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7956 Uppsatser om Digital game development - Sida 15 av 531
Branding för distansarbetande kreatörer : Förbättra din nätnärvaro
In the fragmented network economy of toady remote work for creative designers becomes mor eand more prevalent. This is good for a number of reasons. Mainly, creative designers can find work inside and outside of their region irrespective of where they choose to live. However, competing for jobs in a global market is harder, and the online presence of the creatives becomes their main shopping window. We have conducted a study, interviewing digital creatives in Västerbotten.
Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar
The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.
Kundens kund : En studie i användarcentrerad systemutveckling och designmetoder
This thesis investigates how web agencys in Stockholm use, value and incoroprate the terms usability, user experience and interaction design in their work process. The purpose of this study is to investigate how creative professionals works with the notions of usability, user experience and interaction design with focus on the end user. Our definition of creative professionals is every employee at a web agency involved in the work process of developing digital artefacts in any capacity. We wanted to investigate how these notions are considered, consciously or unconsciously, during the workprocess. Semi-structured interviews were conducted at three different web agencys with eight different employees.
Evertiles - All you need is tiles!
Evertiles är ett spel producerat av Olle Lundahl, Liselotte Heimdahl, Tobias
Oldegren och Dan Sjödahl. Vårt mål med spelet var att vi ville göra ett
onlinespel centrerat kring att spelaren skulle samla på saker och att spelare
skulle mäta sina prestationer mot varandra för att se vem som är bäst.
Grundidéen var att vi skulle ha en färdig spelvärld där spelare skulle gå runt
och döda monster för att få saker. Idéen utvecklades snart till att vi skulle
ha en värld som skapade sig själv genom slumpmässig generering, och med andra
spelelement som innebar att det skulle finnas mer att göra än att döda monster.
I slutprodukten finns en potentiellt, näst intill, oändlig värld och
möjligheter för spelarna att bygga egna städer.
Denna rapport kommer detaljera produktionen av spelet, från konceptstadiet
tills dess att projekttiden var slut. Våra tankar om projektets gång, och
detaljer om våra procedurer, återfinns i både reflektionsdelen, som är
majoriteten av denna rapport, samt i våra personliga reflektioner..
Musikalisk gestaltning av Trudvang
Syftet med kandidatarbetet är att skapa musik till en folkgrupp som
saknar en etablerad musikkultur. För att göra detta valdes folkgrupper
ut ur den fiktiva spelvärlden Drakar och Demoner: Trudvang.
Fornnordisk kultur var en inspiration till Trudvang och detta studerades
för att påvisa likheter till folkgrupperna i Trudvang. Parallellerna
mellan de olika kulturerna blev uppsatsens förundersökning.
Uppsatsens förundersökning resulterade i att det finns en efterfråga på
musik i spelet varpå två folkgrupper från Trudvang valdes ut för
gestaltning med musik, alferna och virannerna. Baserat på instrument
som samerna och anglosaxarna kunde tänkas använda producerade vi
musik till den andra delen av forskningen. Musiken undersöktes genom
att dela ut en enkät till erfarna spelare på spelets forum för att
bestämma huruvida gestaltningen av alferna och virannerna var lyckad.
Resultaten visade att det lämpar sig att gestalta dessa folkgrupper med
den producerade musiken och som ett resultat ge dem en musikkultur..
Marknadsföringsstrategier för spelutvecklingsteam under utbildning
Syftet med denna slutreflektion är att visa problemen men även möjligheterna i
marknadsföringen av spelet Forced2Fight av det lilla teamet i Kick the Owl
Productions. Begränsad budget, osäker framtid för både team och spel är något
som måste övervinnas. För att kunna angripa dessa problem har jag studerat en
rad olika tillvägagångssätt och kommit fram till ett lämpligt tillvägagångssätt
riktat åt gräsrötterna för att bygga upp varumärket. Den effektivaste strategin
bör i min mening vara att marknadsföra gruppen via traditionella medier och
förankra spelet i den relevanta målgruppen direkt via fora och andra sociala
medier. Kontakta både framträdande medlemmar i sociala grupper samt
expertgrupper bestående av kunniga spelentuseaster.
Klicka här för gemenskap : Hur interaktivitet skapar engagemang och lojalitet
Digital marketing has been changing continuously and rapidly since the introduction of Web2.0 ten years ago (Lin, Li, Deng, & Lee, 2013). Companies are now engaging their users intheir digital marketing by providing with interactive contents in digital campaigns. The digitalcampaigns are getting more converge with SNS (social networking sites) in order to let the usershare the content with others and therefore the e-WOM (electronic word of mouth) helps thecompanies digital campaigns to be shared by more users (Moran, Muzellec, & Nolan, 2014).The interactive content in the digital campaigns have shown to provide for engaged users andtherefore leads to loyal users. The reason for this has its roots in the culture of consumptionthat has brought our everyday consumption to a whole new level where we no longer justconsumes a product, we are the brand (Davis, 2013).The study, Click here for solidarity, aims to explain the interactive phases and rhetorical elementsthat companies use to engage the user to interact with the content of the digital campaigns.The study is based on four digital campaigns in four different market areas in order to providewith an overall picture of how companies work with interactive and rhetorical elements. Thusthe study falls into the area of marketing and branding.
