4 research outputs found

    Insolvency Insurance for Private Plans

    Get PDF
    This essay is about the use of narrative in video games, and the discussion surrounding it. For years ludologists (game researchers) and narratologists (narrativity researchers) have been arguing about how to analyze narrativity in games. While ludologists have chosen to see games as a product by itself, and therefore something to be analyzed separately, narratologists instead see games as a narrative medium alongside film, theater and books. This essay starts by taking a look at the arguments from both sides, and then introduces three questions regarding narrative in games, and how this phenomenon has changed over the past 13 years. To answer these questions, five case studies are carried out, analyzing games with the help of a new framework built on narrative theory. The essay’s conclusion then reveals how the development of game narrativity has progressed, and what this could mean for the future of narrative games

    Reaching a creative common ground : Enhancing the creative collaboration between a film editor and its respective client

    No full text
    The aim of this thesis is to locate current problems concerning the process of finding common ground between a creative producer and its respective client, furthermore it aims to propose a solution to this problem in the context of collaborative video editing. The paper starts off by exploring research related to the topic. After that, it establishes, through interviews with experts within fields of video editing and graphic design, what the currently existing problems are concerning communication within their line of work. As a solution to these problems, a collaborative software is proposed with the idea of bridging the understanding between the video editor and its client. The paper ends with some conclusions surrounding the current state of the topic and proposes a way forward for both practitioners and researchers

    Organiziranost in delovanje upravnih enot

    Full text link
    This thesis aims to explore the design process of incorporating elements of presence and interactivity in order to measure brand awareness in outdoor advertising. The paper starts out with a description of research related to the field. It then goes through the process of the construction of two kinds of prototypes; one traditional and one interactive advertisement. Two prototypes which are exposed to twelve participants in order to measure a difference in brand recall between them. The result of this measurement is then presented and followed with a discussion. In the end we conclude that the implementation of interactivity and presence when designing for interactive advertisement can in some ways be used to increase brand recall. It may however also lead to the loss of secondary text-based information that is better received through traditional advertisement

    Creating brand awareness in outdoor advertising : Designing for interactivity and presence

    No full text
    This thesis aims to explore the design process of incorporating elements of presence and interactivity in order to measure brand awareness in outdoor advertising. The paper starts out with a description of research related to the field. It then goes through the process of the construction of two kinds of prototypes; one traditional and one interactive advertisement. Two prototypes which are exposed to twelve participants in order to measure a difference in brand recall between them. The result of this measurement is then presented and followed with a discussion. In the end we conclude that the implementation of interactivity and presence when designing for interactive advertisement can in some ways be used to increase brand recall. It may however also lead to the loss of secondary text-based information that is better received through traditional advertisement
    corecore