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1117 Uppsatser om Game balance - Sida 7 av 75
Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept
In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.
Empirecraft
I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..
Spelifikationers potentiella värdeskapande i projektarbete
Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work.
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..
Balans i arbetet, balans i livet : En kvantitativ studie om arbetslivets inverkan på privatlivet
This study focuses on work related factors which have an effect on the balance between peoples work and private/social life. Commonly discussed in the daily debate is the so called ?livspusslet?, the time puzzle. The question is: How do you balance the demands from work, family and society? A lot of peoples health and family relations suffers from a stressful situation at work.It?s not hard to figure out that the possible factors which could have an effect on the balance between peoples work and private/social life are many.
Jobbgarantin för ungdomar : En studie kring deltagarnas upplevelse av jobbgarantin för ungdomar
Abstract"The Care of Work" is a study whose background comes from the problems surrounding work-life balance and equality that permeates social debates today. The problematic work-life-balance and gender equality are just as relevant today as they were 35 years ago. The aim of the study was to investigate whether or not men and women have a satisfactory work-life balance and if the organization they work for is doing something to make their life puzzles function. Last, but not least, the purpose is to see if gender equality is in the interest of the individual or the state.The study is based on work-life balance, gender equality and gender as the theoretical frames of reference. Eight respondents, four men and four women, from established IT companies were interviewed.
Brikettillverkning på gårdsnivå :
In my work I have chosen to examine the profitability for small scale production of hemp briquettes. My study also includes a review of which briquette technique that is the most common one among small scale producers. The reason that I have chosen this subject is because of the discussions about climate and energy that we face almost every day. I also think the subject is extra interesting in these days when the grain prizes are at a historic high level.
In order for me to achieve a reliable report, a hemp and briquette producer has given me the actual data from his farm. In that way I have been able to make my calculations from a concrete perspective.
"Digi"-war - En uppsats om att utveckla en digital handledare för ett komplext tärningsspel.
This rapport aims to examine the difficulties in presenting a complex game in a way that will invite new players by making the game more accessible. We discuss and present our process on how to create an application named ?Digi?-war that is easy and fast to, both, learn and use. Our solution to this issue includes RFID-tags and readers together with four buttons, as input devices. This simple input device, placed in a gun-type control unit, aims to provide an intuitive interaction..
USA och Indien: ett växande strategiskt partnerskap och makt som balanserar
The study focus on the development of the bilateral relationship between India and the United States and the Next Step in Strategic Partnership (NSSP) from 2004 and the change in U.S. approach to India's neuclear program. With the rise of China to potential great power status I argue that the cooporation between the two is an act to balance the Chinese influence and to prevent future rivalry and a Chinese dominance of the East Asia. For the study I have used concepts and theorys from the realist tradition, in particular theorys of Balance of power and alliance forming..
Negotiating Work-Life Balance: Working Time Preferences and the European Working Time Directive
This thesis examines why working time preferences differ between workers and nations, and explains the effect of working time regulation and working time flexibility on negotiating work-life balance. In five separate sections the following working time issues are examined: the number of hours worked by workers in Europe; factors affecting individual working time preferences; how working time preferences are negotiated in the national industrial relations systems of Sweden, France and the United Kingdom; how the institutions of the European Union have influenced working time negotiations through the Working Time Directive; and the benefits and practices available to organisations implementing working time flexibility. Broadly this paper views working time preferences as being a highly personal and influenced by factors such as wages, taxation, culture (national and workplace) and non-work responsibilities. It is argued that negotiating a preferred working time pattern is essential to achieving work-life balance and when such a balance is achieved, workers are more healthy, motivated and committed to their employer. Essentially this provides an incentive for businesses to voluntarily implement working time flexibility beyond the regulatory standards..
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.
Cantralasiens strategiska betydelse:Den nye stora kampen mellan USA och Ryssland
The aim of this thesis is to assess the strategic importance of Central Asia as a whole and interests of great powers in the region in particular within the theoretical framework chosen. The work shows Central Asia as an area of the New Great Game, analogue of the original Great Game which was played out between the British Empire and Tsarist Russia in XIX century. The parallels between the original Great Game and the New Great Game are drawn in order to understand the scope and the true intentions of the players of the latter one. Also, the security issues in the contemporary Central Asia are explored and analyzed to provide with the background for future predictions. Furthermore, the indirect purpose of the thesis is to examine whether the international system has changed from that of two centuries ago by comparing the structure of the international systems at the time of two Games.
Att få tid och rum : Holländska familjers flytt till Värmland sett ur ett work-life balance perspektiv
Det här är en undersökning om holländares val att flytta till Värmland och att starta eget företag sett utifrån ett work-life balance perspektiv. De teorier som har använts är främst work-life balance teorin men även teorier som behandlar flexibilitet, arbete och att starta eget företag återfinns. Inom work-life balance går jag igenom hur olika typer av förändringar i samhället har påverkat och påverkar balansen mellan arbete och fritid. Det tas även upp olika typer av beslut och gensvar som individen kan ta och göra för att motverka obalansen, men dessa individuella beslut är på något sätt relaterade till andra, som till exempel, kommunens gensvar.Jag har använt mig av kvalitativ metod där jag intervjuat nio respondenter i min undersökning. I analys och resultat kapitlet redogör jag för mina upptäckter utifrån den analys jag gjort av mina respondenters berättelser och kopplar det till de teorier jag använt mig av.
Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel
This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.
Effekten av sex veckors coreträning enligt det förkoreograferade programmet Fokus
Core strength is important in order to be able to do all types of daily activities. One way to exercise ones core muscles is according to the pre- choreographed program Fokus. Previous studies have shown that core training gives better balance and stability in the core and also improved techniques, body awareness and control. Aim: To evaluate the core endurance strength, the balance and the studied individuals self estimated body awareness and control after six weeks of training according the pre- choreographed program Fokus. Methods: A total of 14 people volunteered to participate in the study, six of which completed the study.