Now showing items 1-8 of 8

  • A framework for evaluating presence in VR narrative games

    Pan, Xin (The University of Waikato, 2019)
    This research develops a framework that unveils how players feel present in Virtual Reality (VR) narrative games. In 2017, there were over 2.2 billion active video gamers, and VR is a future game platform because VR provides ...
  • Cultural Appropriation and Cook Island Visual Identity

    Kea, Bonnie Elizabeth (The University of Waikato, 2009)
    The issues surrounding appropriation leads this study to investigate if cultural appropriation is detrimental to Cook Island culture. The research focuses on Cook Island culture with the aim of identifying if appropriation ...
  • How Favourable Attitudes are Formed when the Semantic Associations of a Logotype are Congruent with Brand Personality

    Mikaere, Emily Jane (University of Waikato, 2011)
    This thesis explores how favourable attitudes are formed when the semantic associations of a logotype are congruent with brand personality. By analysing the attitude response to varying brands sets, the findings from this ...
  • How Interface Elements for Page Turning in eBooks Affect Reader Preference

    Huang, Jiao (University of Waikato, 2017)
    Whether we are young or old, all of us have read many kinds of books and articles from an early age. Reading has influenced us at different stages of our lives, and with the development of modern technology, various kinds ...
  • Influencing Play through Design

    Robinson, Alex (University of Waikato, 2016)
    This thesis aims to examine if the visual features of virtual identities that players use to represent themselves within different game worlds may influence their interactions within those game worlds. If such a correlation ...
  • Modernity in the Margins: A study of the introduction of typographic modernity in New Zealand, 1920-1940

    Faber, Mary (University of Waikato, 2011)
    Publications on New Zealand’s typographical history are few, particularly for the period of typographic Modernism. This study extends the knowledge of New Zealand’s typographic history through investigating typeface ...
  • Prosocial rewards in competitive games

    Kennedy, Finn (The University of Waikato, 2017)
    The video game industry is large, and millions of individuals and groups play competitive games every month. However, through previous research which has shown competitive games to encourage antisocial behaviour in players, ...
  • User preferences for the design of interfaces for library search pages

    Feng, Chun (University of Waikato, 2017)
    As the digital revolution continues and the use of the Internet further develops, digital libraries have become an important tool for communication and development of digital culture during the Internet era. Digital libraries ...