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2956 Uppsatser om Creating digital games - Sida 56 av 198
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.
Fem lärares förhållningssätt till digitala verktyg i undervisning
Syftet med denna studie är att få en insyn i vilket förhållningssätt fem verksamma grundsko-lelärare har kring användning av digitala verktyg i deras undervisning och hur det påverkar deras integrering. I Läroplanen för grundskolan, förskoleklassen och fritidshemmet 2011 fram-går det tydligt att handhavandet av digitala verktyg är en viktig del då skolan ansvarar för att varje enskild elev efter genomgången grundskola kan använda modern teknik som verktyg för kunskapssökande, kommunikation, skapande och lärande (Skolverket 2011a). För att nå syftet i denna studie har vi samlat empiri genom telefonintervjuer som sedan har tolkats och analyse-rats utifrån fyra valda teoretiska begrepp, IT, IKT, digital litteracitet och MIK. Studien visade att samtliga lärare förhåller sig positivt till arbete med digitala verktyg i undervisningen där det används som stöd för elevers lärande. Vidare framkom det att lärarna arbetade med olika kunskaper och förmågor utifrån de teoretiska begreppen.
Digitala material med egenskaper: Rådande trender inom media : En analys av en framstående designtrend
This paper is to identify and analyze a new trend which we believehas taken off, based on qualitative interviews and analysis of three productions which we have been involved in during a practiceperiod of two months with a production company in Stockholm. This essay intends to define this trend as an organic formation of digital material and to identify the key characteristics which form the basis of how to create a production of this nature..
?MMORPG? - en studie av dataspelsberoende
En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.
Serietecknaryrket
Information technology and globalization has led to an increasing competition and service production has been more and more independent of locations. This has made a market of outsourced telephone costumer service possible. Due to high establishment the market has been saturated and with that price has sunk. Customer companies have the last few years got more negative to outsourcing of their telephone customer service as they through operating the customer service internally want to get closer to their customers.In the empirical study the writers try to figure out which companies the callcenters should try to aim towards to get long and profitable cooperation. This will be done through deducing guiding principles from theories about how different factors around companies costumer service should look like.
Dynamisk terränggenerering med koppling till spelarhandlingar
Arbetet går genom en metod för simpel terränggenerering med koppling till
spelarhandlingar genom användning av artificiella neurala nätverk..
Kommentera och sprid. : En kvalitativ studie i reklamproducenters syn pa? viral reklam i Sverige.
The purpose of this study has been to examine a few Swedish advertisment producers opinions on the subject of viral advertising and especially the ethical aspects of hidden viral advertising. The specified purpose of this paper is to:To clarify the underlying reasons for the use of viral advertising.To clarify the advertising producers ethical views on hidden viral advertising.The essay is based on a qualitive research metod of an abductive nature where the empirical data is derived from interviews with three advertisment producers. Through a stratified selection method we contacted agencies that in one way or another uses digital solutions as an advertisment method. All interviews were conducted via the digital chat room Skype, one of the interviews were conducted with both picture and sound and the other two with audio-only.The following points are the essential conclusions of our study:Hidden viral advertising is seen as a rare promotional method in Sweden today, however, the viral-spread effect is more commonly used.The economic factors together with the spreading capacity of the viral advertising is contributing to one of the biggest reasons behind the use of viral advertising. In addition to these, viral advertising is seen as an effective way to stand out from traditional advertising.Viral advertising where the sender is hidden or unclear is always seen as unethical.
Småbarnslitteratur sedd ur ett genusperspektiv
The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.
Ett oväntat samarbete - Effekter av tematisk inkongruenta sponsorsamarbeten mellan bloggare och välkända varumärken
As a great deal of people spend more time with their cell phones and computers than with magazines and TV, markets have begun to explore marketing possibilities in digital media. A common form of marketing in digital media is sponsorship of the cyber stars of the Internet - the bloggers. Sponsorship of bloggers has proven to be a highly efficient method for brands to gain attention and positive attitudes, as bloggers are regarded as fashion icons as well as reliable friends. Another up-to-date marketing strategy that has proved successful in gaining consumer attention is the use of incongruent elements in ads. Incongruence challenges consumer expectations and thereby demands attention.
