & Video Games

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    This proposal presents the question: Why do certain video games attract a large number of Queer players while others do not? By using Queer Theory and Media Studies, this proposal approaches this question through a theoretical framework in order to go beyond a simple answer of Queer representation. This project would examine video games and Queerness through several lenses, including Queer aesthetics, Queer coding, and ludology. Through a process of analyzing games as text and interviews, this paper proposes a research project to answer this question and understand the complexities and nuances of the Queer gaming community. As a final deliverable, the creation of a “zine” is proposed to showcase the findings of this research project through a medium which would showcase Queer aesthetics
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