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2350 Uppsatser om Game Industry - Sida 13 av 157
The Female Assassin : Ett Game Writer manuskript om Franska Revolutionen
Uppsatsen syftar till att diskutera och jämföra tre olika metoder för karaktärsutveckling och diskutera dessa i förhållande till The Female Assassin; ett spelmanuskript som utspelar sig under Franska Revolutionen. För att få en god bakgrund för examensarbetet valde jag att läsa ett antal böcker om Franska Revolutionen, karaktärsutveckling och Game Writing. Jag har använt mig av personlighetsdiamanter och mallen Character Template för att skapa karaktärer till manuskriptet. I rapporten diskuterar och jämför jag dessa två metoder samt arketyper. Jag kom fram till att de tre metoderna för att utveckla spelkaraktärer fungerar utmärkt och kan kombineras för att få fram mer avancerade karaktärer.Spelmanuskriptet är skrivet utifrån mitt High Concept om spelet La Meurtrière (se Bilaga 2) framtaget för kursen Modellkonstruktion för Interagerbara Medier/Spel A11.
Revisorns yrkesroll ? Är myntets två sidor verkligen åtskilda?
The name of the thesis is?Istheprintedbook?sdeaththeauthorsbread??Astudyinhowthepublishinghouses?andtheauthors?relationshipschangeduetotheintroductionofthee--?book?Thee--?book,whichisadigitalcopyoftheprintedbook,hasbeenonthemarketforovertwodecades.However,itisnotuntilnowthatchangesarehappeningwithintheindustry,whichaffectsthedifferentactors.Amazonhasforexamplelaunchedane--?readerbythenameKindleonthemarketandApplehaslaunchedasurfpadbythenameiPad,bothwhichyouareabletoreade--?bookson.Thetechnologicalchangesthatarehappeningaffecttheactorswithinthebookindustryaswellasthestructureoftheindustry.Theresearchquestionofthisthesisis?owdothepublishinghouses?andtheauthors?relationshipswithinthebookindustrychangeduetotheintroductionofthee--?book??Actor--?networktheoryisusedtoinvestigatethis.Thetheoryincludesbothhumanandnon--?humanactors,whichtogethercancreateanetwork.Theactorswithinthenetworkconnectthemselvestoeachotherandtherebyformthenetwork.Thepurposeofthisthesisistocreateanunderstandingforhowactorsandtheirrelationshipswithinanestablishedindustrystructureareaffectedbydigitalisation.Toachievethis,semi--?structuredinterviewswereconductedwithpublishinghousesandauthors.Theboomofthee--?bookinlargepartdependsuponthetechnicaldevelopmentthathasoccurredandwhichhasintroducedsmartphones,e--?readers,surfpadsetceteraonthemarket.Moreactorswillariseinthebookindustryduetothedigitalisation,whichinturnwillaffecttheexistingrelationshipsofthepublishinghousesandtheauthors.Thepublishinghouseswillkeeptheirroleinthenetworksasakeyplayer,butcomeintocontactwithmoreactors.Theauthorsaregiventhechancetoself--?publishtheirbooksase--?books,whichmakethemcomeintocontactwithmoreactorsaswell.Asmoreactorsarise,thestructurewithintheindustrybecomesrelaxed.Hence,thepublishinghousesneedtoenrolthenewactorsinorderforthemtokeeptheirpositioninthenetwork..
När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006
This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.
Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?
Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.
Skånes landskap - ett industriminne? : en betraktelse med utgångspunkt i Findus ärtodling
This paper argues that the food industry in general and the one taking place in Scania in particular, are disregarded in the official management of industrial preservation carried out in Sweden today. Despite the articulated ambition of a cultural heritage that as many as possible could identify with, the practice tend to create an industrial heritage based on stereotype ideas about the landscape in Sweden and the characteristics of industry. The way the open land of Scania differs from the traditional image of the appearance of Sweden, is used as one possible way to explain why the food industries of Scania are overseen in the management of industrial heritage. It is also argued that the high number of female employees might bee a reason why the food industries in general are given low priority in the practice of cultural heritage. By putting the Findus pea industry and the cultivated landscape that provides the factory with primary products against the official criteria for industrial memories, it is examined what values for preservation the food industry contain..
