For this thesis, the researcher proposes a unique angle that uses digital games as a tool for self-expression. Empathy theory will be applied to the game making process to help players understand the artist’s expression. This process suggests that there is a potential for game makers to understand, model and instantiate more resources on affective address and embody those into game content in a way that acknowledges and accommodates the player’s processes of emotional cognition. The practical project associated with the thesis is an experimental game that communicates to the players the emotions and life experiences that the game artist is willing to express. The anticipated result, the images, music, interaction and story are crafted ...
This thesis investigates how interactivity, one of digital games’ most prominent and productive aspe...
The aim of this work is to contribute to the believability of the simulated emotions for virtual ent...
This thesis aims to examine if the visual features of virtual identities that players use to represe...
For this thesis, the researcher proposes a unique angle that uses digital games as a tool for self-e...
Obliti is a game meant to promote empathy for people with depression, and applies a personal story t...
Occlusion is a procedurally randomized interactive art experience which uses the motifs of repetitio...
Visual (graphic) designers lead their work with the creation of artifacts for presentation and disse...
Velum is a first-person 3D puzzle/exploration game set in a timeless version of the Boston Public Ga...
Velum is a first-person 3D puzzle/exploration game set in a timeless version of the Boston Public Ga...
Bound is an art, cognitive empathy game developed for PC in Unity. Bound is an autobiographical arti...
People use non-verbal cues, such as facial expressions, body language and tonal variations in speech...
Video games, and entertainment media have been developed for many years, and eliciting emotional exp...
“Know thyself.” – Socrates Discovering who you are as an individual within the vast multitude of peo...
Much of the attention directed toward video games is focused on their role as entertainment. However...
Video games today are an expanding their reach into greater popular acceptance and are broadening th...
This thesis investigates how interactivity, one of digital games’ most prominent and productive aspe...
The aim of this work is to contribute to the believability of the simulated emotions for virtual ent...
This thesis aims to examine if the visual features of virtual identities that players use to represe...
For this thesis, the researcher proposes a unique angle that uses digital games as a tool for self-e...
Obliti is a game meant to promote empathy for people with depression, and applies a personal story t...
Occlusion is a procedurally randomized interactive art experience which uses the motifs of repetitio...
Visual (graphic) designers lead their work with the creation of artifacts for presentation and disse...
Velum is a first-person 3D puzzle/exploration game set in a timeless version of the Boston Public Ga...
Velum is a first-person 3D puzzle/exploration game set in a timeless version of the Boston Public Ga...
Bound is an art, cognitive empathy game developed for PC in Unity. Bound is an autobiographical arti...
People use non-verbal cues, such as facial expressions, body language and tonal variations in speech...
Video games, and entertainment media have been developed for many years, and eliciting emotional exp...
“Know thyself.” – Socrates Discovering who you are as an individual within the vast multitude of peo...
Much of the attention directed toward video games is focused on their role as entertainment. However...
Video games today are an expanding their reach into greater popular acceptance and are broadening th...
This thesis investigates how interactivity, one of digital games’ most prominent and productive aspe...
The aim of this work is to contribute to the believability of the simulated emotions for virtual ent...
This thesis aims to examine if the visual features of virtual identities that players use to represe...