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1200 Uppsatser om Board games - Sida 7 av 80
Styrelsesammansättning i förändring - ett könsperspektiv
The absence of female directors on Swedish corporate boards is currently a hot topic for both politicians and business leaders all over the world. This thesis aims to discuss reasons for the scarcity of women on boards in Swedish publicly listed companies as well as what actions are taken to alter the composition of these boards. A rigorous selection of gender theories have been used together with data collected from in-depth interviews with mainly board members and nomination committees. Extensive analysis has led to findings that historical perceptions of differences between men and women linger as of today, which prevents women to reach top executive levels as well as board positions. The increasing use of headhunters has encouraged companies to look beyond male-dominated networks in an attempt to widen the range of potential board nominees.
Team Bella, Team Katniss : En komparativ motivstudie av triangeldraman i Stephenie Meyers Twilight och Suzanne Collins' The Hunger Games
The thesis of this essay is concerned with how two adaptations of The Neverending Story have used the novel's vivid intertextuality and dialogism. The essay also discusses the possibilities of adaptation studies and whether an adaptation can explain a novel by emphasizing its themes..
Kameraövervakning : En juridisk analys
Camera surveillance can provide good protection against certain types of crime, but it can also invade our privacy. The County Administrative Board monitors compliance with the rules by visiting those places to which the general public has access. They have to issue permits before general camera surveillance to those places which the general public has access. In certain cases, in stores for example, general camera surveillance is permitted only if the Country Administrative Board is notified in advance. The Data Inspection Board is a public authority and responsible for the camera surveillance for those places to which the public not has access.
Utvärdering av lokal styrelse i Veberöd - En deliberativ demokratisk utvärdering
This thesis evaluates the user board of the elememtary school in Veberöd, Sweden. In this process an evaluation model is developed. The model itself gets evaluated in a meta-evaluation to improve the model for future use.The starting point of the evaluation is the deliberative democracy theory. Although Sweden is a representative democracy an official desire exists to have a democracy with deliberative qualities. The evaluation model is constructed to fit this context and is therefore, not only, set out from classical goal-based evaluation but also from deliberative democratic evaluation.
Styrelsesammansättning och styrelsens funktion i sociala företag
This paper is about the composition and function of boards of social enterprises. A social enterprise can be defined as a company, which is founded by users or external stakeholder in order to create jobs (or a work place), a meaning in live or to further integration. One tries to achieve this goal by a business activity and/or subsidies and/or neighbourhood projects. The amount of social enterprises grew steadily after the restructuring of social welfare in Sweden since the 1980. Alternative forms of welfare ? such as a social enterprise ? will probably grow further in importance.
Retrospel: En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi
undersöker hur retro
blivit en erkänd stil och varför den har blivit det. Vi undersöker dess
koppling med nostalgi,
hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när
man ska utveckla
ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till
digitala spel, vi
undersöker hur retro verkar i andra medier och hur medierna blandar
retroelement med
varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel
eller rent av
utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi
gestaltar i vår
produktion av ett digitalt spel.
Bibliotek, Finkultur och TV-spel : En diskursanalys av debatten kring TV-spel och bibliotek
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction of video games as a new medium in the public libraries. The theory and method used is discourse analysis. Three questions were asked: how the introduction of video games as a new media in libraries is discussed, how is it motivated and in what way the authors of the articles analyzed are speaking about new media and the mission of the library. The selected articles were divided into four themes and the analysis resulted in the identification of two main discourses, one which is positive to the introduction and integration of new media in the libraries? collections, and one which has a more negative approach and uses quality and culture as an argument. The conclusion is that video games are a medium so widely used that librarians have to decide whether or not they want to include it in the libraries? collections, and by deciding this they reveal their attitude towards the mission and purpose of the public library..
Valberedning och tillsättning av styrelse enligt Svensk kod för bolagsstyrning: En studie av könsfördelning ur ett institutionellt perspektiv
Since July 2005 the major companies listed on the Swedish stock exchanges are required to apply the Swedish Code of Corporate Governance. The code states that companies shall have a nomination committee responsible for nominating new board candidates and seek to obtain gender equality in the Board of Directors. This paper examines the trend of board as well as nomination committee composition among Sweden's 60 largest publicly traded companies between 2005 and 2008. Our overall finding is that neither the board nor the nomination committee composition has changed to a notable extent during the period and that the share of newly appointed female board members has actually decreased. However, the trends vary between different sectors.
Nytt blod, gamla bilder : Visuell våldsgestaltning i film och spel
The paper discusses and analyzes differences and similarities in depictions of violence in the two narrative media of films and games. The work is based on existing theories on representation, remediation, narration and immersion ? theories which are further developed and discussed by the author. The movies Man on Fire and Kill Bill, as well as the games Ninja Gaiden and Grand Theft Auto are analyzed and used as examples of how depictions of violence in films and games can or should be studied. Also, the possibilities for development of the theories used in the paper are considered.
Ett enhetligt budskap? : En textanalys av publikationer från Skolverket kring sambandet mellan resurser och resultat
There is a general conception among those who are involved in the school-sector that there is a relation between resources and results. Better qualified teachers, smaller classes and schools with more finacial funding are regarded as better learning and development conditions for pupils (Gustafsson 2008). In spite of these widespread understanding, educational and economic research studies at the beginning of the 20th century had reached the verdict that resources have no bearing on educational results (Gustafsson 2008). The Swedish board of education (Skolverket) have published several reports, studies and surveys regarding the relation between resources and student outcomes.The purpose of this paper is to analyze the message of six publications from the Swedish board of education around the relationship between resources and student outcomes on the basis of the decentralization of the Swedish school in the 1990´s. The central question at issue is whether the Swedish board of education has been consistent in their message about the relationship between resources and results in the six publications between 1994-2009? I have also attempted to answer the resulting questions of my conclusion.This study is based on a qualitative text analysis.
Impressionism och Digitala Spel
Abstrakt
För att utveckla och förändra spelmediet behandlar detta arbete impressionism
och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för
att undersöka hur de två ämnena kan sammanföras i en spelproduktion.
Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur
spelet fungerar och deras syn på kopplingen mellan impressionism och digitala
spel.
Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in
under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram:
impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning,
interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras
samman.
Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers
The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.
VARN Ett nätverksbaserat 2D-actionmultiplayerspel skrivet i Java.
VARN A network multiplayer 2D action game written in Java. All games that support any form of play across networks is in one way or another affected by the delay, or "ping", that occurs from the time it takes for information to travel over the wires. Not only does it take time, it varies depending on how far away the connected partner is and the current status of the network you are on. Through the years a lot of different methods have been developed to combat these delays. I have reviewed some of these methods and implemented a synchronization system in Java meant to be used in online action multiplayer games..
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..
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..