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dc.contributor.advisorRobert C. Miller.en_US
dc.contributor.authorTanwanteng, Matthew (Matthew E.)en_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2010-05-25T20:43:53Z
dc.date.available2010-05-25T20:43:53Z
dc.date.copyright2008en_US
dc.date.issued2009en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/55113
dc.descriptionThesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2009.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (p. 41).en_US
dc.description.abstractThis thesis proposes a games evaluation model that reports significant statistics about the complexity of a game's various systems. Quantitative complexity measurements allow designers to make accurate decisions about how to manage challenge, keeping in mind the player's physical and mental resources and the amount/type of actions the game requires players to act upon. Managing the operational challenge is critical to keeping players in a state of enjoyment, the primary purpose of video games. This thesis first investigates the relationship between enjoyment and complexity through the concept of Flow. From there it examines the properties of GOMS that are useful to analyzing videogames using Tetris as a case study, and then it examines and dissects the shortcomings of a direct usability approach and offers solutions based on a strategy game example. A third case study of the idle worker scenario in strategy games is detailed to further corroborate the usefulness of applying a GOMS based analysis to videogames. Using quantitative measurements of complexity, future research can aggressively tackle difficulty and challenge precisely, mitigate complexity to widen market appeal, and even reveal new genre possibilities.en_US
dc.description.statementofresponsibilityby Matthew Tanwanteng.en_US
dc.format.extent44 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleApplying quantitative models to evaluate complexity in video game systemsen_US
dc.typeThesisen_US
dc.description.degreeM.Eng.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc591409794en_US


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