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1163 Uppsatser om Game Writing - Sida 15 av 78
eSport: Den professionella sidan och vägen dit
Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.
Förskollärares involvering i barns fria lek
Abstract In this thesis, my aim was to investigate how preschool teachers view their involvement in children's free play. In order to answer this, I chose to do semi-structured interviews with four preschool teachers in three different preschools. My interviews has revealed similarities and support for as how history of research looks at the involvement of educationists. Both research and my results stresses the importance of being active in children's free play and to be a supportive teacher, particulary in conflict situations. For those children who have difficulty entering into the free game its the educationists task to co-play and help the children find the game.
Kamratkulturer i förskolan : En observationsstudie av några leksituationer
AbstractIn this essay, I have performed a study on peer cultures and how these peer cultures are expressed in a group of pre-school children. My questions are as following:What positions/power positions can be seen in children?s play, and how will these be expressed?How do the children gain access to play?How do children act when they want to exclude other children?In order to understand this I have chosen to do observations as a method. In order to investigate these questions I chose to spend six whole mornings with a group of pre-school children, closely observing their behavior. The focus was on children, three years of age or older.
Läsa spel. En analys av Alice-böckernas adaptation till spelformatet
The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.
Sidodominans hos svenska alpina skidgymnasister : en reliabilitetstest och enkätstudie
AimThe aim of this study was to develop and perform a reliability test of a questionnaire regarding side dominance in order to identify the dominant/non-dominant side in students at the Swedish alpine ski high school.MethodA questionnaire of side dominance of the upper and lower extremity was developed, and its reliability was tested according to the test-retest design. A total of 121 subjects answered the questionnaire twice. The questionnaire included five questions about side dominance, i.e. what hand/arm or foot/leg (left /right) that one prefers to use as a first choice when writing, throwing, kicking a ball, jumping over a fence and stair climbing. Furthermore, there was a question whether the responder has a safer/better ski turn to the left or to the right.
Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter
The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.
Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -
AbstractTitle: Interactivity and participation - a qualitative study about the making of machinima withWorld of Warcraft (Interaktivitet och och deltagande ? en kvalitativ studie kring skapandet avmachinima med World of Warcraft)Number of pages: 68 total, 50 without appendixAuthor: Peter BrandbergTutor: Else NygrenPeriod: Autumn 2006Course: Media and Communication Studies CUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories).Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis.Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points.
Reading- and writing-disabilities from a second language perspective
Abstract
Denna uppsats handlar om att undersöka hur andraspråkselever som misstänks ha läs- och skrivsvårigheter/dyslexi utreds på en skola.
I en empirisk studie intervjuas sex stycken pedagoger som arbetar med att göra de inledande testerna/kartläggningarna på elever med misstänkt dyslexi/läs- och skrivsvårigheter. Lärarna i undersökningen arbetar inom samma upptagningsområde som speciallärare/pedagoger.
Uppsatsens resultat visar på att tillängliga diagnosverktyg på undersökt skola inte är anpassade för att kunna säkerställa en eventuell diagnos hos elever med ett annat modersmål än svenska..
Skattefrågor, opinionsmätningar och militärskämt : Hur Aftonbladet och Svenska Dagbladet gestaltade den amerikanska valrörelsen 2012
During a political election the public?s interest in politics and political journalism increases significantly. During the American presidential election in 2012 a big amount of articles on that topic were published in two of Sweden?s largest newspaper, Svenska Dagbladet and Aftonbladet. Political journalism tends to frame politics as sports, game and scandals rather than focusing on the political issues.
Virtuella tv- och dataspel som medel inom rehabilitering : - En systematisk litteraturstudie
Att använda sig av virtuella tv- och dataspel inom rehabilitering är ett relativt nytt medel som det finns begränsat med forskning inom. Syfte: Uppsatsens syfte är att beskriva till vilket ändamål virtuella tv- och dataspel används inom rehabilitering och vad det ger för utfall. Metod: En systematisk litteraturstudie användes som metod i uppsatsen. De databaser som använts är Amed, Cinahl, PubMed och Medline (via Ebsco). De sökord som använts är virtual video game, video game, computer game, rehabilitation, outcome, movement, playthings och occupational therapy.
Visuellt berättande i spelmiljöer
Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö.
Faktorer som påverkar barns läsutveckling
AbstractThe purpose of the study was to examine if manual signs used as support to spoken and written language can be a god mnemonic for learning of word-pictures. I performed my study as an experiment in which I made a Memory game with word-pictures. I played the game with the children twice. The first time, we played without manual signs and the second time I used sign as a support. I observed the children and noted the words they learned to read with and without the support of manual signs.
Vetenskapligt skrivande i gymnasieskolan : Hur gymnasieelever närmar sig vetenskapliga textgenrer
The aim of this study was to examine ways in which High School Students approach academic writing. Both discursive and critical-analytical levels in 21 PM-texts and 14 investigating literary essays were analyzed through a genre theoretical and sociocultural framework in order to widen the understanding of students? usage of explicit textual and interpersonal markers as well as their techniques of writing abstracts. The results showed that nearly 25 percent of the putative abstracts consisted of sampled and reshaped text sequences. The majority of these were on the other hand results of a creative process in which the students reshaped utterances from different sources.
Förskoleklassen ? en förberedande verksamhet inför skolan : en kvalitativ studie om uppfattningen av uppdraget i förskoleklassen och lärarnas arbetsätt och metoder som främjar barnens läs- och skrivutveckling.
The purpose of my study is to investigate teacher?s perceptions of their mission in the preschool class, and how they work to promote children?s written language development. What methods and working methods they use to awaken curiosity and motivate children to read and write. I am using the qualitative research method to get answers to my questions. I have made four qualitative interviews with four teachers in preschool classes from different schools.My questions are:What conceptions does teachers have about their mission in a preschool class?What different methods and approaches does teachers use to stimulate and wake children?s curiosity for reading and writing development?The theoretical basis for my study is the socio-cultural perspective, where learning occurs in interaction.
Parallella världar : Pedagog i en segregerad förort
In my essay, I write about the work at a pre-school in a segregated suburb. I begin my essay with examples from my workday. In one case, it is about Sara, playing games where other children are excluded and she also exhibits a power game towards me. In the second example, it is about how a group of children conspire and expose both themselves and others for destructive conspiracy patterns. When I write down what happens in the group of children at my pre-school, I see patterns reminiscent of destructive gangs.