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1460 Uppsatser om Action games - Sida 9 av 98

Morphology of the Action Babe Cinema : En strukturell studie av 2000-talets filmer med kvinnliga actionhjältinnor

The subject of my thesis is what I have chosen to call the ?action babe cinema? of the 21st century, essentially action-movies featuring a female heroine in the lead role. Inspired by the theories of Vladímir Propp, author of Morphology of the Folktale, I have tried to reveal the underlying structure of these films. I have chosen eleven films which form my material, and from these extracted a number of functions (which means the actions of a character), that reoccur frequently. The heroines? transformation can be seen as a central theme of the action babe cinema, and I have divided the films into two groups depending on the course of the transformation, either from soft to hard or the other way around.

"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel

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.

Vilka är egentligen i behov av särskilt stöd? : En undersökning om lärares åsikter om arbetet med åtgärdsprogram i ämnet Idrott och hälsa

The purpose of this study was to examine how teachers see the use of action plans for students in need of special support in physical education. The questions used were: What do the teachers consider being the causes for students not reaching the objectives in physical education? What experiences do four teachers have considering the work with action plans for students in need of special support? And, what experiences have one chosen head of school about establishing action plans for students in need of special support?To reach the answers to these questions qualitative interviews were made with four teachers from different schools. The interviews deal with the teachers views on assessment, curriculum, and the work with action plans for students in need of special support.The results show that that the underlying causes for students not reaching their objectives was either lack of participation or difficulties in certain parts of the subject. Despite this, the teachers write very few action plans even though it appears there are students in need of special support.

En analys av situational action theory. En forskningsöversikt

Klassisk kriminologisk forskning fokuserar på antingen individbaserade eller miljörelaterade förklaringar till brottsliga handlingar. Situational Action Theory avser att föra samman dessa två synsätt för att bilda en integrerad kriminologisk handlingsteori. Vad får Situational Action Theory för stöd i den kriminologiska forskningen? Vad finns för kritik? Och vad bör forskningen fokusera ytterligare på när det kommer till att testa teorin? Den forskning som finns tillgänglig och som jag presenterar i denna litteraturgenomgång visar att teorin får stöd i empirisk forskning. De flesta studier visar att teorin får bra stöd, några visar stöd för vissa delar av teorin medan andra delar av teorin inte får något stöd.

"En puff i rätt riktning"? : En intervjustudie om hur personer med olika länderbakgrund upplever arbetsmarknadsåtgärden Komjobb i Norrköpings kommun

The study sheds light on how individuals from different countries experience the labour action Komjobb. The study aim to examine in which consideration experiences of the action Komjobb differs among the participants. The study is based on eight qualitative interviews and analyzed by using the method of phenomenography. We have based this research on a theory about Social constructivism. Other theories that we have used are Bauman's theory about the changing value of work in the modern and postmodern society and Andersson's theory of unemployment as a social category.

Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare

During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.

Serious Games, körsimulatorer och lärande : En studie om strukturerande verktyg - som stöd vid återkoppling

Uppsatsen fokuserar på hur körinstruktörer använder IKT som en strukturerande resurs vid sin undervisning och hur de uppfattar ett datorbaserat utvärderingsverktyg kopplat till ett dataspel i en körsimulator. Syftet med studien har varit att förstå hur externa verktyg (artefakter) används pedagogiskt för att överföra kunskap och om individen kan bli oberoende av dessa verktyg. Studien genomfördes genom intervjuer som kopplades till testkörningar i en körsimulator. Körsimulatorn ingick i en större studie (Spel och trafiksäkerhet) där ett dataspel (serious games) utgjorde testpersonens upplevelse av bilkörning i en virtuell värld. Svaret blev att körinstruktörer har externa verktyg såsom leksaksbilar, penna och papper för att underlätta kommunikationen vid utvärdering av elevernas körning och att användandet av dessa verktyg som metod är likartad med användningen av metoden med körsimulatorns utvärderingsverktyg, samt att individen till sist automatiserar metoden och då blir oberoende av de pedagogiska verktygen och kan använda sina kunskaper när den kör bil..

Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Joharifönster och spel : att identifiera en målgrupp

This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual?s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre..

Värmländska kommuner globala aktörer? : En jämförande studie av fyra värmländska kommuner

This study is mostly based on previous research, which includes Sub-national actor?s attitudes and regional action towards the European Union. The purpose of the study is to investigate if four Swedish municipalities in Värmland operate internationally towards the European Union and deepen an understanding of their actions. The main research question is: - How can we increase our understanding of municipal action against the European Union? The research questions of this study are answered through qualitative method and semi-structured interviews were conducted.

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

Trafficking i Norden : en komparativ studie av de nordiska ländernas handlingsplaner mot människohandel för sexuella ändamål

This essay focuses on how trafficking in human beings for sexual exploitation is defined and dealt with in the Nordic countries. Agreements on how trafficking for sexual exploitations should be dealt with is presented in reports and Action plans from the European Union and United nations amongst others. In this essay we will compare four national Action plans made by governments by Denmark, Finland, Sweden and Norway between 2005- 2011 to each other. Mainly we have been looking at similarities and differences in the different Action plans. The essay is based on Discourse theory and discursive struggle and we have been looking at similarities and differences in how trafficking is dealt with through language.

Spelmarknadens utveckling och relation till spelproblemen i Sverige 1999-2009 med fokus på män i åldern 18-24 år

The share of problem gamblers increased for men between 18-24 years old during the period 1999-2009, while the share were steady or decreased for other classes of population. This study examines the relation between this development of problem gambling and the Swedish gambling market. The factors that are studied are the functioning of the market with a focus on the new Internet market for gambling, the games and the underlying risk factors in those, the marketing and other factors outside the gambling market. First a large literature review was made to map the development as detailed as possible. After that a qualitative analysis of the content in television commercials was done to see if they were made for the problem group.

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