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1460 Uppsatser om Action games - Sida 7 av 98

Allvarlig lek : Ett experiment i att ta träningsmoment i underhållningsspel på allvar

Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..

Tillämpningen av positiv särbehandling : På grund av kön och etnicitet

Directive 2006/54/EG from the European Union concerns the equal rights between men and woman and the principle of equal rights. The purpose of the directive is that the member states provide the equal rights between men and woman. Affirmative action is one exception from the principle of equal rights which is settled in directive 2006/54/EG, article 3. The purpose for the affirmative action must be to encourage the equal rights between men and women.EU has specific criteria to use affirmative action, which is created by praxis of the Court of Justice of the European Union. These criteria are that the affirmative action must involve an objective assessment, there must be equal qualifications between the person which is affirmative action and the person who is not, the positive action cannot be automatically decisive and this special treatment should be proportionate to the purpose.

Allvarlig lek : Ett experiment i att ta träningsmoment i underhållningsspel på allvar.

Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..

En studie av kommunikation i missbruk och drogfritt tillstånd, förståelseorienterat kontra framgångsorienterat handlande

By comparing the experience off interaction in a life world with a drug habit and a life world without a drug habit you might find how they differ. We asked four former drug abusers in four semi structured interviews to describe their experiences off interaction under these two circumstances. The difference between the two life worlds when it comes to interaction is that in the drug abusing life world our informants describe that communicative action has to stand back for a more goal oriented action. In the drug free life world, communicative action on the other hand is experienced as the most important action. The difference is about wether interaction is goal oriented or oriented at understanding.

Immersion och lärande

I denna uppsats försöker jag fastställa om immersion har någon effekt på lärande i serious games och i så fall vilken effekt det har. Många spelutvecklare och forskare säger att immersion hjälper lärande i spel. I min genomgång av fakta har jag inte kunnat hitta något som stödjer denna åsikt. Många artiklar hänvisar till ?tidigare forskning? men saknar sedan referenser till denna forskning.

Slutförvar av förbrukat kärnbränsle - studie av opinionen i Malå- och Östhammars kommun

The aim of this study is to describe and understand the reasons to why people choose to become foster parents. By using the theory of action we wanted to investigate their intentions rather than their motives. The questions we wanted to answer where: How do the foster parents describe their reasons for becoming a foster home? What reasons do they give fore keeping on being foster parents? How do they comprehend their task and the fulfilling of it? The study was performed by utilizing qualitative interviews with five foster parents, four women and one man. In the analysis we used the theory of action as a theoretical perspective.

Does it matter?

Swedish: Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet finns representerade i digitala spel och hur dessa framställs. Arbetet har även fokus på de reaktioner samhället har visat i samband med att spel som behandlar ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur diskussionen av detta kan leda till en utveckling inom spelmediet. Informationen som användes för att undersöka ämnet och dess reaktioner finns sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera noveller. Dessa noveller har sedan användes i en undersökning som genomfördes av 11 stycken deltagare.

Hur skiljer sig Sverige från England i planeringen av dagligvaruhandeln? : En studie av konsumenters tillgänglighet

The aim of this study is to describe and understand the reasons to why people choose to become foster parents. By using the theory of action we wanted to investigate their intentions rather than their motives. The questions we wanted to answer where: How do the foster parents describe their reasons for becoming a foster home? What reasons do they give fore keeping on being foster parents? How do they comprehend their task and the fulfilling of it? The study was performed by utilizing qualitative interviews with five foster parents, four women and one man. In the analysis we used the theory of action as a theoretical perspective.

En studie av kommunikation i missbruk och drogfritt tillstånd, förståelseorienterat kontra framgångsorienterat handlande

By comparing the experience off interaction in a life world with a drug habit and a life world without a drug habit you might find how they differ. We asked four former drug abusers in four semi structured interviews to describe their experiences off interaction under these two circumstances. The difference between the two life worlds when it comes to interaction is that in the drug abusing life world our informants describe that communicative action has to stand back for a more goal oriented action. In the drug free life world, communicative action on the other hand is experienced as the most important action. The difference is about wether interaction is goal oriented or oriented at understanding.

Pedagogers tankar och arbetssätt kring elever med koncentrationssvårigheter

The purpose of this thesis is to find out if principals and teachers have experience, expectations and thoughts about the differences that the new Education Act means in relation to the old one about action programme. Through qualitative interviews with two principals and four teachers, I have tried to answer my research questions that I have made based on the purpose. The questions are: How do the interviewees describe the routines about action programme?  Has, according to the interviewees, the routines been changed with the new Education Act? How do teachers and principals experience the differences between the old and new Education Act regarding the action programmes?The results of my survey shows that the process of action programme is different at different schools and that it has been adapted to the new Education Act in varying degrees. These results give differences in the experiences of the new directives.

Direktkrav vid ansvarsförsäkring i Sverige och i Finland : en bedömning av rättslägen samt en diskussion om direktkravets lämplighet

Two different claim relations arises with a damage covered by a liability insurance. The first claim relation is of course the one between the claimant and the liable as a claim for damages. The other claim relation arises between the liable in his capacity of insured and his insurer as a claim for compensation under the liability insurance. There is a tight connection between the two claim relations because of the fact that it is the claimant?s claim for damages that gives rise to the claim for insurance compensation.

Åtgärdsprogram i nya skollagen : Några lärares och rektorers erfarenheter, förväntningar och tankar

The purpose of this thesis is to find out if principals and teachers have experience, expectations and thoughts about the differences that the new Education Act means in relation to the old one about action programme. Through qualitative interviews with two principals and four teachers, I have tried to answer my research questions that I have made based on the purpose. The questions are: How do the interviewees describe the routines about action programme?  Has, according to the interviewees, the routines been changed with the new Education Act? How do teachers and principals experience the differences between the old and new Education Act regarding the action programmes?The results of my survey shows that the process of action programme is different at different schools and that it has been adapted to the new Education Act in varying degrees. These results give differences in the experiences of the new directives.

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Does it matter?

Swedish: Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet finns representerade i digitala spel och hur dessa framställs. Arbetet har även fokus på de reaktioner samhället har visat i samband med att spel som behandlar ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur diskussionen av detta kan leda till en utveckling inom spelmediet. Informationen som användes för att undersöka ämnet och dess reaktioner finns sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera noveller. Dessa noveller har sedan användes i en undersökning som genomfördes av 11 stycken deltagare. English: This bachelor thesis investigates if characters with non-normative sexuality are represented in digital games and how these are portrayed.

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