Search results for "pelit"
showing 10 items of 484 documents
Digitaaliset rajoitukset tietokonepelien suojauksessa
2015
Digitaalinen käyttöoikeuksien hallinta — lyhennettynä DRM — on ollut yksi peliteollisuuden kiistellyimmistä keinoista hillitä piratismia Internetin kaupallistumisen jälkeen. Vaikka menetelmää pidettiin alunperin välttämättömyytenä pelialalle, pelaajat ja jopa pelinkehittäjät ovat väittäneet menetelmän olevan vain haitaksi laillisille pelaajille ja pikemminkin houkuttelevan käyttäjiä piratoimaan pelinsä sen seurauksena. Tässä tutkielmassa käsitellään aluksi digitaalista käyttöoikeuksien hallintaa yleisesti, Internetin yleistymistä edeltäneitä tietokonepelien suojausmenetelmiä ja lopuksi neljää DRM-pohjaista suojausmenetelmää tietokonepelialalta. Digital rights management — DRM for short — ha…
Experiential Education of Mathematics: Art and Games for Digital Natives
2015
As attitude-researches point out, students tend to sustain an aversion to mathematics, while remaining largely ignorant of how deeply embedded it is in the world around them. Most students however are able to recognize patterns and numerous research and empirical evidence indicates that they become easily motivated when mathematical connections are presented in ways which relate to their experiences by triggering their natural curiosities. PISA and TIMSS results and recommendations are that students should find education enjoyable, develop self-belief and stamina to address challenging problems and situations. Experience-centered education of mathematics through arts and playful activities …
Oppimisen eteneminen lukemisvalmiuksia harjoittavan adaptiivisen tietokonepelin pelaamisen aikana
2005
Ei-yhteistoiminnallisten pelien sovelluksia langattomissa verkoissa
2011
Laitinen, Jouni Ei-yhteistoiminnallisten pelien sovelluksia langattomissa verkoissa Jyväskylä: Jyväskylän yliopisto, 2011, 36 s. Tietojenkäsittelytiede, kandidaatin tutkielma Ohjaaja: Hirvonen, Pertti Peliteorian suosio on viime vuosina kasvanut uusien sovellusten myös. Näihin sovelluksiin kuuluu myös langattomat tietoverkot ja niissä tapahtuvat kanssakäynnit. Peliteorian avulla näitä tapahtumia voidaan analysoida tarkemmin ja niiden tehokkuutta nostaa. Tässä kirjallisuuteen pohjautuvassa kandidaatin tutkielmassa esitellään ensin peliteorian perusteita, joita sitten sovelletaan langattomien tietoverkkojen eri ongelmiin. Näitä ongelmia ovat: lähetystehon määrittäminen, taajuuden vaihtaminen …
Early Television Video Game Tournaments as Sports Spectacles
2020
This article looks at two televised video game tournaments from the 1980’s from the viewpoint of sports spectacle. Through the analysis of the television episodes and comparison to modern eSports-scene, the aim is to see, if there were similarities or differences between sports broadcasting and video game broadcasting at the time. The article suggests that because of visual choices made in sports broadcasting, the video game tournaments adapted this style coincidentally, which might have affected the style of eSports-broadcasting later. nonPeerReviewed
Introduction
2022
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As we write this introduction in 2021, that is no longer true. Today, more than a thousand studies have been published on esports, including several books and special issues. Moreover, the work is no longer conducted purely in the “game studies” related fields, but across numerous domains from medical and health sciences to economics and sports. Esports is no longer a novel phenomenon, not even for researchers. As both the industry and academia of esports progress—with hundreds of digital (and some analog) game titles being played as “esports”—it is more and more difficult to ad…
Informal roles within eSport teams : a content analysis of the game 'Counter-Strike: Global Offensive
2016
Informal roles are roles that are not formally prescribed by a group or organization and are being established through group interaction that takes place among group members. Previous literature has identified twelve roles within traditional sport, however to date limited research has been done within the field of role development within competitive computer gaming (eSports). The purpose of the present study was to explore the informal roles within the eSport setting and if it is possible to use audio analysis to identify informal roles. The present study is a qualitative, multiple case study of two professional eSport teams in the game ‘Counter-Strike: Global Offensive’. The data that was …
Why Do Players Misuse Emotes in Hearthstone? : Negotiating the Use of Communicative Affordances in an Online Multiplayer Game
2018
This paper examines player-to-player interaction in Hearthstone: Heroes of Warcraft (Blizzard Entertainment, 2004). The game designers have attempted to limit what they see as negative interaction by forcibly limiting player-to-player social interaction. Based on an analysis of forum discussions, this empirical study illustrates how players utilize Hearthstone's restricted communication affordances for negative and insulting purposes, and how players negotiate their shared symbolic reality concerning this type of interaction, labeled "Bad Manner(s)" or "BM". The continuous debate over an issue which ultimately cannot be solved shows that players care deeply about the game and the surroundin…
Asymptotic Hölder regularity for the ellipsoid process
2020
We obtain an asymptotic Hölder estimate for functions satisfying a dynamic programming principle arising from a so-called ellipsoid process. By the ellipsoid process we mean a generalization of the random walk where the next step in the process is taken inside a given space dependent ellipsoid. This stochastic process is related to elliptic equations in non-divergence form with bounded and measurable coefficients, and the regularity estimate is stable as the step size of the process converges to zero. The proof, which requires certain control on the distortion and the measure of the ellipsoids but not continuity assumption, is based on the coupling method.
Kestävän bioenergiatulevaisuuden rakentaminen : verkko-opetuksen kehittäminen
2011
Saatesanat: Verkko-opetuksesta puhutaan paljon, mutta harva opettaja vielä tietää mihin kaikkeen verkkoopetusta kannattaa käyttää, millaisia toteuttamismahdollisuuksia on olemassa ja millaisia työvälineitä verkko-opetuksessa tarvitaan. Verkko-opetuksen mahdollisuus ja olemassaolo herättää paljon kysymyksiä: Kuinka paljon resursseja tarvitaan suunnitteluun? Tarvitseeko verkkoopetuksena toteutettava kurssi ”starttirahaa”? Kuluuko opettajan oman työajan lisäksi muita resursseja? Säästyykö oma työpanos tulevaisuudessa, kun ensimmäinen verkkokurssi on kerran pidetty? Mikä on opettajan rooli? Voiko verkkokurssit tehdä opettajat jopa tarpeettomiksi?