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Beteendemönster och ett narrativs betydelse i brädspel
University of Skövde, School of Informatics.
2017 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Behavioral Patterns and a Narrative's Importance in a Table-Top Game (English)
Abstract [sv]

Temat för detta examensarbete är brädspel, därför börjar studien med en genomgång av brädspelens historia. Därefter följer en generell genomgång av ett flertal berättartekniker. Detta görs för att ge kontext till resten av arbetet.

Forskningsfrågan för arbetet är: Hur påverkas personens agerande i en fiktiv värld utifrån dess känslomässiga koppling till ett narrativ? Denna fråga besvarades med hjälp utav ett brädspel. Detta brädspel hade två versioner, en med ett narrativ och en utan narrativ för att sedan kunna påvisa skillnader mellan dessa.

Tjugo personer testade sedan de två artefakterna. Efter testningen hölls kvalitativa intervjuer. Dessa användes för att svara på forskningsfrågan ställd. Att testarnas agerande varierade mellan de två versionerna var det ingen tvekan om. De narrativa testarna kände en starkare känslomässig koppling till karaktärerna i spelet. Om arbete på undersökningen skulle fortsätta hade en större testgrupp med större mångfald varit att föredra.  

Abstract [en]

The theme for this paper is table-top games, therefore the study will begin with a history review of table-top games. Following will be a general rundown of multiple narrative techniques. This is for giving a context for the rest of the work.

The research question asked for this paper is: How is a person’s behavior affected by their emotional connections to a narrative?  This question was answered with the help of a table-top game. The game had two variants, one with a narrative and one without. This was for finding differences between the two.

Twenty persons tested the two artefacts. After the testing, qualitative interviews took place. These were used to answer the question. There was no doubt that the behavior of the testers differentiated between the two variants. The narrative testers felt a stronger emotional connection to the characters in the game. If the study would have continued, a larger test group with a greater diversity would have been preferred. 

Place, publisher, year, edition, pages
2017. , p. 114
Keywords [en]
table-top, board game, table-top games, narrative, feelings, cybertext, moral, ethic
Keywords [sv]
brädspel, narrativ, känslor, cybertext, moral, etik
National Category
Computer Sciences Computer and Information Sciences Other Computer and Information Science
Identifiers
URN: urn:nbn:se:his:diva-14105OAI: oai:DiVA.org:his-14105DiVA, id: diva2:1140577
Subject / course
Media, Aesthetics and Narration
Educational program
Computer Game Development - Game Writing
Supervisors
Examiners
Available from: 2017-09-12 Created: 2017-09-12 Last updated: 2018-01-13Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • apa-cv
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Output format
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