Injustice and Balance in Pervasive Video Games

Detalhes bibliográficos
Autor(a) principal: João Álvaro Cardoso Soares Ferreira
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/135533
Resumo: Being an art medium closely tied with the advancement of technology, some of the most interesting video games get made by expanding the technical limits of play in many new ways. Just like the jump from 2D graphics to 3D, how the internet shaped multiplayer games and inter-connectivity between players, and the way that now Virtual Reality and Augmented Reality are changing what is possible in a virtual world, another game genre has grown in popularity with the advent of new, exciting technology - pervasive games. The genre of pervasive games encompasses games that merge the game's virtual world and the real world together by taking advantage of the player's location data and contextual information, using the new leaps in technology regarding mobile internet. The phenomenon of Pokémon GO spearheaded the genre's break into the mainstream, allowing many other similar games to thrive and carving for itself a really large audience worldwide. Unlike augmented reality games - that expect you to see the world through a camera, that it then applies elements of the virtual world to - pervasive games uses the data from the real world as its base. There is a lot of cross-over between these two genres, like seeing the dinosaurs in Jurassic Park Alive through your phone after finding them in a local park. A big issue with pervasive games is central to its claim-to-fame: due to being so context and location-dependent, pervasive games are bound to have biases that make some contexts much better than others. A prime example of this is how in Pokémon GO, players in rural areas have nearly no Pokémon spawns, while players in cities have a constant stream of new monsters to catch. To solve this, this dissertation aims to develop an analytics platform for pervasive games that allows developers to obtain feedback on their game's balance. This goal will be achieved by cross-referencing player data and context data, using machine learning techniques to discover what works and what doesn't. This work's goal isn't simply to offer a tool to developers that help balance their games but also to help solve a significant issue holding pervasive games back from experimenting with more complex and deep experiences.
id RCAP_65934d94f4522f4c2abeaef5fdb9dfbe
oai_identifier_str oai:repositorio-aberto.up.pt:10216/135533
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Injustice and Balance in Pervasive Video GamesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringBeing an art medium closely tied with the advancement of technology, some of the most interesting video games get made by expanding the technical limits of play in many new ways. Just like the jump from 2D graphics to 3D, how the internet shaped multiplayer games and inter-connectivity between players, and the way that now Virtual Reality and Augmented Reality are changing what is possible in a virtual world, another game genre has grown in popularity with the advent of new, exciting technology - pervasive games. The genre of pervasive games encompasses games that merge the game's virtual world and the real world together by taking advantage of the player's location data and contextual information, using the new leaps in technology regarding mobile internet. The phenomenon of Pokémon GO spearheaded the genre's break into the mainstream, allowing many other similar games to thrive and carving for itself a really large audience worldwide. Unlike augmented reality games - that expect you to see the world through a camera, that it then applies elements of the virtual world to - pervasive games uses the data from the real world as its base. There is a lot of cross-over between these two genres, like seeing the dinosaurs in Jurassic Park Alive through your phone after finding them in a local park. A big issue with pervasive games is central to its claim-to-fame: due to being so context and location-dependent, pervasive games are bound to have biases that make some contexts much better than others. A prime example of this is how in Pokémon GO, players in rural areas have nearly no Pokémon spawns, while players in cities have a constant stream of new monsters to catch. To solve this, this dissertation aims to develop an analytics platform for pervasive games that allows developers to obtain feedback on their game's balance. This goal will be achieved by cross-referencing player data and context data, using machine learning techniques to discover what works and what doesn't. This work's goal isn't simply to offer a tool to developers that help balance their games but also to help solve a significant issue holding pervasive games back from experimenting with more complex and deep experiences.2021-07-192021-07-19T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/135533TID:202820939engJoão Álvaro Cardoso Soares Ferreirainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T12:32:24Zoai:repositorio-aberto.up.pt:10216/135533Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:22:13.196157Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Injustice and Balance in Pervasive Video Games
title Injustice and Balance in Pervasive Video Games
spellingShingle Injustice and Balance in Pervasive Video Games
João Álvaro Cardoso Soares Ferreira
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Injustice and Balance in Pervasive Video Games
title_full Injustice and Balance in Pervasive Video Games
title_fullStr Injustice and Balance in Pervasive Video Games
title_full_unstemmed Injustice and Balance in Pervasive Video Games
title_sort Injustice and Balance in Pervasive Video Games
author João Álvaro Cardoso Soares Ferreira
author_facet João Álvaro Cardoso Soares Ferreira
author_role author
dc.contributor.author.fl_str_mv João Álvaro Cardoso Soares Ferreira
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Being an art medium closely tied with the advancement of technology, some of the most interesting video games get made by expanding the technical limits of play in many new ways. Just like the jump from 2D graphics to 3D, how the internet shaped multiplayer games and inter-connectivity between players, and the way that now Virtual Reality and Augmented Reality are changing what is possible in a virtual world, another game genre has grown in popularity with the advent of new, exciting technology - pervasive games. The genre of pervasive games encompasses games that merge the game's virtual world and the real world together by taking advantage of the player's location data and contextual information, using the new leaps in technology regarding mobile internet. The phenomenon of Pokémon GO spearheaded the genre's break into the mainstream, allowing many other similar games to thrive and carving for itself a really large audience worldwide. Unlike augmented reality games - that expect you to see the world through a camera, that it then applies elements of the virtual world to - pervasive games uses the data from the real world as its base. There is a lot of cross-over between these two genres, like seeing the dinosaurs in Jurassic Park Alive through your phone after finding them in a local park. A big issue with pervasive games is central to its claim-to-fame: due to being so context and location-dependent, pervasive games are bound to have biases that make some contexts much better than others. A prime example of this is how in Pokémon GO, players in rural areas have nearly no Pokémon spawns, while players in cities have a constant stream of new monsters to catch. To solve this, this dissertation aims to develop an analytics platform for pervasive games that allows developers to obtain feedback on their game's balance. This goal will be achieved by cross-referencing player data and context data, using machine learning techniques to discover what works and what doesn't. This work's goal isn't simply to offer a tool to developers that help balance their games but also to help solve a significant issue holding pervasive games back from experimenting with more complex and deep experiences.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-19
2021-07-19T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/10216/135533
TID:202820939
url https://hdl.handle.net/10216/135533
identifier_str_mv TID:202820939
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799135523011297280