Effekter vid införande av digital fakturahantering
Syftet med uppsatsen är att identifiera effekter av införandet av digital fakturahantering genom att jämföra arbetsprocessen före och efter. Företag investerar i ny teknik med förhoppning om att uppnå ekonomiska vinster och effektivitetsökningar i organisationen. Digital fakturahantering berör ett företags leverantörsfakturor. Fakturorna scannas till digitala bilder då de anländer och skickas digitalt till användare för attest och kontering. Sökningar i efterhand av redan behandlade fakturor sker i systemet för digital fakturahantering.
Aristoteles och cyberspace : Kunskaper, färdigheter och insikter i hypertextens föränderliga värld
The purpose of this thesis is to deepen the understanding of our contemporary description of digital literacy using the perspective on knowledge from the Nicomachean Ethics by Aristotle. I have chosen to deal with the problem using a hermeneutic approach. The method of inquiry is based on close reading of the selected literature. The selection itself has been made after a strategic selection regarding perspective on knowledge and digital literacy. It appears in the thesis that there are substantial differences but also similarities between our contemporary description of digital literacy from Recommendation of the European Parliament and of the Council of 18 December 2006 on key competences for lifelong learning and the perspective on knowledge from the Nicomachean Ethics by Aristotle.Still, the result has been possible to use for the purpose of the thesis since the problem has an answer and a deepened impression of the understandings of digital literacy..
Lärare och digitala verktyg i matematikundervisningen : En kvantitativ studie om lärares inställning och kompetens kring användningen av digitala verktyg i årskurserna F-3
The purpose of this study is to examine in what extent primary school teachers, teaching children in the age of 6 to 9, choose to use digital tools in their teaching of mathematics. I also want to examine what these teachers think, in terms of advantages and disadvantages, about using digital tools on their mathematics lessons. Finally I want to examine what skills they possess about digital tools.I am using a quantitative method to collect my data. The quantitative survey consisted of a questionnaire survey of ten questions that 38 primary school teachers have answered.The results of my study show that the teachers to some extent use digital tools when they teach mathematics and that the availability of various digital tools are generally good. But it turns out that the availability of tools is not a guarantee that they are used in teaching of mathematics.
Användning av förstapersonsspel vid militär simulering av strid i bebyggelse
The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.
Pedagogiskt drama ur ett radikalt perspektiv
In this development essay, we are trying to answer how drama studies in education could develop as a subject. Through participation observations and drama lessons in a development group we investigated how drama could develop within multimodality and how this new thinking could promote the identity among the youth. Two different drama lessons and one test lesson constitute our qualitative method. The methods we mainly used were participation observation and reflection. Through Lalanders and Johanssons, Skolan och den radikala estetikens and Ziehes theories we are trying to answer our questions.
Digital delaktighet : folkbibliotekens undervisande roll i kampanjen Digidel
In this thesis the pragmatic pedagogy as formulatad by John Dewey is applied to theswedish national campaign Digidel and its work to spread the digital participation among thegeneral public. The purpose of the thesis is to visualize and problematize that differentunderstandings of a problem, lead to different solutions, as lifted in John Dewey´s pedagogy, thatconstitutes the thesis' theoretical framework. The term digital participation is used by the Digidelcampaign, where public libraries take active part to spread digital participation througheducational efforts. By qualitative interviews with four librarians this thesis examines howunderstandings of the term may vary and in turn lead to differenent educational goals, designsand executions. The result shows that basic computer- and Internetskills are seen as either equelto or prerequisites for digital participation and that the digital participant is seen as either apassive recipient or an active participant.
IKT användning och digital kompetens : En studie om sju lärares IKT användning i historieundervisningen.
ICT and digital artifacts is an important resource in the society, especially in schools. That is why we have chosen to study if and how teachers uses ICT and other digital technology in their education in the history subject. We think that both subjects are important because history is a subject that has to do with the past, the present and the future.We made qualitative interviews with seven teachers from three different schools. We have analyzed if the teachers sees ICT as a burden or a resource in their education and also in which extend they have digital literacy. We have chosen to discuss different authors view on ICT in the education and digital literacy.
Är den svenska valutan anpassad för en långsiktigt hållbar utveckling? : ? vilka brister finns och hur kan de åtgärdas?
Money by definition is always a subjective human creation. Because of this it is unavoidablethat the physical and mental structure of a specific money system will have an effect on thesociety where it is circulating. With this fact as a starting point, the thesis is analysing whetherthe Swedish national currency, the crown, is consistent with a sustainable development. Theaim of the analysis is to: (a) identify the major shortcomings of the infrastructure of the crownin relation to its ability to support a sustainable development, (b) evaluate what possiblesolutions there are at hand to adjust for the shortcomings. The method used is purely based ontheoretical analysis, with emphasis on abstraction and causal simplicity.In a modern society, money is not only circulating as coins and bills, but also as digital assetstransferred directly between bank accounts.