Nu är det dags för fotboll 2.0 : En studie om hur fotbollsklubbar i Allsvenskan arbetar med relationsmarknadsföring med hjälp av sociala medier.
Title: Nu är det dags för fotboll 2.0 I En studie om hur fotbollsklubbar i allsvenskanarbetar med relationsmarknadsföring med hjälp av sociala medier.Short explanation of the titleWe chose the title ?Nu är det dags for fotboll2.0?because it relates to the socialhabits that occurs between individuals within society today. People are moreinteractive online than before due to the development of Web 2,0 and social medias.Main purposeThe main purpose of this thesis is to describe how professional football clubs usesocial media tools to establish, maintain and develop relationships with costumerswithin the field of sports.MethodologyThe thesis is based on a qualitative research with an inductive approach to make itpossible to create a depth within the research. In addition, we have a hermeneuticperspective to build an understanding for the hard labour that is put in action byworkers in the football clubs only for the reasons of making relationships possibleand strengthening bonds by using social media tools. We have gathered theempirical information trough interviews with main leaders within chosenorganizations that use social media tools on an every day basis.
CSR och lönsamhet i tre dimensioner : Praktiska exempel, Economic Value Added och tidigare forskning
Title: CSR and profitability in three dimensions ? practical examples, Economic Value Added and previous researchAuthors: Linda-Marie Emilsson & Martina Classon Subject: Business AdministrationDate: 2011-05-26Mentor: Krister BredmarProblem description: Scientists have for a very long time disagreed about whether or not companies should work with Corporate Social Responsibility (CSR) and if there is any correlation between CSR and profitability. There are mainly three different views according the correlation: CSR have a neutral impact on financial performance, CSR have a positive impact on profitability and CSR have a negative impact on profitability. One of the reasons behind the disagreement is the complexity measuring CSR. Scientist claims that EVA is a measure that can be used to measure the correlation between CSR and profitability. Purpose: The intention with our essay is to find out if there is any correlation between CSR and profitability.
Det känns konstigt att vara på samma ställe : Ungdomars upplevelse av kommunikationsprocessen i samband med växelvis boende
Summary:Teenage girls? choice of dropping out or complete a treatment.The purpose of this study is to investigate, from a client?s perspective, why teenage girls (age 13 to 17) drop-out or complete a treatment at Familjehuset in Karlstad, Sweden. We also want to investigate if the teenage girls? experiences coordinate with the social workers opinion of why the teenage girls choose to drop-out or complete the treatment. Earlier research shows that many factors influence the client?s choice.
Visualisering för spelbaserat lärande
Denna underso?kande designstudie utforskar hur visuellt material till en simulator kan komma att se ut och hur va?gen fram till det fa?rdiga designen kan se ut. Simulatorn som sta?r i centrum fo?r just denna studie kallas fo?r Simulerade Provokationer (SimProv) och har la?rarstudenter som huvudsaklig ma?lgrupp. I SimProv kan la?rarstudenten som anva?ndare va?lja mellan fyra olika handlingar i en klassrumssituation.
OnTag Scorekort : Utveckling av en mobilapplikation för Android
In recent years seemingly everything has become digital. Some areas, like classical sports, have been slower to adapt to new technical development. Golf is an example of this. Usually when people play golf they bring their clubs, golf balls and a paper scorecard on to the golf course. The advantages of keeping score in a digital way areevident.
GENERATIV AI OCH LIVSL?NGT L?RANDE: En kvalitativ studie om hur AI kan st?dja livsl?ngt l?rande inom HR i svenska organisationer
Denna studie unders?ker hur generativ AI (GAI) anv?nds inom HR i svenska
organisationer med s?rskilt fokus p? kompetensutveckling (upskilling) och livsl?ngt
l?rande. Genom kvalitativa intervjuer med fem HR-personal unders?ks hur GAI
uppfattas och implementeras i olika organisatoriska sammanhang. Resultaten visar
att GAI betraktas som ett effektivt verktyg f?r att st?dja livsl?ngt l?rande och
f?rb?ttra HR:s strategiska roll.