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The research targets the open-world genre and applies phenomenological theory to participation, analyzing how narratives unfold for gamers. Qualitative methods such as observation and textual analysis gather evidence, focusing on how individual gaming sessions shape meaningful connection. The study argues that game meaning emerges through human interaction between player, hardware, and software, with implications for further 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degree of Master by Research  \nThe University of Leeds, York St John University, Faculty of Arts  \nJuly 2015  \n2  \nThe candidate confirms that the work submitted is his own and and that appropriate credit has been given where reference has been made to the work of others.  \nThe copy has been supplied on the understanding that this is copyright material and that no quotation from this thesis may be published without proper acknowledgement.  \n2014, The University of Leeds, Archibald Tomas Folta  \nThe right of Archibald Tomas Folta to be identified as the Author of this work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988.  \n3  \nAcknowledgement  \nI dedicate this work to the team at York St John in particular Dr. Keith McDonald, Stuart Page, Alan Clarke, Dr. Melanie Chan, Matthew Selway and my Parents, without whom this process would not have been possible.  \n4  \nTable of Content  \n• Abstract........................................................................................5  \n• Introduction...................................................................................6  \n• Theoretical Analysis........................................................................15  \n• Methodology.................................................................................35  \n• Case Studies.................................................................................43  \n• Conclusion...................................................................................74  \n• Bibliography.................................................................................80  \n5  \nAbstract  \nThe creation of experiences is a focused Masters by Research thesis in the field of media and specifically game studies. The purpose of this study is to introduce and investigate the effects of game design, specifically through the open world genre on the player's experience. This approach involves applying a phenomenological theory to games participation in order to analyses the ways in which narratives are unfolded for the gamer. This thesis specifically aims to determine how the individual gaming sessions determines the connection one makes in order to create memorable and meaningful participation. Qualitative research was conducted, such as observation and textual analysis, to collect material and evidence to support the subject of the thesis.  \nFeatures include: comprehensive approaches and theory for analysing video games: exploration of the methodology to provide new perspective on video games both as an art and as a cultural medium: accounts of specific case studies as a focal point expanding on the academic, social and cultural dynamics of video games. The meaning games create whilst experiencing the content, cannot be defined and to a certain degree identified until brought into the range of human interaction. These features, combined within this thesis, allow for the conclusion that the experience of playing a game depends on the individual and their formulation of the subjective projection of the content. This thesis hopes to offer access to further research and detailed analysis, and thus make a small contribution to improving the understanding on the connection between the player[s], hardware and the software.  \n6  \nIntroduction  \nThis thesis explores player response theory and the Video Gaming experience from a number of perspectives. More specifically, I investigate a range of intertextual factors which influence the video gaming experience and the investment that players may have in the endeavour. Bernard Suits describes the act of playing video games as striving towards a goal, while following rules that proscribe efficient means because ‘they make possible such activity’ (2005, p. 55) . I am interested in the study the Video Game medium as a meaning ","cbCail2cDmuuSd2y","https://ap.wps.com/l/cbCail2cDmuuSd2y","pdf",390269,87,"English","# Abstract\n# Introduction\n# Theoretical Analysis\n# Methodology\n# Case Studies\n# Conclusion\n# Bibliography","[{\"question\":\"What is the main research focus of the thesis?\",\"answer\":\"The thesis investigates how game design influences player experience, with special attention to the open-world genre.\"},{\"question\":\"How does the thesis analyze narrative and player participation?\",\"answer\":\"It applies phenomenological theory to participation to examine how narratives unfold for gamers and how involvement is guided by intertextual factors.\"},{\"question\":\"What research methods are used to support the study?\",\"answer\":\"The study uses qualitative research, including observation and textual analysis, alongside case study discussion to collect material and evidence.\"}]","Theoretical Video Game Analysis - The Creation of Experience - Master by Research Thesis | PDF",219]