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474 Uppsatser om A game of thrones - Sida 29 av 32

 En kvalitativ analys av spelberoende

The aim of this study is to gain an increased knowledge and deeper understanding of compulsive gambling and its consequences in today?s society. Gambling addiction will be described and analysed by a selection of experts, therapists and people with an addictive gambling background. The basis of the empirical research has been undertaken by a qualitative design with interviews consisting of three fundamental themes. The research group of eight participants included four gamblers, two therapists and two specialists.

?Jag är typ bara en sån som gillar att läsa? : En studie av pojkars läsvärldar på en högstadieskola i södra Stockholm

Every now and then, in media research studies and in various newspaper articles, schoolboys´ issues reading habits are discussed. Much of what is written concerns boys decreasing marks in the field of literature, in the Swedish language and also their negative attitude towards reading books. Some scholars claim that boys do not read because they consider reading books as a women´s duty. Other people believe that underlying causes for boys negative attitude towards reading is biological, that it´s genetic and consequently physical, and that male and female brains are functionally different. Another theory of today is that boys actually reads, but not that kind of texts and literature that they are exposed to in school.Based on a selection of these opinions and theories, and my own experience and interest for questions concerning school and gender, the aim of this studie was to examine boys worlds of reading.

Upplevelse genom navigation : Hur användarens förväntningar påverkar upplevelsen

Navigation är ett centralt begrepp i spelanvändning, trots att det ofta ses som ett nödvändigt ont. Det här arbetet intresserar sig för upplevelsen av navigation i två typer av programvara ? spel och nyttoprogram. Detta arbete går ut på att granska hur upplevelsen av navigation i programvara är beroende på användarnas förväntningar ? om användarna tror sig använda programvara för nytta eller för nöje.

TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser

The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.

Att vistas ute på förskolans gård : Utegård som pedagogisk arena

Vi lever i ett samhälle där det förekommer mycket stress. Barn upplever en ökad stress som kan vara relaterad till minskad fysisk aktivitet på grund av att allt mer av deras fritid ägnas åt tevetittande och dataspel. Detta gör att en dålig vana växer även bland de små barnen, som hellre vill sitta stilla än röra på sig. Utgångspunkten är vikten av att redan i förskolan skapa en önskan hos barnen att komma ut i utomhusmiljö och att de ska tycka att det är roligt och spännande att vara ute. Syftet med studien är att lyfta fram förskolepedagogers yrkesroll för sitt pedagogiska arbete på förskolegården.

Externa kostnader för viltolyckor

The objective of this paper is to estimate monetary and non-monetary costs for the huntercaused by deer-vehicle collisions in Sweden. These costs include losses in hunting value as wellas time and money efforts related to the handling of wildlife casualties. The calculations arebased on available statistics from 2004 on deer-vehicle collisions involving moose, deer, roedeerand wild boar and on telephone interviews with hunters involved in the tracking of injuredanimals. Altogether, the annual loss in hunting value for moose was assessed to approximately30 million SEK based on the 2004 accident statistics. For roe-deer and fallow deer, thecorresponding figure was approximately 56 million SEK and 1.2 million SEK, while wild boaraccounted for 1.3 million SEK, respectively.

"Det är lättare att vara någon på nätet än att vara någon på riktigt? : Gymnasieelevers medieerfarenheter i mötet med svenskämnet

I denna studie undersöker jag hur svenskämnet på gymnasiet lever upp till syftet som säger att eleverna i undervisningen ska få läsa andra texter än enbart skönlitterära och vars innehåll ska sättas i relation till elevernas egna intressen och erfarenheter. Texterna ska också vara en källa till självinsikt, utmana eleverna till nya tankesätt och öppna upp för nya perspektiv. Det blev därför intressant att undersöka om/hur texter av olika slag påverkar unga människors identitetsbyggande inom svenskämnet. Samtidigt visar tidigare forskning att skolan är dålig på att ta tillvara elevers medieerfarenheter i klassrummet. Syftet med studien är således att i intervjuer med nio elever undersöka hur elevernas medieerfarenheter ser ut och hur de vill att skolan ska tillvara på dessa:Hur använder eleverna medier för att uttrycka och utforska sin identitet? Hur ser eleverna på hur skolan tar tillvara deras medieerfarenheter i svenskundervisningen?Resultatet av undersökningen visar att svenskämnet i stort sett inte använder sig av texter hämtade från olika slags medieplattformar i undervisningen.

Speglar sportsidan staden? En kvantitativ inneh?llsanalys av hur fotbollsklubbar gestaltas inom sportjournalistiken

The aim of this study is to investigate how the five biggest football clubs in Gothenburg are framed in the local newspaper G?teborgs-Posten. Gothenburg has five clubs in the top two tiers of swedish football (IFK G?teborg, Gais, BK H?cken, ?rgryte IS och Utsiktens BK), which makes them unique compared to other swedish cities. Many of the clubs also have a long history, being some of the oldest in the country, making supportership of the clubs a big part of the identity of many citizens in Gothenburg.

