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5232 Uppsatser om Boys experiences of digital games - Sida 25 av 349

Studenters användning av kosttillskott och inställning till doping : En studie bland studenter vid Karlstads universitet

Background: There have been doping usage as far back as as ancient Greece and around the early 1900s started the doping we have today. In 2008 it was 22,000 men aged 15-54 years old who had any kind of experience with doping in Sweden. The problem of doping use are all over the world and to overcome this problem, we need to work across borders.Objectives: The purpose of this study is to investigate whether there is any connection between the use of supplements and attitude to doping. The study is based on the questions: is there any connection between the use of supplements and positive attitude to doping? is there any connection between the use of supplements/doping substances and high training frequency? and is there different use of supplement/doping substances between girls and boys?Method: A survey in form of a cross-sectional study and a waiting room survey was conducted with 63 respondents of whom 57,1% were women.

The Value of Digital Information DIV-index, A Corporate Asset

Companies have in the past decades changed fromtraditional manufacturing organizations into serviceorganizations. For these service organizationsinformation and competence have become animportant resource. The traditional view oninformation is that an employee use and search forinformation to reduce uncertainty for their decisionmaking. Even though information is strategicallyimportant for organizations, information is not valuedin any way. Hence, this thesis aims to valueinformation in terms of the utility it brings to theorganization.The conclusion is that four factors are important whenvaluing information in terms of utility.

"Man vill ha Likes! : En kvalitativ studie om ungdomars kunskaper och ageranden vid text- och bildpublicering på sociala medier

The purpose of this study was to investigate what knowledge 16 year old highschool students have when it comes to text- and imageposting on social media and how they act on the basis of their skills and attitudes on text and image publishing. An important aspect of this was to investigate the impact of young people 's identity in relation to text- and image posting on social media as this according to research is a big part of what motivates young people in their everyday practices (Buckingham, 2008). The essay questions was , What is young people?s experience on posting text- and image on social media? How aware are young people at the pros and cons on posting text and images on social media? What are young people's attitudes about text and image posting? And how do young people act on the basis of experience , awareness and attitude? Which role plays identity in their actions? To seek answers to my questions and achieve the aim of the thesis was conducted three semi-structured focusgroup interviews in collaboration with two high schools. The results have been reported, interpreted and analyzed by pattern-seeking. The theoretical framework used in this paper is the research and theories of primarily media researchers who have distinguished themselves in the Media and Youth research, For example, Ulla Carlsson, David Buckingham, Sonia Livingstone and Kristen Drotner.

De olympiska vinterspelen i spalterna : En kvantitativ innehållsanalys av Sportbladets bevakning av OS i Sotji 2014.

The purpose of this study is to investigate how the Swedish newspaper Sportbladet watches over the Olympic games in Sotji, 2014. This study aims to find out why certain topics is more popular writing about and why others are not. The study also analyses the news distribution in terms of gender and nationalism.To find answers to this questions, a quantitative content analyses was used.  The results is based on 220 texts collected from eleven days news reporting in Sportbladet. Ice hockey and cross-country skiing was, without a doubt, the most popular sports according to news, interest and reporting. These two sports occupied a great deal of space in the newspaper and also had most articles.Furthermore, this study shows the domination of men amongst news pages according to both space and frequency in Sportbladet during the Olympic games in Sotji. In spite of that fact, women was assigned more space in the news paper throughout the Olympic games compared to the daily reporting.

Hur kön konstrueras i tillämpningen av 3 § LVU i Förvaltningsrätten

The purpose of this paper is to examine how gender is created in the Administrative Court´s application of care of Young Persons (Special Provisions) Act. The theoretical starting point is the gender perspective. My empirical work consists of 27 court cases from 2010 and 2011. These are investigated for common themes by a qualitative content analysis. The result and analysis consist of four court cases representing one theme each.

