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1163 Uppsatser om Game Writing - Sida 7 av 78
Att läsa Lispector med Cixous : Écriture féminine och Stjärnans ögonblick
The essence of literature ? it?s voice, it?s meaning? has always been scrutinized of interest to readers and theorists. The language in itself has the power to revolt against and undermine current and dominant hierarchies. This language can also be of a passive nature, accepting existing norms and dichotomies. This paper has the ambition to examine the language, the voice, of Clarice Lispector in her novel A Hora da Estrela (The Hour of the Star).The theoretical horizon from which I will read The Hour of the Star is that of Hélène Cixous, which can be expressed through the term écriture féminine.
Alternate Reality Games : Framtidens Marknadsföringsform
An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.
Genusanalys i barnböcker : En idealtypsanalys av genusnormativa egenskapar i den mest utlånade barnlitteraturen på Gävle stadsbibliotek under år 2010
The purpose of this study was to examine how teachers practice Arne Tragetons theory of using computers as the first writing instrument in reading and writing development. We wanted to clarify how the work from using Tragetons theory was applied while investigating if and how other methods of reading and writing instruction were used. Our interest lays in how the teachers accomplished the knowledge of this theory and also how the choice of this approach came about. To investigate this we used interviews with a qualitative nature, where seven active teachers were interviewed. They worked in three different schools in years one to three, they were all women and had various long experiences of work on the computer writing tools.
En studie i visuell sponsorkommunikation med fotboll som arena : Vilken typ av sponsorkommunikation är passande vid matchvärdskap och finns det utrymme för nytänkande?
Time changes, so also in sport. The small venues become larger and more modernized. As stadiums grows, so also does sponsorship and its popularity, around them. Is it enough as a sponsor only to expose yourself these days, or does the new times require more creativity to stand out from all the media?This work is done for Stadium AB in Norrköping, and treats questions such as; what type of sposnorcummunication that is proper to use around the soccer stadium, and if it is possible for new ideas in the future when Stadium is hosting a game? To answer these questions theory has been read about sponsorship and data has been gathered through qualitative interviewswith soccer clubs and sponsorship consultants.The work result shows that there are some general rules that the company should follow tosucceess when hosting a game.
En studie om användning av lärplattor i den första läs- och skrivinlärningen inom IT-satsningen ?en-till-en?
This study was aimed to examine what happened when a municipality in Sweden invested in ICT. The purpose of this study was also to find out how the change of process with ICT investment was expressed the need for more knowledge. This was called ?one-to-one? with the goal that all students would have their own computer during their years in school.Teachers have been interviewed and observed about how they work with ipads during reading and writing lessons. The teachers in this study said that they need more knowledge to improve their everyday work with ipads.
Diagnos eller behov : behovstödet till elever som har svårt att läsa och skriva
This paper is concerning students' with reading and writing difficulties and dyslexia. This paper clarifies the difference between reading and writing difficulties and dyslexia. The essay also gives an insight into dyslexia in an historical perspective. The purpose of the paper is to find out if teachers believe that students with a diagnosis of dyslexia may be more or different help than students with other reading and writing difficulties. By answering this question, I conducted a survey study in two schools in two municipalities.
Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik
Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer.
Spelutveckling för Facebook ? från koncept till produkt
Abstrakt
Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett
webbaserat spel riktat
mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och
förändrade metoden
och utvecklade verkyg för att effektivisera den för vårt syfte.
Vi kom fram till att det är svårt att göra ett socialt spel och att det
viktigaste i produktionen är att
se till att det finns en tydlig koppling mellan spelarnas interaktion med
varandra och den
grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss
den hårda vägen
vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett
spel.
Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i
JavaScript och
utspelar sig i en viktoriansk miljö.
Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel
Abstract
During our bachelor thesis we worked for 20 weeks with the development of a
web-based game
for Facebook. We used Agile/Scrum as our project planning method, changed the
method to make
it more effective for our purpose and developed tools for the method.
We came to the conclusion that it's hard to make a social game and that the
most important thing
in the production is to make sure that there's a clear connection between the
players' interaction
with each other and the foundations of the game mechanics. We lost focus during
the
development and learned the hard way the value of planning realistically and to
start from the
core when developing a game.
The game we created uses a random generated terrain, is written in JavaScript
and takes place in a
Victorian environment.
Keywords: Facebook, game development, web development, internet, social games.
Tidig läs -och skrivinlärning : Intervjuer med pedagoger om deras syn på lärande
The purpose of this work is to explore how to work with early reading and writing and find out what really comes first of the two. The work also involves the best known literacy learning methods and deals with methods to work around reading and writing. I have read previous research on the subject and watched a movie from our AV-central on children?s early language development. It includes an interview with two professors of education, Mats Myrberg and Mats Ekholm where they talk about the pros and cons of early learning literacy. My research is based on literary sources and interviews with educators who work with reading and writing in the early years. The results showed that even if a teacher tries to work with early writing skills we still remain in the traditional school, beginning with learning how to read.
Läs-och skrivsvårigheter/dyslexi : -nu och förr
AbstractThe purpose with this essay is to get an insight on how the school has changed over the past years in terms of reading- and writing difficulties/dyslexia. In the literature studies I mention reading- and writing difficulties and the reasons why some people get these problems. Further on in the literature study it is written about what the education act and the curriculum say about the school?s duties towards pupils in need of special support.The result contains interviews with one language pedagogue and one special pedagogue who work in two different municipalities. In addition I interviewed two former pupils who went to school 15-20 years ago.I came to the conclusion that today?s schools have changed to the better for the pupils with difficulties.
Projektarbeten på gymnasieskolans yrkesförberedande program : Elevers färdigheter inom formellt skriftspråk och lärares undervisning om formellt skrivande
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.
Vem vinner? Populär och litterär gestaltning i medierapporteringen om Nobelpriset i litteratur
Who will win? Popular and literary framing in media coverage of Nobel Prize in Literature by Magnus Wennerberg Autumn 2013Instructor Mats Ekström The question at issue in this essay is how does mass media frame Nobel Prize in Literature? The starting point is to study whether game framing is occuring in media coverage of Nobel Prize in Literature. Previously, game framing has been studied in coverage of politcs, contrasted against issue framing. Game framing means that media frame politics as a game, a contest between politicians about power. This kind of framing is supposed to be used by media in purpose of attracting larger audience.
Vad står det där, Fröken? : Läs- och Skrivinlärning, samt svårigheter som kan uppstå.
AbstractI have chosen to make a study of the learning of reading and writing, as well as other learning difficulties that may occur, in this research.My choice of subject is based on the realizations I made during my time as a student teacher; that each teacher has his/her own way of teaching reading and writing. Sometimes, however, learning difficulties occur, and this insight caught my attention. It made me think about the underlaying reasons and how we, as teachers, can bring attention to these difficulties. With these questions in mind, I recorded my observations based on a series of interviews and literary studies in an attempt to answer my questions. The resulting research emphasizes how important the actions from the teachers are, as well the importance of having variety in your lesson plan.
Bilder av Trotskij
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
?Tärningen är kastad?: Rollspelslitteratur i samhället och på bibliotek
The role-playing game attracts a growing number of practisers. The aim of this master?s thesis is to examine role-playing literature as phenomenon in libraries through librarians´ attitudes. The paper is based on qualitative interviews with eight librarians: one personal interview with two librarians and six e-mail interviews with six librarians at different libraries. The paper starts with a definition of the term ?role-playing game?, its different categories and genres and a description of its background.