Daniel Lyrstedt; Fredrik Gustavsson , pp. 69. Inst. för arbetsvetenskap/Dept. Human Work Science, 2002.
In this Master thesis the key discussion is how to make dynamic informal conversations comprehensible to a computer system. The discussion is at large centered towards the distributed persistent real-time multi-player
computer game Worlds.
In this thesis we discuss the important aspects of communication and collaboration in computer games, and how these affect the the formalization of communicated information into computable data.
The discussion of this thesis is based on several kinds of sources; empirical studies of games, discussions with players of multi-player computer games, meetings with a game designer and a game programmer and forum activities on a message board for independent game developers.
Beside this the use of academic literature and the design of an actual computer game, are also brought together to create a platform for thought and discussion. This thesis is an attempt to bring reflection and analysis into the craft of computer game making, as well as to bring aspects of game design into the world of academics.
The result of this thesis leads to a design suggestion of the communication and agreement creation system of the game Worlds. We find our discussion and our design, interesting and important, as an object for further analysis, discussions and thoughts.
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