Spelutveckling för Facebook ? från koncept till produkt

Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö. Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel Abstract During our bachelor thesis we worked for 20 weeks with the development of a web-based game for Facebook. We used Agile/Scrum as our project planning method, changed the method to make it more effective for our purpose and developed tools for the method. We came to the conclusion that it's hard to make a social game and that the most important thing in the production is to make sure that there's a clear connection between the players' interaction with each other and the foundations of the game mechanics. We lost focus during the development and learned the hard way the value of planning realistically and to start from the core when developing a game. The game we created uses a random generated terrain, is written in JavaScript and takes place in a Victorian environment. Keywords: Facebook, game development, web development, internet, social games.

E-marketing - ett modernt kommunikationsverktyg : En studie som presenterar alternativa marknadsföringsåtgärder

Background: The use of digital marketing channels during the last years has increased significantly, especially the use of marketing on the Internet. Hence the communication chart of marketing has been redrawn. The technological development has had a major impact on the marketing discipline. The integration of information technology and marketing has resulted in the emergence of a new field, namely e-marketing. Hence the need for further research is desirable.Purpose: The purpose of this study is to examine alternative marketing procedures that a company can apply to increase the digital awareness and manage their customer relationships.Theoretical framework: Theories regarding digital marketing cycle, SEO and customer relationship.Method: This research is based on data collected through a primary semi-structured interview with a company active in the corporate information industry which also provides a RFQ service.

Sannolikheter i fotbollsmatcher : -Kan man skapa användbara odds med hjälp av statistiska metoder?

Betting under ordered forms has been around for a long time, but the recent increase in Internet betting and the large sums of money that are now involved makes it even more important for betting companies to have correct odds. The purpose of the essay is to calculate probabilities for outcomes of football games using a statistical model and to see if you can find better odds than a betting company.The data contains the 380 games from the 2004/2005 season and the variables form, head-to-heads, league position, points, home/away, average attendance, promoted team, distance and final league position from previous season. After performing an ordered probit regression we only find the variable ?form of the away team? to be significant at the 5 % level. We suspect the presence of multicollinearity and perform a VIF-test which confirms this. To fix this problem we perform a second ordered probit regression where a number of variables are combined to index variables. In the second regression we once again find only one significant variable.

KASAM, betyg och stress : En undersökning om sambandet mellan KASAM, attityd till betyg samt upplevd stress hos gymnasieelever

The purpose of this study was to investigate the relation between SOC, attitudes towards grades, and perceived stress levels among adolescents, and whether there was any difference in this relation between gender. The first research hypothesis was: "there is a gender difference to the degree of SOC, attitude to grades, and perceived stress level". The second was that "SOC and attitude to grades, predict stress in adolescents". To answer these hypotheses, a questionnaire survey was carried out among upper secondary students, 95 boys and 89 girls. The result of the analysis showed a significant difference between the gender.

Digital delaktighet i Sverige : Om att inkludera alla i framtidens samhälle

Almost all Swedes today have access to the Internet, if not through the home then via the library or work. Despite this, around 20% of the population stand outside the information society in that they lack in knowledge, assistive usability tools or positive attitude towards technology and its influence on society. The main factors influencing the digital divide in today's society are age, disability and education, while the main reason for staying outside seems to be disinterest.The question about digital inclusion is important as we now stand on the breaking-point between a society where the industry has had a prominent position for private as well as national economy and a digital society where access to the Internet is no longer about prestige, but where significant differences between users' knowledge levels can create a power gap. Gaps in access and use not only reflects already existing socio-economic conditions, but can also maintain and enhance these.It is crucial for the future expansion of Internet usage how today's non-users feel about becoming users. To understand what underlies the motivations not to use computers is one of the keys to get non-users to embrace becoming users.

Skillnader och likheter gällande mobbning mellan flickor och pojkar i en monoetnisk- och multietnisk skola

The purpose of this study is to explore the differences and similarities regarding the causes of and approaches to bullying among a number of girls and boys in third grade in two schools. One of the schools is in a mono-ethnic area and the other in a multi-ethnic.The purpose isto compare the results between the schools and the questions proposed are:What is the reason for the bullying?What are the differences and similarities in existing opinions on the practice of bullying?What are the differences and similarities of students' opinions on bullying in a mono-ethnic and in a multi-ethnic school?I have chosen to use gender and ethnicity theories and the study was conducted through qualitative group interviews. The results have shown that boys' explanations for bullying are more aggressive than girls, although approaches to bullying were more related with violence among boys. The multi-ethnic school uses more direct bullying compared to the mono-ethnic school where indirect bullying occurred more often.

