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Spel & mänskliga behov: spelestetisk design, ett steg djupare
Gotland University, School of Game Design, Technology and Learning Processes.ORCID iD: 0000-0001-7369-6967
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Games & human needs : aesthetic gamedesign, one step deeper (English)
Abstract [sv]

Denna studie omfattar och undersöker de förhållande som existerar kring psykologi och ludologi med på att förena sambanden mellan människors behov och utmaningar i spel. Resultaten representeras via en grafisk illustration där funna samband påvisas. Av det material som använts mest (som hållfast grund), inkluderas Manfred A. Max-Neef’s Human Scale Development och Ernest Adams Fundamentals of Game Design. Detta arbete är en litteraturstudie som baserar sina resultat på djupgående analys av jämförelser mellan erkända författar och grundare av godtagna teorier. Utöver den grafiska representationen, visar resultaten av denna studie den sanna skillnaden mellan spel och simulatorer. Resultatet påvisar även att utmaningar i spel kan och bör delas upp i interna och externa kategorier och introducerar också en ny tolkning av hand-öga-koordination i spel och varför den ska ändras. Vidare definieras sociala utmaningar samt dess underkategorier och den skiljer verklighet från fantasi i spel.

Abstract [en]

This study examines existing relationships between psychology and ludologi with focus on unification of human needs and challenges inside games. The results are represented in a graphical illustration of found connections. The most prominent material (used as foundation) is Manfred A. Max-Neef’s Human Scale Development and Ernest Adams Fundamentals of Game Design. This is a literature study that bases its results on analyzed comparisons between acknowledged authors and founders of accepted theories. Besides the graphical representation, conclusions of this study show the true difference between games and simulators. Conclusions also show that challenges in games can and should be divided into an internal and external category and also present a new definition of hand-eye-coordination in games and why it should exist. Further on, it defines the social challenge as its subcategories and separates reality from fantasy in games.

Place, publisher, year, edition, pages
2013. , 36 p.
Keyword [sv]
spel, design, behov, estetik
National Category
Philosophy Specific Literatures Media Engineering
Identifiers
URN: urn:nbn:se:hgo:diva-1934OAI: oai:DiVA.org:hgo-1934DiVA: diva2:630202
Subject / course
Game Design
Educational program
Game Design and Graphics
Supervisors
Examiners
Available from: 2013-06-19 Created: 2013-06-18 Last updated: 2013-07-01Bibliographically approved

Open Access in DiVA

speldesign.t.hertz.orre(846 kB)385 downloads
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CiteExportLink to record
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Citation style
  • apa
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Output format
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