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1356 Uppsatser om Alternate reality games - Sida 28 av 91

Skolkuratorers syn på ungas användande av sociala medier : Med en diskursteoretisk ansats

AbstractAuthor: Josefin Gustavsson, Moa OsbäckTitle: School social workers view on young people using social media ? a study with a discourse theoretical approach [Skolkuratorers syn på ungas användande av sociala medier ? en studie med en diskursteoretisk ansats]Supervisor: Anders GiertzAssessor: Jan Petersson The aim of this study is to investigate school social workers view on young people using social media. With this study we are intended to understand how discourses affect the interventions of school social workers. This study has a qualitative approach and contains seven interviews with school social workers and one social worker who responded through a written response document. The interviews were semi-structured to enable spontaneous reflections and to catch the essence of the respondent?s language in the context as a school social worker.

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world.

Speloist

This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.

En iPad-baserad ritningsbehandlare

In today?s society, it becomes more common with tablets, that makes us interact with computers in a whole new way. For example these are used to read and write e-mails, surf the web and playing games. Another manner of use of these tablets is to read and edit PDF documents. PDF handling is often meant to be used in books and inregular text documents, but it could also be used in the management of drawings.An industry that would benefit greatly from the use of tablets for this purpose is the con- struction industry.

Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport

Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.

Fusionen mellan tre mediaorganisationer : Ur ett organisationskulturellt och förändringskommunikativt perspektiv

Media has a big actuating power over the public opinion. The image of reality that media choose to reproduce will affect the recipient view of reality. The case about Thomas Quick and its associated news coverage has been used as an example to illustrate the problematization regarding media imag-es and media framing attempt. The purpose of this essay was to illuminate how daily and evening newspapers works with various framing methods.The theoretical framework for this essay will discuss the media framing theory and its ramification attribute framing theory. This laid the foundation for the research question.

Med staden som förebild : reflektioner kring det stadsmässiga

This master thesis starts in a wondering about the visions and ideas we have about thecity and about the urban. In Swedish about the term stadsmässighet, which can be translatedin to city-like, urban or urbanely, something that describes or contains features ofthe city. How do we use the city as a role model? Is urbane building the same as buildinga city? Is it about architecture and aesthetics or is building urbanely the way to makepopular cities? The central aim of this essay is to study visions and reality around urbanebuilding in order to understand the concept?s meaning and how it changes. My ambitionis that the essay will function as a discussion basis for students and planners.The work starts with literature studies where theoretical definitions and concepts aboutcities and about the urbane is investigated.

Design och konstruktion av strandspel

This project was conducted during the spring semester 2013 at mechanical engineering program at University Halmstad. The project was conducted in collaboration with MPQ Consulting in Halmstad. MPQ Consulting is a newly established company looking to take step into the product development world. The company has already had ideas and existing products. One of the ideas is to construct and design a form of beach games whose rules are based on the volleyball rules.

Concept art and texturing for games

Min uppgift vad att under åtta veckor framställa förlagor för samt texturer till en del av en spelbana, samt i mån om tid framställa färdiga texturer av dessa. Till min hjälp har jag haft tidigare koncept på andra delar av spelet, samt andra, redan färdigställda banor. I mitt arbete är det viktigt att ha kontakt med projektets level samt. Från AD får jag konstnärlig feedback och åsikter om vad som fungerar bättre eller sämre med den konstnärliga visionen, men jag måste även hålla mig till de begränsningar som banans utformning och krav på spelbarhet innebär. Det finns många frågor att ställa kring konceptframställning för texturering, men de som jag har valt att centrera mitt examensarbete kring är: - Vilken slags konstnärlig information är värdefull för en leveltexturerare? - Hur kan man effektivisera leveltexturerarnas arbete med hjälp av koncept konst?.

Puzzles combined with horror in digital games

Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och samma digitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslen som presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokus på är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spel kategoriserats som 'Survival-Horror'-spel. Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pussel och skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrollera om hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementerades i ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv å omg ångar f ör att analysera resultatet mellan de tv å omg ångarna..

Strategy and change stories at work - Translating ideal official stories into real case stories

When referring to the same event, people can have different assumptions. What is interesting to see is why these assumptions are different, why do people have different stories? Some of the reasons could be different levels of expectation, different communication channels or even different cultural backgrounds. We have analysed all these by having a case study within a company that has recently gone through a change management/strategy implementation process.The research reviewed in this paper originates in two different worlds. One world is a research world where stories come from textbooks and articles.

Användandet av maskuliniteter i återanpassningen till ett liv utan kriminalitet - En kvalitativ undersökning om maskuliniteter inom föreningen Kriminellas Revansch i Samhället (KRIS)

Our purpose with this research is to highlight that there is a scope for increased value creation in the experience room during concerts, and how value-enhancing strategies can be a competitive advantage for different venues. In our investigation of this we have worded the following research question: How is the perceived customer value affected during a concert in the experience room and its physical environment? With the background in this question we have identified three key concepts that we believe are the influence of the total concert experience which are; sensory experiences, interaction and identity. From these concepts we have drafted a number of propositions to test the reality by our empirical data collection. .

Förändrade konkurrensstrategier vid branschutvidgning : En jämförande undersökning av tre hotell i Stockholms innerstad

People in Sweden and in Europe have been traveling a lot more lately. Because of the economic boom that has been in a lot of countries people do have more money to spend. Sweden and especially Stockholm has lately become a very popular destination. Also big congresses and business meetings like to choose Stockholm for their meetings. The capital as it looks today does not have the capacity to let all those people stay at the hotels at the same time.

Förändrade konkurrensstrategier vid branschutvidgning : En jämförande undersökning av tre hotell i Stockholms innerstad

People in Sweden and in Europe have been traveling a lot more lately. Because of the economic boom that has been in a lot of countries people do have more money to spend. Sweden and especially Stockholm has lately become a very popular destination. Also big congresses and business meetings like to choose Stockholm for their meetings. The capital as it looks today does not have the capacity to let all those people stay at the hotels at the same time.

Lek- och lärspel - en studie av hur IT kan stödja integration av lek och lärande

Syftet med denna uppsats var att undersöka hur lek och lärande kan integreras i ett lek- ochlärspel för att skapa motiverande och engagerande övningar. I studien användes konkretaövningsexempel från ett modernt lek- och lärspel som presenterades och undersöktes medhjälp av elever i årskurs fem. Det som specifikt analyserades i övningarna var hur elevernalyckades interagera med systemet och hur inslag av motiverande faktorer för lek kan skapa enunderhållande användarupplevelse, samt om de lyckades lära sig något av denämnesrelaterade kunskapen. Krav på teknikvana, ämnesrelaterad kunskapsnivå samt enförståelse och lärande av den specifika uppgiften var det som satte gränser för hur väl delyckades engagera och lära sig något i övningarna. Med hjälp av observation samt intervjueridentifierade vi ett underlag som kan vara utvecklare, lärare, föräldrar och användare till hjälpför att reflektera över design och användande av lek- och lärspel..

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