Conversion principles of action adventure games into virtual reality
Thesis title in Czech: | Principy konverze videoher žánru akčních adventur ve virtuální realitě |
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Thesis title in English: | Conversion principles of action adventure games into virtual reality |
Key words: | virtual reality, computer game studies, computer game design, design patterns |
English key words: | virtual reality, computer game studies, computer game design, design patterns |
Academic year of topic announcement: | 2017/2018 |
Thesis type: | Bachelor's thesis |
Thesis language: | angličtina |
Department: | Programme SHV - Creative Module (24-CR) |
Supervisor: | PhDr. Daniel Říha, Ph.D. |
Author: | hidden![]() |
Date of registration: | 13.03.2018 |
Date of assignment: | 17.04.2018 |
Confirmed by Study dept. on: | 26.02.2019 |
Date of electronic submission: | 28.06.2019 |
Date of proceeded defence: | 18.09.2019 |
Course: | Thesis Defence (YAKE05) |
Opponents: | Mgr. Ondřej Váša, Ph.D. |
Guidelines |
This thesis will be authored in a discourse of computer game studies.
Theoretical background includes the works on Game Classification of Aarseth et al and Game Design Patterns Holopainen and Bjork. |
References |
Aarseth, E., Smedstad, S. M., & Sunnanå, L. (2003). A multi-dimensional typology of games. In
M. Copier & J. Raessens (Eds.), Level Up: Digital Games Research Conference Proceedings. Utrecht, the Netherlands: Universteit Utrecht. Björk, S. & J. Holopainen (2004) Patterns in Game Design, Charles River Media. Bogost, Ian (2006) Unit Operations: An Approach to Videogame Criticism. MIT Press. Juul, J. (2016) “Sailing the Endless River of Games: The Case for Historical Design Patterns”, in the Proceedings of the 1st International Joint Conference of DiGRA and FDG 2016. Sicart, M. (2008) “Defining Game Mechanics”, in Game Studies, vol. 8 no 1. Available at: http://gamestudies.org/0802/articles/sicart Salen, K. & E. Zimmerman (2004) Rules of Play. Game Design Fundamentals, Cambridge: The MIT Press. |
Preliminary scope of work |
The goal of this thesis is to identify select game design patterns and interaction principles with potential for transformation of action adventure computer games into virtual reality environment.
In the frames of practical part there will be eleborated a brief comparative formal analysis of select game design elements from the game genre of action adventure computer games (VR and non-VR). |
Preliminary scope of work in English |
The goal of this thesis is to identify select game design patterns and interaction principles with potential for transformation of action adventure computer games into virtual reality environment.
In the frames of practical part there will be elaborated a brief comparative formal analysis of select game design elements from the game genre of action adventure computer games in (VR and non-VR). |