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1163 Uppsatser om Game Writing - Sida 19 av 78

"Ya know, I don't mind being labeled a crackhead." : En semiotisk analys av hur tv-spelet Grand Theft Auto V skildrar hudfärg, klass och kön

The purpose of this thesis is to examine the representation of race, social class and gender in the 2013 video game Grand Theft Auto V. Postcolonial theory, including terms such as cultural hegemony, whiteness and Michel Foucaults definition of power, has served as the basis for the analysis. The postcolonial theory has been combined with class theory and gender theory for an intersectional analysis. Semiotic analysis has been used as the method in the thesis, and a total of nine story missions ? three for each protagonist in the game ? have constituted the material.

Från ?hög och fin? till ?se upp på Gerrard? : En kvalitativ textanalys med fokus på förändring i TV-fotbollsgenren

Abstract Our intent with this study was to find out what changes have been made during the last 30 years in the way that the media reports from certain events. We choose to study the world of football and specially the Swedish national team and it?s relationship to the Swedish television medium in the World Cup of 1974 and the World Cup of 2006. The study mainly focuses on the differences in commentary and in the production from both of the championships. We used Keith Selby and Ron Cowdery?s book How to study television and Mats Ekström and Lars-Åke Larsson?s book Metoder i kommunikationsvetenskap as tools to analyze the games we watched. The result showed that there?s been a lot of changes media wise between the two championships.

Genreblandning i digitala spel

Genreblandning har de senaste fem åren blivit en allt större del i hur datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan appliceras i en spelproduktion och hur denna produktion och dess genreblandning uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som studeras är den mellan genrerna role-playing game, dual-joystick shooter och minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att genreblandning mellan de valda genrerna fungerar trots deras olikheter sinsemellan, men att det är mycket viktigt att spelets övriga element inte försummas till förmån för genreblandningen. Det framgår även att den grad till vilken de tre genrerna blandas i spelet respondenterna testar inte är den maximala..

Speaking English: dess bidrag till kunskap i engelska för
elever i läs- och skrivsvårigheter

The aim of this study was to describe and analyze if and in that case how project Speaking English contributes to improved skills in English to pupils in reading and writing difficulties. The project started out in order to give pupils in reading and writing difficulties an alternative to the regular English teaching. The study was carried out in two nine-year compulsory schools. We have conducted interviews with both teachers and pupils to see what they think about the project. According to the teachers we interviewed Speaking English contribute to improved skills for the pupils and they also believe that their chances to pass the 9th grade will increase.

Alternativa verktyg, tillgänglighet och måluppfyllelse för elever i läs- och skrivsvårigheter : En fallstudie i årskurs 8 och 9

This study investigates how assistive technology tools are used in the classroom by students in reading and writing disabilities in the school years immediately prior to moving to gymnasium. Through observations and interviews with two students and two teachers this study also considers if the use of these tools can lead to increased accessibility and goal fulfilment, and whether these elements are prerequisites for success. The result shows that the students use laptops in the classroom, primarily for writing longer texts, and that in order to be successful, an early start, equipment, time and positive attitudes towards the tools are important. The students use the tools in the classroom, but they have very different feelings about how included they are in the class. The participants see a clear link between the use of assistive technology tools and increased goal fulfilment. .

What factors correlates with the use of game meat, wild fish, berries and mushroom in Swedish households : urban vs. rural areas

This study was made to see too what extent Swedes uses consumptive resources such as berries and mushrooms, game meat and meat from fish in their household on a yearly basis. I have also looked into the difference between rural and urban areas in Sweden. Further aim was to determine what factors that correlates with the participation in berry and mushroom picking and the use of game and fish meat within the household. The study was conducted in form of a mail survey that was sent to randomly chosen persons in every municipality in the six northern most counties in Sweden and in the county of Stockholm. In addition a sample was sent to randomly chosen persons on a national level.The results showed there is a difference in use between rural and urban areas in Sweden in all 4 investigated consumptive resources.

En kär lek : En studie om gymnasieungdomars uppfattning av kärlek och kärleksrelationer

This essay is a part of a project called ?Young peoples representation of love and relationships? and was initialized in Barcelona in January 2006. The University of Barcelona cooperates with the University college of Södertörns Högskola to compare perception of love among youths in both countries. The project focuses on teenagers between 13-19 years of age. The project uses four types of questionnaires with questions about love, feelings, empathy and relationships witch were compiled by research workers at the University of Barcelona.?A Love-ly game? is a qualitative study that is based on a questionnaire-investigation made in a Gymnasium-school in a suburb south of Stockholm.

Roligt eller lärorikt? : En studie om barns attityder till spel i skola och hemmiljö

This report investigates digital games with focus on differences and similarities between children?s point of view when it comes to games focusing on learning compared to those focusing on entertainment. The approached group was children, 7 years old. The study contains investigations and analysis of how these children used games in both school and home environment. The most used theory ?8 theories of fun? by Marc LeBlanc (2004) raises the most important parts making a game fun.

Visuella element i skönlitterära böcker: Om kvinnlig och manlig läsning samt hur bokformgivning kan anpassas för att påverka läsupplevelsen

Hur kan en läsupplevelse skapas med inriktning mot manliga läsare? Genom att ta reda på vad som format boken till hur den ser ut idag, undersöka fenomenet "visual writing" och skillnader i manlig/kvinnlig läsning kunde begränsningar och möjligheter skönjas för att utveckla formgivningen av en tryckt artefakt med skönlitterär text. Möjligheterna för digital bokformgivning är stor men i detta arbete undersöktes hur den tryckta boken kan utvecklas vidare. Utifrån respons på det färdiga resultatet kunde en tendens ses att en manlig målgrupp kan uppskatta visuella element i skönlitterära böcker, och att det är något som inte stör läsningen..

En bibliotekshermeneutik : Om skrivandets förutsättningar i Martina Lowdens Allt

This paper analyzes Allt, Martina Lowden's novel from 2006, from a media discursive perspective. The theoretical framework consists of Michel Foucault's discourse analysis, Friedrich Kittler's research on hermeneutic reading, and N. Katherine Hayles's studies of pattern?randomness controlled meaning production. Various examples on how communication technology influences the narrator?s act of writing illustrate the medial discourse surrounding the body of Allt.

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..

Skriftligt och muntligt berättande hos vuxna i åldern 30-80 år: påverkar ålder berättande?

This study aimed to investigate written and oral narrative in adults. The participants consisted of 30 subjects aged 32-79 years. They produced one picture elicited and one free narrative, both written and orally. The written narratives were recorded in a keystroke logging program and the oral narratives were transcribed orthographically. Data from all the narratives were analyzed according to: number of words, words/minute, active writing time, total process time, number of characters and number of characters in the final text.

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.

Interaktiv skrivtavla i undervisning : En multimodal fallstudie av en lärares användning av interaktiv skrivtavla i läs- och skrivundervisning

The aim of the study is to investigate how a teacher uses multimodal resources with an interactive whiteboard while teaching reading and writing. The aim is also to investigate what view the teacher has on using an interactive whiteboard while teaching reading and writing. Video-recorded observations and audio-recorded interviews are the methods used to collect data. The analysis was performed from a multimodal perspective and is also inspired by interaction analysis. The result of the analysis showed that the teacher uses several multimodal sign systems in combination with those found on the interactive whiteboard.

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.

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