GUPEA

Gothenburg University Publications Electronic Archive

GUPEA is a platform for e-publishing of theses, student essays and other research publications.

Recent Submissions

  • Pixel Pals — Design, study, and evaluation of a collaborative game
    (2026-08-07) Andersson, Anton; Björklund, Filippa; Carlsson, Hannes; Krook, Alfons; Lindgren, William; Ohlsson, Philip; Göteborgs universitet/Institutionen för data- och informationsteknik; University of Gothenburg/Department of Computer Science and Engineering
    This report measures how collaborative different Game Design Patterns are by creating a four-player collaborative game, holding playtesting sessions, and analyzing the data collected from them. The project used an iterative approach to game creation, and for the analysis, Cooperative Performance Metrics were employed. The project annotates which of the patterns Concurrency, Complementary roles, Synergies between abilities, Shared puzzles, Separation gate, Gathering gate, Encrypted information, Indirect actions, and Shared resources give results in which metrics and tries to give an estimate of what patterns make for the most collaborative experience.
  • Development and evaluation of the collaborative three-player game ZooBreak based on game-design theory
    (2026-08-07) Bågenfelt, Ludwig; Hyyppä, Alexander; Jansson, Endre; Jonsson, Linda; Morén, Egil; Munck, Ebba; Göteborgs universitet/Institutionen för data- och informationsteknik; University of Gothenburg/Department of Computer Science and Engineering
    Video games are an important part of society, providing leisure, social connections, and improved problem solving skills. Video games have traditionally focused on competition, but there is a growing demand for collaboration: games where players work together towards a shared goal. This thesis looks at the design challenges of col laborative play between three players. A player count of three adds more complexity compared to two-player games and remains mostly un-explored in existing research. The purpose of this project is to analyze collaborative game design for three play ers using a research-through-design approach. An original game titled ZooBreak was developed, building on a theoretical foundation of game design patterns. The game’s levels are based around several collaborative game patterns, notably asym metric roles, concurrency, and asymmetric information. The game was evaluated through playtesting, where qualitative data is gathered via direct observations and semi-structured interviews with participants. A thematic analysis of the data shows how different design choices affect communication and collaboration. The study then concludes that the implementation of asymmetric roles and concurrency are highly effective for engaging three players, while other patterns, such as separation gates, should be used with caution to avoid player frustration. These findings of fer design recommendations for the future development of three-player collaborative video games.
  • Regolith - Simulation and Procedural Generation of Planetary Systems
    (2026-08-07) Dahlberg, Jimmy; Hansson, Filip; Ketto, Isaac Johannes; Nilsson, Didrik; Renhult, Simon; Ta, Peter; Göteborgs universitet/Institutionen för data- och informationsteknik; University of Gothenburg/Department of Computer Science and Engineering
    Regolith is a system capable of procedurally generating a planetary system consisting of a star, planets, and moons. Several technical sub-systems were implemented and integrated, including a gravitational N-body simulation, procedural terrain generation using marching cubes, atmospheric rendering, gas giant generation, and level-of-detail optimization. The project achieved its purpose of providing the authors with valuable experience and knowledge in procedural generation, simulation, rendering, and largescale software development. The results of this thesis can benefit other developers by providing insight into the strategies, design decisions, and implementation methods used throughout the project. In particular, the work can serve as a reference for developers interested in creating their own procedural planetary systems or similar large-scale simulations.
  • Utbildning för social hållbarhet. En kvalitativ fallstudie om lärares upplevda effekter av YesWeAre:s läromedel i Nairobi
    (2026-08-07) Filippa Ingmyr; University of Gothenburg/School of Global Studies; Göteborgs universitet/Institutionen för globala studier
    In response to the global challenges, the United Nations introduced Agenda 2030 as a global action plan to work towards sustainable development and a sustainable future. The Sustainable Development Goals of Agenda 2030 are universal and require both global and local efforts in order to be achieved. Education, and particularly Education for Sustainable Development (ESD), is considered a cornerstone in this work. Kenya is a country facing challenges in achieving the goals due to deeply rooted corruption. The corruption in the country is not only regarded as an economic issue, but also contributes to severe social challenges. ESD can therefore be considered especially important in this context. The aim of this study is to examine teachers’ perceived impacts of the ESD-inspired educational material YesWeAre in schools in Nairobi. The study therefore seeks to contribute to an understanding of how the values and competencies the educational material promotes are translated into practice within the schools. This has been done through a qualitative case study by interviewing teachers from schools collaborating with YesWeAre, as well through participant observations within the school environment. Using inclusion and integrity as theoretical frameworks to examine teachers’ perceived changes in students’ behaviors and actions in relation to these two concepts. The results indicate a generally positive perceived change among students' behaviors and actions in relation to values connected to the study’s theoretical frameworks, such as empathy, respect, self- and emotional awareness, honesty and standing up for what is right.
  • Between Protection and Criminality: How Swedish Parliamentary Debates on Prostitution shape Migration Policies
    (2026-08-07) Vanna Östergren; University of Gothenburg/School of Global Studies; Göteborgs universitet/Institutionen för globala studier
    This study examines how Swedish parliamentary interpellation debates between 2021 and 2026 negotiate the framing of prostitution, sex trafficking, and migration in a political climate increasingly shaped by a broader right-wing political shift. As migration is progressively framed as a matter of security and control, connected issues, such as prostitution and trafficking, are drawn into similar narratives and increasingly discussed in terms of morality, cultural difference, and societal threat. Within these narratives, “the migrant woman” emerges as a recurring discursive figure, often portrayed as vulnerable and passive, a representation problematized within postcolonial feminist theory. Drawing on a governmentality perspective, postcolonial feminist thought, and using Bacchi’s WPR approach as the analytical framework, this thesis shows how political rationalities, governing technologies, and processes of subjectification intersect with constructions of vulnerability and cultural otherness to legitimize and justify certain governance decisions and interventions.