Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.

In this thesis, the question of immersion and learning in tutorials is examined to find whether there are principles of design that can universally form a tutorial of a high quality according to several predetermined traits. A formal analysis of the tutorials for three specified games are conducted...

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Main Author: William, Persson
Format: Others
Language:English
Published: Uppsala universitet, Institutionen för speldesign 2017
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325204
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spelling ndltd-UPSALLA1-oai-DiVA.org-uu-3252042017-07-11T05:58:21ZEducating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.engWilliam, PerssonUppsala universitet, Institutionen för speldesign2017TutorialImmersionGame MeechanicsFormal AnalysisOther Humanities not elsewhere specifiedÖvrig annan humanioraIn this thesis, the question of immersion and learning in tutorials is examined to find whether there are principles of design that can universally form a tutorial of a high quality according to several predetermined traits. A formal analysis of the tutorials for three specified games are conducted to identify the underlying principles of design that govern the structure for each individual tutorial. The resulting analyses are then compared to each other to reveal similarities between the tutorials so that the principles of design can be identified and examined. The findings point to no universal principles of design that will generate a tutorial of high quality, instead, the utilization of these principles is angled towards the specific needs of the game being developed. I denna uppsats undersöks frågan om fördjupning och inlärning i de inledande, handledande/guidande sekvenserna i spel för att granska om det finns design-principer som universellt kan användas för att göra handledande/guidande sekvenser i spel av en högre kvalitet enligt flera förbestämda drag. En formell analys av introsekvenserna för tre specifika spel görs för att identifiera de underliggande design-principerna som utgör strukturen för varje individuell introsekvens. De resulterande analyserna blir sedan jämförda med varandra för att uppdaga likheter mellan introsekvenserna så att design-principerna kan identifieras och undersökas. Resultaten visar att inga sådana universella design-principer finns, istället bör dessa design-principer nyttjas på ett sätt som bäst passar de specifika krav som spelet som utvecklas har. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325204application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Tutorial
Immersion
Game Meechanics
Formal Analysis
Other Humanities not elsewhere specified
Övrig annan humaniora
spellingShingle Tutorial
Immersion
Game Meechanics
Formal Analysis
Other Humanities not elsewhere specified
Övrig annan humaniora
William, Persson
Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
description In this thesis, the question of immersion and learning in tutorials is examined to find whether there are principles of design that can universally form a tutorial of a high quality according to several predetermined traits. A formal analysis of the tutorials for three specified games are conducted to identify the underlying principles of design that govern the structure for each individual tutorial. The resulting analyses are then compared to each other to reveal similarities between the tutorials so that the principles of design can be identified and examined. The findings point to no universal principles of design that will generate a tutorial of high quality, instead, the utilization of these principles is angled towards the specific needs of the game being developed. === I denna uppsats undersöks frågan om fördjupning och inlärning i de inledande, handledande/guidande sekvenserna i spel för att granska om det finns design-principer som universellt kan användas för att göra handledande/guidande sekvenser i spel av en högre kvalitet enligt flera förbestämda drag. En formell analys av introsekvenserna för tre specifika spel görs för att identifiera de underliggande design-principerna som utgör strukturen för varje individuell introsekvens. De resulterande analyserna blir sedan jämförda med varandra för att uppdaga likheter mellan introsekvenserna så att design-principerna kan identifieras och undersökas. Resultaten visar att inga sådana universella design-principer finns, istället bör dessa design-principer nyttjas på ett sätt som bäst passar de specifika krav som spelet som utvecklas har.
author William, Persson
author_facet William, Persson
author_sort William, Persson
title Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
title_short Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
title_full Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
title_fullStr Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
title_full_unstemmed Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
title_sort educating the gamer. : an analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player.
publisher Uppsala universitet, Institutionen för speldesign
publishDate 2017
url http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325204
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