Genus i Barnets Bästa : En jämförande studie av Förvaltningsrättens LVU-domar med fokus på barnets eget beteende

Background/aim: The purpose of this sociological study "Genus in the Child's Best Interest" was to, from the Administrative Court's decree about the child's own behavior, further clarify the concept of the child's best interest by studying how the concept is expressed in decrees with focus on genus.Theory: Three genus theories, to compare girls and boys, Mary John's power theory, the grown ups definition of what the reality is and what it should contain, and a labeling theory, where the people with power are the ones to define what's normal and what's not, have been used to analyze the result in this study.Method: A content analyses was used to analyze the decrees, with the focus on girls and boys between the ages of 12 to 19, where they have been forced into treatment by the law.Result: The concept of a child's best interest does make a difference between girls and boys in the decrees, and the girls have more power because they have more room to express themselves and are less responsible for their thoughts and actions. The concept is possible to use, but the definition is subjective and could be colored by the societies values and norms..

Digital kontra manuell blodtrycksmätning-Är resultaten samstämmiga?

Blodtrycksmätning är en viktig del i en sjuksköterskas arbetsuppgifter och då både manuell och digital blodtrycksmätning idag förekommer parallellt inom svensk sjukvård syftar denna studie till att undersöka om det finns någon skillnad mellan de uppmätta resultaten i dessa mätmetoder och beskriva denna eventuella skillnad. Undersökningen genomfördes på en kärlkirurgisk avdelning på ett sjukhus i södra Sverige under hösten 2009. Populationen bestod av 38 inneliggande patienter som följdes upp med totalt 65 blodtrycksmätningar. För att utföra undersökningen tillämpades cross-over design med kvantitativ ansats. Resultaten visade skillnader mellan de två mätmetoderna då den digitala metoden uppmätte högre blodtryck än den manuella. Digital blodtrycksmätning visade genomgående högre mätresultat jämfört med manuell metod.

Algoritmer, flödesscheman & logik; kan de lära ut sociala färdigheter till människor med någon form av autism?

Syftet med denna studie var att lokalisera, värdera och sammanfatta befintlig litteratur som besvarar på den centrala frågeställningen. De två centrala frågorna för studien är om tv- och datorspel kan användas för att hjälpa underlätta problematiken som människor med någon form av autism kan uppleva, och hur bra denna metods effektivitet är gentemot mer traditionella metoder som terapi. Den teoretiska tolkningsramen som ligger till grund för denna studie är The Social Model of Disability, en modell som menar att samhället exkluderar människor med funktionsnedsättning via fördomar och okunskap på hur man bör inkludera människor med funktionsnedsättning. Data har samlats in via en form av litteraturstudie som kallas för Scoping Study och har därefter analyserats via analys genom uppräkning och tematisk analys. Resultatet visar på att datorspel kan användas för att lära ut språkliga kunskaper, igenkänning av ansiktsuttryck och emotioner, sociala erfarenheter, samt living skills (levnadsfärdigheter).

Framställning av en digital höjdmodell över Storsjö strand i Östersund

Östersunds kommun behövde höjddata inför planeringen av ett nytt bostads- och rekreationsområde som kallas Storsjö strand där en ny fördjupad översiktplan tagits fram. Syftet med examensarbetet var att skapa en digital höjdmodell över en del av området. Mätningar med Leica GNSS-utrustning samt totalstation utfördes under några dagar.  Höjddatat levererades till kommunen. En triangelmodell skapades och en karta med höjdkurvor togs även fram för att visualisera arbetet. En del felkällor kan ha haft inverkan på resultatet såsom tjälen i marken och eventuellt några enstaka flervägsfel, men vi anser ändå att resultatet är tillräckligt för en första översiktlig planering..

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