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2350 Uppsatser om Game Industry - Sida 16 av 157
Förändrade konkurrensstrategier vid branschutvidgning : En jämförande undersökning av tre hotell i Stockholms innerstad
People in Sweden and in Europe have been traveling a lot more lately. Because of the economic boom that has been in a lot of countries people do have more money to spend. Sweden and especially Stockholm has lately become a very popular destination. Also big congresses and business meetings like to choose Stockholm for their meetings. The capital as it looks today does not have the capacity to let all those people stay at the hotels at the same time.
Förändrade konkurrensstrategier vid branschutvidgning : En jämförande undersökning av tre hotell i Stockholms innerstad
People in Sweden and in Europe have been traveling a lot more lately. Because of the economic boom that has been in a lot of countries people do have more money to spend. Sweden and especially Stockholm has lately become a very popular destination. Also big congresses and business meetings like to choose Stockholm for their meetings. The capital as it looks today does not have the capacity to let all those people stay at the hotels at the same time.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment..
Kommers utav konceptuell höjd - varför finns ett svenskt modeunder men ingen som håller koll på tiden
The purpose of this study was to examine two relatively similar product industries, of which one is successful in its commercialization and the other one is not successful. The two industries observed in this paper are both Swedish industries, and both of them produce slow moving consumer goods for the luxury consumer. The successful industry is represented by the Swedish fashion industry, more precisely The Swedish Fashion Wonder (TSFW) - a term describing the success of a specific coalition of fashion designers from Sweden. The unsuccessful industry is represented by the luxury watch industry in Sweden (LWIS). The method used to examine the two industries' inequalities is based on a qualitative study, consisting of in-depth interviews with industry expertise from both of the industries.
Prediktering av skogliga variabler med data från flygburen laser : En jämförelse mellan multipla regressionsmodeller och k nearest neighbour-modeller
This study has the purpose of looking at the current and future position of record labels from a context involving the technological developments, while the opportunities for the artists are changing. As the actors inside them music industry find themselves in an ever changing climate where traditional supply chains are threatened by new technology, the record labels need to change the way they work in order to maintain their existence in the music industry. The study has been conducted by interviewing a number of people involved in the music industry, by using a qualitative method approach. The conclusion of the study shows that the traditional way of doing business by treating music as a product that makes revenue is gone. Instead the labels have to take on new roles formerly run by third parties in order to survive and be profitable, especially since artists can now in control of activities that used to be controlled by the record label..
Europeiska mötesdestinationer : En jämförelsestudie om professionella möten & mötesindustrin i Stockholm, Warszawa & Rom
The meeting industry is a growing industry around the world, and the technological development in recent decades is one of the contributing factors to the increased travel opportunities and meeting industry's expansion. It can be assumed that the technology could replace some of the personal meetings, but humans have always had a need to meet in physical locations in work related purposes, therefore there is no evidence that personal meetings will disappear. Technological development should be seen as complementary rather than a substitute to the existing professional meetings. Public and private sectors within countries has drawn attention to meeting industry's potential, as favored destinations in terms of economic administration, image creation, expansion and acquisition of further market share in the global market. Meeting industry is complex precisely because there are so many different actors and stakeholders that integrate.
Mode en gråzon? : En studie av modebranschens position mellan konst och kommers
The purpose of our essay is to develop an understanding and an insight for the fashion industry. We want to examine what the creative industries can learn from the unique position that fashion hold in a field between commercialization and art. We used a theoretical ground to enlarge our understanding for the distinctive place that fashion holds. To gain further insight in the fashion industry we complete the theory with empirical facts. The empirical facts were collected through a qualitative method with deep-going interviews.
Universe-defining rules
Abstrakt
I detta arbete undersöks hur konceptet lek går att applicera på digitala spel
och hur man presenterar ett fiktivt universum och de regler som definierar det
universumet. Syftet med denna undersökning är att öka kvaliteten på digitala
spel för spelare genom att öka förståelsen för hur sådana regler introduceras.
Frågeställningen som ämnas att besvaras är ?hur kan man introducera
realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen
baseras delvis på analyser kring varför vissa introduktioner av regler ofta
accepteras och andra inte, dels på utvärdering av en gestaltning och dels på
tidigare forskning.
Denna undersökning är indelad i två delar; en researchdel och en
produktionsdel.
Does it matter?
Swedish:
Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet
finns representerade i digitala spel och hur dessa framställs. Arbetet har även
fokus på de reaktioner samhället har visat i samband med att spel som behandlar
ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att
uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur
diskussionen av detta kan leda till en utveckling inom spelmediet.
Informationen som användes för att undersöka ämnet och dess reaktioner finns
sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera
noveller. Dessa noveller har sedan användes i en undersökning som genomfördes
av 11 stycken deltagare.
English:
This bachelor thesis investigates if characters with non-normative sexuality
are represented in digital games and how these are portrayed.
Opera i Stockholm, Stadsgårdskajen
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
En kommunikationsgeting: En kvalitativ studie i hur ett medtech-företag ska använda sig av sociala medier
Today, social media is used mostly by people in their private life. However, companies are more and more tapping into the area of social media. To this date, mostly B2C companies have been successful in their social media strategies. This qualitative thesis aims to investigate how B2B companies can benefit from using social media as a means to communicate and build relations with their customers. The medtech industry has been chosen as the object of study.Through depth interviews with people in the medtech industry and social media experts, data has been collected in order to answer the questions of (1) how ready customers in the medtech industry are to receive information through social media and (2) how companies can build the best possible social media strategy.
Posthumanism i förhållande till digitala spel
Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans
synsätt. Vi ville se vad som hände om vi försökte göra spel på ett
posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit
speciella möjligheter och konsekvenser under processen, det har även dykt upp
frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan
utföras. Likväl har det under projektet skett diskussioner och tester runt hur
ett verktyg för detta ändamål skulle kunna fungera.
Entreprenörers förmåga att nå sin målmarknad
The tourism industry is a young industry in Sweden but important for the economy and a large part of the field is mountain tourism. Marketing a place is called destination marketing, which has become a huge phenomenon and an important part of efforts for promotion in the tourism industry. The entrepreneurs in the tourism industry are an important part, as these are a big part of the destination. Their marketing and communication becomes a force to reckon with in order to attract tourists to the area. The purpose of this study is to examine how entrepreneurs through destination marketing reach their target market and with the intention to identify marketing channels that the entrepreneur uses.
En iPad-baserad ritningsbehandlare
In today?s society, it becomes more common with tablets, that makes us interact with computers in a whole new way. For example these are used to read and write e-mails, surf the web and playing games. Another manner of use of these tablets is to read and edit PDF documents. PDF handling is often meant to be used in books and inregular text documents, but it could also be used in the management of drawings.An industry that would benefit greatly from the use of tablets for this purpose is the con- struction industry.
Könsrelaterade mönster i arbetslivet : En jämförande studie mellan kvinnliga arbetstagare inom handeln och akademin
The Swedish labour market seems to be more gender equal today than what it has been before. A gender equality intervention as the practice of an equality plan is one of the strategies that have been used in the workplace to achieve equality. This study aims to examine women?s work experiences in purpose to identify gender patterns in working life in a comparison between the trading industry and the academy. Central aspects in this paper concerns opportunities for development, space in the workplace and expectations associated to gender.