478 research outputs found

    Meaning and emotion in Squaresoft\u27s Final Fantasy X: Re-theorising realism and identification in video games

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    This thesis takes the position that traditional theories of realism and identification misrepresent the relationships between players and videogames, and that a cross·disciplinary approach is needed. It uses Ed Tan\u27s (1997) and Torben Grodal\u27s (1997) analyses of narrative, cognition, and emotion in film as a basis for interrogating existing research on, and providing a working model of, video gameplay. It develops this model through an extended account of Squaresoft\u27s adventure role-playing game Final Fantasy X (FFX) (2001), whose hybrid narrative and game macrostructures foreground many of the problems associated with video games. The chapters respectively address; existing research on video games; how perceptual qualities of the interface determine the reality status of gameplay; how narrative and game codes regulate or retard interest; FFX\u27s henneneutic coding of reality; the dual narrative and game coding of video game characters; the uses and limits of the psychoanalytic concept of identification when analysing video games; how gameplay promotes empathetic emotions towards characters; how players develop empathetic emotions towards themselves; and how the disjunctive quality of play may have un existential quality

    Automatic Recognition of Protective Behaviour in Chronic Pain Rehabilitation

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    Exergames are increasingly being proposed for physical rehabilitation in chronic pain. They can be engaging, fun and can facilitate the setting of targets and evaluating performances through body movement tracking and multimodal feedback. While these attributes are important, it is also essential that psychological factors that lead to avoidance of physical activity are addressed in the game design. Anxiety about increased pain and/or of further damage often causes people to behave in a self-protective manner (e.g., guarding movement) and to avoid particular movements. Protective behaviour may itself cause increased pain or strain. In this paper we investigate the possibility to automatically detect such behavior. Automatic detection of protective behaviour can be used to adapt the exergame at run time to alleviate anxiety and increase treatment efficacy

    Aesthetics of sport : a metacritical analysis

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    This study attempted to analyze and synthesize the concepts of sport and metacritical aesthetics and to utilize that philosophical base from which to speculate on the nature of a metacritical aesthetic of sport. Tao complementary tools of philosophical research were utilized: "theory building" as described by Fraleigh (1970), and "analysis of the structure of knowledge" as developed by Gowin (1969). Fraleigh's design outlined steps or elements with which general and particular phenomena of interest are examined for consistency with and derivation from an existing philosophic statement. Gowin's methodology, which suggested the positing of a series of telling and connecting questions to explore a philosophical concept, was utilized to identify the germinal issues. The philosophical and experimental literature of aesthetics and sport was examined to identify the major ideas and concepts associated with the general phenomenon of interest, sport; the source philosophy, metacriticism; and with the particular phenomenon of interest, an aesthetic of sport

    Play: paradox and paradigms

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    Boston University. University Professors Program Senior theses

    Theoretical Video Game Analysis: The Creation of Experience

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    The creation of experiences is a focused Masters by Research thesis in the field of media and specifically game studies. The purpose of this study is to introduce and investigate the effects of game design, specifically through the open world genre on the player's experience. This approach involves applying a phenomenological theory to games participation in order to analyses the ways in which narratives are unfolded for the gamer. This thesis specifically aims to determine how the individual gaming sessions determines the connection one makes in order to create memorable and meaningful participation. Qualitative research was conducted, such as observation and textual analysis, to collect material and evidence to support the subject of the thesis. Features include: comprehensive approaches and theory for analysing video games: exploration of the methodology to provide new perspective on video games both as an art and as a cultural medium: accounts of specific case studies as a focal point expanding on the academic, social and cultural dynamics of video games. The meaning games create whilst experiencing the content, cannot be defined and to a certain degree identified until brought into the range of human interaction. These features, combined within this thesis, allow for the conclusion that the experience of playing a game depends on the individual and their formulation of the subjective projection of the content. This thesis hopes to offer access to further research and detailed analysis, and thus make a small contribution to improving the understanding on the connection between the player[s], hardware and the software
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