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1163 Uppsatser om Game Writing - Sida 6 av 78
Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen
Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined. Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.
Sufism inom den somaliska diasporan i Göteborg
The aim with this study is to explore if and how linguistic learning takes places when four pairs ofstudents in grade one writes on the computer. Observations of eight students took place duringtwelve lessons to investigate what happened during their writing processes. This study isimportant because students? computer writing is a relatively new phenomenon in the Swedishprimary school.It is clear that the peer collaboration creates a complex interaction that becomes the platform, andalso the prerequisite, for successful language training. The method can clearly give students profitsin their linguistic development.
Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle
In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..
Heuristiker för digitala spel : En studie om Game Approachability Principles
Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.
När stjärnor flyttar på sig : -En intermedial studie av läsprocessen som den relaterar till Codex, det digitala uppslagsverket i tv- och dataspelet Mass Effect
This study examines the in-game encyclopaedia Codex as it appears within the videogame Mass Effect. The purpose of this study is to analyse the Codex with emphasis on how the reading process is affected by the videogame medium. In this regard the study seeks to uncover what characterises the Codex as a fictional encyclopaedia, what it entails and how it interacts with the rest of the game. The theoretical basis of this study is derived from a combination of the writings of Wolfgang Iser concerning the process of reading, Jesper Juul's writings on the relationship between games and narratives, and the concept of intermediality as discussed by Hans Lund and Jørgen Bruhn. This study is based on a close examination of the PC and Playstation 3 versions of the videogame Mass Effect, created by Bioware, with particular emphasis placed on the Codex. Mass Effect is a science fiction third-person shooter and RPG set in a future where mankind has begun interacting with aliens civilizations and colonising new planets.
"Jag ser det som ett smörgåsbord" : En studie om två olika läs- och skrivutvecklingsmetoder
In this study I have compared two different development methods of reading and writing. I have done this by interviewing five first grade teachers in elementary schools and it is based on qualitative research interviews. The aim of the study was to immerse myself in which methods these five teachers describe that they have used. They got to describe how they work and how they have tought the students to read and write. I have investigated if the teachers think that the computer is a good tool. The investigation also shows if the teachers believe that the students´ writing skills deteriorate if they can use the keyboard instead. I came to the conclusion that four of the teachers used Arne Trageton´s method (2005) which means that the students learn how to write by using to computer.
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.
Perspektiv på IKT och skrivinlärning : En jämförelse av perspektiv mellan pedagoger som har och inte har anammat IKT- verktyg
The purpose of this study is to increase knowledge and clarify how active educators regard ICT- tools as aids, both the educators currently using the ICT- tools to improve writing skills and educators who have not yet embraced it. The study is based on four interviews with educators working within the age groups grade 1- 3. The findings of this study show a strong commitment among all educators, in terms of students' writing skills and their different approaches to working with writing skills, which is important as one method should not preclude another. In the findings a considerable curiosity can be seen for ICT- tools for writing instruction by the educators who have not embraced it. The interest and commitment of the educators who have embraced ICT- tools in their teaching is great..
Professionell kultur i grundskolan : En studie om Skapande skola i Värmland
Formal writing is an essential part of teaching Swedish and is fundamental for higher education and professional career. The aim of my essay is to research what didactic methods Swedish teachers utilizes in upper secondary school to improve students' abilities to write formal texts. I will also examine students? project papers in an attempt to measure the extent of formal word choice. In the presentation of the literature I decided to use, for example, Per Olov Svedner?s perspective on writing as a process, Siv Strömquist?s manuals for essay writing and various literature regarding linguistic correctness and essay layout. Interviews with three upper secondary school teachers reveals that active feedback is a basis for students development regarding formal writing in both school and professional career.
Heat Maps : En metod för att uvärdera banor
Denna rapport har undersökt om game metrics genom heat maps kan användas för att hitta en choke point i en bana gjord till spelet Team Fortress 2. Game metrics och kvantitativa metoder erbjuder ett objektivt och nästan automatiserat alternativ till kvalitativa metoder när det kommer till balansering. En bana har konstruerats med en choke point och har speltestats för att generera en heat map. För att undersöka om det går att hitta en choke point med hjälp av en heat map så har en enkät gjorts där respondenter bads hitta choke pointen med hjälp av den heat mapen som genererades från speltestningen av banan. Alla respondenter lyckades hitta mitten av choke pointen med hjälp av heat mapen. I framtiden skulle arbetet kunna utökas genom att undersöka om användandet av bottar eventuellt skulle helt kunna automatisera balanseringsprocessen. Det skulle också gå att undersöka hur olika klasser rör sig i en bana..
Elever med läs- och skrivsvårigheter : En kvalitativ studie om metoder och åtgärder i klassrummet
Individual adaption to the student´s needs is a recurring main theme in the new Swedish curriculum (Lgr11). The purpose of this qualitative study is to examine how teachers work with individual adjustment for students with reading and writing difficulties. The study was based on five questions;In what way do teachers organize their teaching in the classroom individually for students with reading and writing difficulties?What methods do they use for student´s with reading and writing difficulties?What difficulties do they encounter in their teaching?How do the teachers reason to curriculum goals regarding individual adaptions?How do they think about their own knowledge regarding reading- and writing difficulties and dyslexia?The method for my study was qualitative interviews. Five teachers were interviewed in semi-structured interviews.
IKT i skolan : Hur några pedagoger och barn ser på IKT i skolan utifrån Arne Tragetons modell Skriva sig till läsning
In this essay, I have examined what has been studied and presented in the theory of ICT in schools. I have based my theory on Arne Trageton?s book Att skriva sig till läsning ? IKT i förskoleklass och skola (2005) and theories on children?s reading and writing development.The purpose of this study is to determine how teachers and children experience teaching with Trageton?s ICT-based model Att skriva sig till läsning and whether the model is beneficial for children's first reading and writing.Through qualitative interviews with two pedagogues from the same school and some children from first grade, I have received answers to my two questions:How do pedagogues and children experience ICT-based teaching in the context of children's first reading and writing?How do pedagogues experience the reading and writing development in first- and second-language students when using ICT-based teaching?The results showed that both pedagogues and children were positive about the model in which the computer was used as a writing tool in learning to read and write. The teachers felt that the model was suitable for all children according to their conditions.The children saw the writing as very enjoyable. For the ICT-based teaching to work properly, the technology has great significance.
Ett lastbilsdäck är svart och runt, eller? : En kvalitativ studie om drivkrafterna bakom en optimal däckhantering på åkerier i Mellansverige.
Individual adaption to the student´s needs is a recurring main theme in the new Swedish curriculum (Lgr11). The purpose of this qualitative study is to examine how teachers work with individual adjustment for students with reading and writing difficulties. The study was based on five questions;In what way do teachers organize their teaching in the classroom individually for students with reading and writing difficulties?What methods do they use for student´s with reading and writing difficulties?What difficulties do they encounter in their teaching?How do the teachers reason to curriculum goals regarding individual adaptions?How do they think about their own knowledge regarding reading- and writing difficulties and dyslexia?The method for my study was qualitative interviews. Five teachers were interviewed in semi-structured interviews.
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Upplevelse och erfarenheter av läsning och skrivning hos patienter med afasi
The aim of the study was to explore how persons with aphasiaexperience literacy and reading and writing. Seven persons with mild-moderateaphasia were interviewed. The interviews were recorded, transcribed andanalysed using qualitative content analysis. The analysis resulted in three mainthemes; A changed reading, A changed writing and How to adjust andaccommodate to new conditions. The most apparent aspect was that theinformants experienced that literacy had changed, regarding what and how theyread/write.