National Repository of Grey Literature 2 records found  Search took 0.01 seconds. 
Speech Acts in Videogames
Šurýn, David ; Zmrzlá, Petra (referee) ; Sučková, Magda (advisor)
This bachelor thesis introduces a new approach of classifying interactions in video games based on the interaction between addressor and addressee and includes an analysis and comparison of speech acts in video games Life Is Strange and Call of Duty. This classification can be used to aid the process of analysis of speech acts in other video games and also assist game developers in the process of creating in-game interactions. To create such classification, the relation between the player and an interactable in-game element had to be prioritised. Then, the main classes of interactions in video games are introduced with each class containing specific types of speech acts. The analysis of speech acts in Life Is Strange and Call of Duty serves as an example of how this classification can be used and also shows many examples of how the game conveys information to the player. The list of interactions in this paper is not complete, but includes the most common and universal ones.
Speech Acts in Videogames
Šurýn, David ; Zmrzlá, Petra (referee) ; Sučková, Magda (advisor)
This bachelor thesis introduces a new approach of classifying interactions in video games based on the interaction between addressor and addressee and includes an analysis and comparison of speech acts in video games Life Is Strange and Call of Duty. This classification can be used to aid the process of analysis of speech acts in other video games and also assist game developers in the process of creating in-game interactions. To create such classification, the relation between the player and an interactable in-game element had to be prioritised. Then, the main classes of interactions in video games are introduced with each class containing specific types of speech acts. The analysis of speech acts in Life Is Strange and Call of Duty serves as an example of how this classification can be used and also shows many examples of how the game conveys information to the player. The list of interactions in this paper is not complete, but includes the most common and universal ones.

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1 Šurýn, Dominik
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