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474 Uppsatser om A game of thrones - Sida 7 av 32
Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel
This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.
Genreblandning i digitala spel
Genreblandning har de senaste fem åren blivit en allt större del i hur
datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan
appliceras i en spelproduktion och hur denna produktion och dess genreblandning
uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som
studeras är den mellan genrerna role-playing game, dual-joystick shooter och
minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att
genreblandning mellan de valda genrerna fungerar trots deras olikheter
sinsemellan, men att det är mycket viktigt att spelets övriga element inte
försummas till förmån för genreblandningen. Det framgår även att den grad till
vilken de tre genrerna blandas i spelet respondenterna testar inte är den
maximala..
Spelmotor och spellogik för androidspel
Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i speletSteam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Speletutvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökningav mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning avJapanese Role Playing Game, kommer att förklaras som hastigast med referenser till andraspel inom genren.Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En avsvårigheterna som påträffades, såsom beskrivs i rapporten, var att säkerställa att speletfungerar för den varierande prestanda som mobila enheter utgör, inklusive aspekter såsommed eller utan hårdvaruacceleration av grafik, varierande mängd lagringsutrymme ochprocessorkärnor samt storlek på skärmar. Därtill bör man vid skapandet av en applikation avdenna typ beakta resurshantering, framförallt beträffande grafik och ljud, ett ämne sombehandlas i denna rapport..
Att lösa sudoku med SAT-lösare
Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.
Ekonomiska konsekvenser för skogsbruket vid avsättning av mark för viltvårds- och jaktändamål : en fallstudie på Svenska Jägareförbundets fastighet Öster Malma
The value of game for hunting from a social economic viewpoint is an interesting topic
that is currently being investigated in a Swedish research program. The amount of
damages that the game stocks cause to the forestry is, and has been in focus for a longer
period of time. Something that I saw as missing was an investigation of how much an
active game keeping measure might cost in lost incomes for forestry in terms of reduced
acreage for forest production.
This question was the foundation for this investigation, which purpose is to give
interested persons with decent knowledge of forestry an example of how cost estimation
for forestry resembling the example that is studied can look like.
The measures that has been taken is a felling of forest in different ages on both sides of
a forest dirt road to create increased asset of forage for the game, and at the same time
give hunters that have their post along the dirt road a better chance of seeing passing
animals early and increasing the possibility to shoot good shots. The area, which is a
part of The Swedish Association for Hunting and Wildlife Management estate Öster
Malma, is also used as an example for guests who wish to learn more about managing
ungulates. These guests have now got the opportunity to get information on how big the
costs are for the measures that have been taken.
The main conclusions of this work is that changed timber prices and foremost a change
of interest rate makes big differences on the result of the calculations.
Cash-to-cash-styrning : ett spelteoretiskt angreppssätt
Objective: The objective is to examine if long terms of payment are created because of a perceived zero-sum game in the cash-to-cash cycles between companies. The study will also examine if dependence effects the dependent companies Cash-to-Cash-cycle because of long terms of payment. Scientific method: The study uses a qualitative and a quantitative method, where primary data is collected from semi-structured interviews. Additional primary data is collected from an unstructured interview with an expert in the field of which is examined. Additional data has been collected from the studied companies? annual reports.Theoretical references: The primary theory has been Game theory, where the researchers have used this theory to analyze the behaviors of the companies.
Captr.net - Utveckling av iPhone-applikation och hemsida
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
Ett Oskarpt Beslut : om Oskarp Logik i speldesign
This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.
Visuellt berättande i spelmiljöer
Abstrakt
I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel
enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad
miljöberättande behärskar som en självständig form av berättande och vad
författarna kan göra för att uppnå detta mål. För att undersöka problemområdet
genomfördes en spelproduktion där metoder framtagna under undersökningens gång
applicerades. Produktionen testades av utomstående studenter i medieteknik och
resultaten sammanställdes med reflektioner kring vad som uppnåtts och de
metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder
och visar hur dessa kan driva ett narrativ med en spelmiljö.
Abstract
In this thesis examines how to drive a narrative in digital games using only
the game environment.
Noblesse Oblige: Ett rollspel : 1600-talets svenska adel, skyldigheter och plikter och skapandet av ett rollspel
Abstract ? Noblesse oblige: a roleplaying gameDuring the 17th-century the Swedish nobility was forced to deal with a number of new challenges. They reached the height of their power, but also began their downfall. How did the nobility?s ideal come to be in the face of this? Can we in these ideals find the duties and obligations of the nobility? And if we can, how can a roleplaying game be made out of the historical facts? A roleplaying game meant for educational means, well suited for the classroom and teachers, capable of stimulating the young minds and offering them an in depth understanding of how the nobility?s minds moved.
Game on : Att spela sig till nya höjder av motivation
?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.
Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats
Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och
interaktion och varför en konvergering mellan dessa hämmar deltagarens
inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete
processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse
hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där
spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en
miljö i Traverser.
This bachelor?s thesis discusses the problem of converging narrative and
interaction and why the convergence between the two tends to arrest the
participants immersion within a game. Through an interactive narrative by
letting the narration take place subtly and nonlinearly, this bachelor?s thesis
reports the process and result of how an interactive narrative could provoke
immersion within the game Traverser, where the actor is urged to explore the
narrative independently in the shape of an environment.
Castaway : Nätverksspel till Swedish Game Awards
I denna rapport så beskrivs det hur man kan utveckla ett nätverk som kan användas i nätverksspel. Hur man kan förhindra fuskande klienter och försöka uppnå ett säkert nätverk som vanliga klienter till spelet inte ska påverkas för mycket utav.Under tio veckors tid så utvecklades ett nätverk som står för grunden till ett nätverksspel. Ett väldigt simpelt spel med en nätverksstruktur som motverkar fusk..
Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.