Sök:

Sökresultat:

1460 Uppsatser om Action games - Sida 8 av 98

Har Sverige implementerat Regeringens handlingsplan för resolution 1325? : En undersökning om Sveriges bidrag till kvinnorna i Mazar-e Sharif

The purpose of this essay is to examine whether Sweden work according to the Swedish governments action plan on UNSCR1325 and whether Sweden implements this action plan according to an implementation theory.Initially you will find an explanation of the used method, definitions and the theory used for the study. The second part contains the research where the studied material is analyzed.The study itself is based on reports, literature and material from web pages.The result of the study shows thatSwedenworks according to the government?s action plan on UNSCR 1325.Swedendoes this trough good contact with women, multiple ways of interaction such as MOT, all female MOT: s and Gender Field Advisers who follows patrols.My conclusion shows that Sweden implements the Swedish action plan on UNSCR 1325 according to the implementation theory..

Strukturerat lärande genom Action Design Research. En studie om visualisering av behörigheter

As organizations are generating more business intelligence in their systems, more employees need access those systems. As a result some sort of permission management needs to be implemented to ensure the information remain safe. Access Control Matrix (ACM) is one way of managing permissions and is widely used among organizations. The issues that comes with ACM is that the matrix itself gets difficult to manage and overview as its complexity increases with the number of permissions. The study utilizes Action Design Research to develop a tool for visualizing permissions.

Gender Mainstreaming - Kioskvältare eller dagslända?

The European Union's work on equal opportunities for women and men can be described historically in three eras; equal treatment, positive action and, most recently, the gender perspective. In accordance with the latter, gender mainstreaming is the latest method in dealing with these issues. Its aim is the implementation of the gender perspective in all policy processes and to challenge the male norm that permeates all decision making. EU:s work on equal opportunities, though, persists not only of gender mainstreaming but has a double approach also including special actions.This thesis bases its argumentation on discourse analysis of communications from the Commission regarding employment and social affairs. It argues that the two components of the double approach; gender mainstreaming and special actions, are incompatible and even becomes contra productive put together.

?Stop Rape [of women and girls] Now?: En diskursanalys av UN Action:s representationer av förövare och offer till konfliktrelaterat sexuellt våld

Konfliktrelaterat sexuellt våld är ett fenomen som fått stor internationell uppmärksamhet under de senaste två decennierna. Det har talats om passiva och sårbara kvinnor som brutalt våldtagits av uniformklädda män. I realiteten drabbas dock även män och pojkar av sexuellt våld och våldtäkt, likväl gör sig kvinnor och flickor skyldiga till sexuella övergrepp i konflikter. UN Action är det internationella organ som FN använder för att kordinera sitt arbete mot konfliktrelaterat sexuellt våld och denna uppsats syftar till att analysera UN Action:s diskursiva representationer av förövarna och offren. Dessa representationer diskuteras mot bakgrund av tidigare forskning som har dekonstruerat de hegemoniska representationerna av det konfliktrelaterade sexuella våldets förövare (män) och offren (kvinnor), samt påvisat andra kontignenta diskursiva representationer; så som ?män och pojkar som offer? samt ?kvinnor och flickor som förövare?.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com

This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..

Att bli och att fortsätta vara familjehem : en kvalitativ studie med familjehemsföräldrar

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.

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.

En studie av den gestaltande handlingen : att förstå upplevelsen av en egen gestaltningsidé

The action where form is given to inner thouhts and ideas is a creativ course of events which is difficult to grasp. The main purpose is to research how such an action can appear and function. The method which is used to research this purpose is the qualitative interview. The respondent?s inner descriptions and thoughts about a particular phenomenon is what the qualitative interview aims to elicit.

Serious games & Gamification : En studie av hur användare motiveras i en lärandeapplikation

SammanfattningEftersom e-lärande applikationer används i både skolan och på fritiden är det viktigt att dessa är både effektiva och roliga att använda. Gamifiering och serious games som handlar om att implementera speldesign i andra typer av applikationer, är viktiga koncept för detta syfte. Denna kvalitativa studie bidrar med kunskap inom detta område genom att utvärdera en applikation som lär ut körkortsteori. Syftet var att analysera tekniker som driver motivation baserat på spelmekanismer, teoretiskt ramverk och analytisk modell. Undersökningen bygger på kvalitativa intervjuer och författarnas egna observationer.

Bakslag och handslag: En fallstudie över Nordirlands process mot provinsregering

This essay is about the Northern Ireland Conflict and the Belfast Agreement. Its focus is on the development in Northern Ireland politics after the implementationof the Agreement which was ratified in a referendum. The essay is a case studywhich analyzes the progress towards an Assembly Government and powersharingbetween the unionists and the nationalists/republicans. The development is analyzed with Robert D. Putnam's theory of Two-Level Games? The essay first analyzes the changes in the unionist society where the opinion towards the agreement has been negative which depends on the concessions made by the unionist.

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

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.

Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel

This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

På vems villkor? : en studie om hur personer utan hem upplever socialtjänsten

The purpose of this paper is to study how people without home experience social services and how they experience their space of action when they meet social services. In order to answer these questions, a qualitative approach has been used. The empirical material consists of five interviews with people who have contact with social services because they are homeless. To support my analysis of the space of action for the persons being interviewed, I?ve used two theoretical perspectives, power analysis by Michel Foucault and Rational Choice.

<- Föregående sida 8 Nästa sida ->