Speloist
This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.
Plan för multifunktionella buffertzoner längs Vramsån påMalörten AB : s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik
The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.
Plan för multifunktionella buffertzoner längs Vramsån på Malörten AB: s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.
As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Är den tryckta bokens död författarens bröd? : En studie i hur förlagens och författarnas relationer förändras till följd av introduktionen av e-boken.
The name of the thesis is?Istheprintedbook?sdeaththeauthorsbread??Astudyinhowthepublishinghouses?andtheauthors?relationshipschangeduetotheintroductionofthee--?book?Thee--?book,whichisadigitalcopyoftheprintedbook,hasbeenonthemarketforovertwodecades.However,itisnotuntilnowthatchangesarehappeningwithintheindustry,whichaffectsthedifferentactors.Amazonhasforexamplelaunchedane--?readerbythenameKindleonthemarketandApplehaslaunchedasurfpadbythenameiPad,bothwhichyouareabletoreade--?bookson.Thetechnologicalchangesthatarehappeningaffecttheactorswithinthebookindustryaswellasthestructureoftheindustry.Theresearchquestionofthisthesisis?owdothepublishinghouses?andtheauthors?relationshipswithinthebookindustrychangeduetotheintroductionofthee--?book??Actor--?networktheoryisusedtoinvestigatethis.Thetheoryincludesbothhumanandnon--?humanactors,whichtogethercancreateanetwork.Theactorswithinthenetworkconnectthemselvestoeachotherandtherebyformthenetwork.Thepurposeofthisthesisistocreateanunderstandingforhowactorsandtheirrelationshipswithinanestablishedindustrystructureareaffectedbydigitalisation.Toachievethis,semi--?structuredinterviewswereconductedwithpublishinghousesandauthors.Theboomofthee--?bookinlargepartdependsuponthetechnicaldevelopmentthathasoccurredandwhichhasintroducedsmartphones,e--?readers,surfpadsetceteraonthemarket.Moreactorswillariseinthebookindustryduetothedigitalisation,whichinturnwillaffecttheexistingrelationshipsofthepublishinghousesandtheauthors.Thepublishinghouseswillkeeptheirroleinthenetworksasakeyplayer,butcomeintocontactwithmoreactors.Theauthorsaregiventhechancetoself--?publishtheirbooksase--?books,whichmakethemcomeintocontactwithmoreactorsaswell.Asmoreactorsarise,thestructurewithintheindustrybecomesrelaxed.Hence,thepublishinghousesneedtoenrolthenewactorsinorderforthemtokeeptheirpositioninthenetwork..
Captureteorin : Regleringar och konsten att fånga politiska beslut i den demokratiska processen tillämpad på den svenska läkemedelsmarknaden
The Capturetheory wants to give an alternative explanation for the need of regulation. From this point if view the government does not have enough information to make an optimal regulation. There is a possibility for different interest groups to take advantage of the political arena by rent- seeking behaviour. An industry may be willing to be regulated to protect itself from competition. The objective of this paper is to account for the pros and cons of the theory of regulatory capture and also if it can be applied to the Swedish market of pharmaceuticals.
Stress i byggbranschen : Orsak till stress i byggbranschen samt förslag på åtgärder
Stress and burnout are two words that are commonly occurring in many contexts today. More and more people experience that they are stressed and that they does not feel well. The long term sick -leave increases as a consequence of people being burned out. These phenomena prolong over all ages, sexes, classes and professional categories, which probably means that the construction industry would not be spared. In the construction industry, stress and bad health are no new phenomenon, already during the 1970s and big parts of the 1990 s, the construction sector were exposed to the phenomena.A sector that has a large turnover annually cannot presumably be faultless.
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.