Vector Displacement Mapping

Kontext: Displacement Mapping är en teknik som används inom 3D-spel för att skapa detaljrikedom i geometri utan att behöva triangelobjekt bestående av oönskad geometrikomplexitet. Tekniken har även andra användningsområden i 3D-spel, till exempel terränggeometri. Tekniken skänker detaljrikedom genom att i samband med tesselering förskjuta geometri i en normalriktning eller längs annan specificerad riktning. Vector Displacement Mapping är en teknik liknande Displacement Mapping där skillnaden är att Vector Displacement Mapping förskjuter geometri i tre dimensioner. Mål: Syftet med arbetet är utforska Vector Displacement Mapping i sammanhanget 3D-Spel och att antyda att tekniken kan användas i 3D-spel likt Displacement Mapping. Arbetet jämför Vector Displacement Mapping med Displacement Mapping för att urskilja skillnader i exekveringstid mellan teknikernas centrala skillnader.

Förenliga motsatser? : En jämförande studie om aggregering och deliberation i två e-petitionssystem

This essay sets out to compare political participation in two e-petition systems: The Malmö initiative in Malmö, Sweden, and Better Reykjavik in Reykjavik, Iceland. The main question of the essay concerns the aggregative and deliberative qualities of the Malmö initiative and Better Reykjavik, as well as the relationship between aggregation and deliberation. This main question is divided into four subqueries that lead the empirical analysis. These are: (1) Which similarities and differences in terms of design are there between the Malmö initiative and Better Reykjavik? (2) To what extent have these systems mobilized an aggregative political participation? (3) What similarities and differences are there concerning aspects of deliberation? and (4) What is the correlation between aggregation and deliberation like in the two e-petition systems?The method in use is a comparative cross-sectional study with a 'most similar research design'.

Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel

This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality.  By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from ?ordinary? rhetorical arguments even if they just as other arguments work by establishing enthymems.

Demokratins tjänare eller medielogikens lakejer? : En studie av fyra tidningars gestaltning av politik i samband med riksdagsvalet 2014.

From a democratic viewpoint, the way in which the media frames politics is essential. Should issue frames be left out in favor of other types of frames, it could result in voters struggling to make informed decisions come Election Day. What is more, research shows that game frames may cause lack of confidence in politicians and declining political interest. Against this background, the present study aimed to find out how two broadsheets, Dagens Nyheter and Svenska Dagbladet, and two tabloids, Aftonbladet and Expressen, framed politics in connection with the 2014 Swedish parliamentary elections. The thesis also intended to identify possible differences between the two newspaper types and to make tentative comparisons with previous studies so as to be able to comment on framing developments.

Talande Toner : En studie om förskollärares uppfattningar angående tidig språkutveckling.

Abstract The purpose of the study is to examine how children perceive the relation between play and sex and analyse it from a gender perspective. This by answering the questions: "Is the children?s choice of place, materials and company in play dependent on gender?" and "Is there a significant difference between the sexes and/or ages?" The study was done through twelve focusgroup interviews with three children in each group except two groups of two children in each. Eight boys and nine girls of six years old and nine boys and eight girls of nine years old were interviewed. Boys and girls were interviewed in separate groups and the questions were open ended and followed up.

Hantering av varumärken

AimThe aim of the study was to develop a method for the survey of play movement demands and temporal patterns in order to enable a descriptive study of the defensive players in American Football. The overall aim was to  improve the understanding of how American Football is played to create opportunities for enhancement of current or developing new training methods to better suit football.MethodFifty plays from a Division 3 college football game on video from 2005 was divided into sequences of action for one player each from the defensive line, linebackers and defensive backs and analyzed with the video analyzing software cSwing. Every players sequence of action was recorded in a spreadsheet and noted on a scaled football field where distances were measured and together with time stamps from cSwing velocity was calculated.ResultsUsing this method it was possible to describe the play movement demands and temporal patterns which was the main task of the study. The defensive end worked on an average 4.61 seconds per play, the distance was 12.4 meters and average speed 2.5 m×s-1. The linebacker worked on an average 4.35 s per play, 13.7 m and at a mean speed of 3.0 m×s-1.

Ideella idrottsföreningars ekonomistyrning : En flerfallsstudie om styrverktyg

Bachelor thesis in Business administration, School of Business and Economics at Linnaeus University, Controller, 2FE05E, spring semester 2013 Title: Non-profit sport associations management control- A multi case study of management tools Authors: Christoffer Ahlgren, Emelie Andersson and Emelie Nilsson Tutor: Anders Jerreling Examiner: Elin Funck Background: Non-profit sport associations activate a large number of people in Sweden and have a great impact on the social community. Because of the increasing complexity to operate sport associations some are experiencing serious financial problems. The daily financial work has a major impact on how the future unfolds for the sport associations. An adverse economy not only creates complications in the economic field, it also affects the sport itself. Purpose: Our purpose with this paper is to describe and explain how the economy is controlled in non-profit sport associations and the tool that is used to support this process.

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