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2414 Uppsatser om Game culture - Sida 10 av 161
Fankultur på folkbibliotek ? ett redskap för delaktighet
The aim of this essay is to examine fan culture?s role in Swedish public libraries. I have interviewed, via email, six librarians who encounter and use fan culture in their daily work. The theoretical elements of my essay are based on a modified set of theories by Dorte Skot-Hansen that identifies six ideal types of cultural political rationalities. My study reveals that fan culture is used in Swedish libraries as a tool in increasing user participation in library activities.
Ekonomiska konsekvenser för skogsbruket vid avsättning av mark för viltvårds- och jaktändamål : en fallstudie på Svenska Jägareförbundets fastighet Öster Malma
The value of game for hunting from a social economic viewpoint is an interesting topic
that is currently being investigated in a Swedish research program. The amount of
damages that the game stocks cause to the forestry is, and has been in focus for a longer
period of time. Something that I saw as missing was an investigation of how much an
active game keeping measure might cost in lost incomes for forestry in terms of reduced
acreage for forest production.
This question was the foundation for this investigation, which purpose is to give
interested persons with decent knowledge of forestry an example of how cost estimation
for forestry resembling the example that is studied can look like.
The measures that has been taken is a felling of forest in different ages on both sides of
a forest dirt road to create increased asset of forage for the game, and at the same time
give hunters that have their post along the dirt road a better chance of seeing passing
animals early and increasing the possibility to shoot good shots. The area, which is a
part of The Swedish Association for Hunting and Wildlife Management estate Öster
Malma, is also used as an example for guests who wish to learn more about managing
ungulates. These guests have now got the opportunity to get information on how big the
costs are for the measures that have been taken.
The main conclusions of this work is that changed timber prices and foremost a change
of interest rate makes big differences on the result of the calculations.
Matlandet Sverige : Kopplingen mellan den svenska matkulturen och besöksnäringen
The purpose of this study is to examine how a particular niche in tourism can attract international visitors to a certain destination. To do this, the Swedish food culture was used as a tool to find out how it is marketed to attract international visitors to Sweden. International visitors today wants to find destinations with a rich culture, authentications and traditions to get closer to the destinations identity. The study examines how three of the biggest companies, who works with the promotion of Sweden to an international audience, using the Swedish food culture as a marketing tool. We find that the visitor would like to get closer to the Swedish identity, which the Swedish food culture helps with..
Mañana mañana eller vi gör det här först? : Några unga människors reflektioner kring spansk, svensk och exemplarisk alkoholkultur
The aim of the essay was to describe what some young Swedish and Spanish people had to say about alcohol cultures. Some of the questions asked were: How are the alcohol cultures in Sweden and Spain described? What are the differences, and where do they come from? What would an ideal alcohol culture look like? The investigation also had a comparing angle, as I was interested in what the people valued in their own culture and in the others´. The result was that there hardly exist a perfect alcohol culture, but that the stricter Sweden as well as the liberal Spain both have positive and negative aspects. Differences in politics and culture seem to create variations in a society´s drinking customs.
Cash-to-cash-styrning : ett spelteoretiskt angreppssätt
Objective: The objective is to examine if long terms of payment are created because of a perceived zero-sum game in the cash-to-cash cycles between companies. The study will also examine if dependence effects the dependent companies Cash-to-Cash-cycle because of long terms of payment. Scientific method: The study uses a qualitative and a quantitative method, where primary data is collected from semi-structured interviews. Additional primary data is collected from an unstructured interview with an expert in the field of which is examined. Additional data has been collected from the studied companies? annual reports.Theoretical references: The primary theory has been Game theory, where the researchers have used this theory to analyze the behaviors of the companies.
Natur som kultur : och betydelsen av dess berättelser
Is there such a thing as unadulterated nature? All that surrounds us is culturally modified by man somewhere along our past. But culture is only a fictitious conception itself, created in an attempt to break the world into controllable objects.So in what do we find culture? In everything? In the objects or the stories they embrace? Who chooses what?s worth saving and how to save? Choosing what is culture is made from personal, ingrained dichotomies of what?s important and what is not. A selective eye creates a distorted truth, which could have unintentional long-term effects.This thesis will give a historical account of the archaeological discipline?s development in tending to our cultural heritage.
Ett kulturcentrum i Ulricehamn?
The aim of this essay is to investigate and evaluate the arguments made by municipal politicians in Ulricehamn, regarding the planned Knowledge and Culture Centre. A part from the search for these arguments, I also investigated the attitudes among politicians regarding municipal culture investments in general. I furthermore investigated whether any national, regional, or local culture-political strategies were important in the local debate. The time frame within which the local political culture debate was investigated was from 1997 until present time 2002. The investigation methods used were partly a study of official documents such as political protocols, two articles from the local newspaper, and a clean copy from a web chat, and partly a qualitative study I sent a question regarding the planned Culture Centre to every political party active in the Ulricehamn municipal assembly.
Kulturevenemang på folkbibliotek
This thesis examines art exhibitions, literature events and music events in public libraries in Sweden. The aim is to study which event occurs most in the libraries in Sweden. I also examine who takes responsibility for the events, who the libraries engage, how much the events cost, and how often the libraries have the events. I also study Swedish cultural politics in purpose to see if the libraries follow the aims and directions decided by the Swedish government. One aim of the Swedish culture politic is to give every citizen in Sweden the same possibility to experience culture, no matter where they live.
Captr.net - Utveckling av iPhone-applikation och hemsida
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
Ett Oskarpt Beslut : om Oskarp Logik i speldesign
This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.
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.
Abstract
In this thesis examines how to drive a narrative in digital games using only
the game environment.
Noblesse Oblige: Ett rollspel : 1600-talets svenska adel, skyldigheter och plikter och skapandet av ett rollspel
Abstract ? Noblesse oblige: a roleplaying gameDuring the 17th-century the Swedish nobility was forced to deal with a number of new challenges. They reached the height of their power, but also began their downfall. How did the nobility?s ideal come to be in the face of this? Can we in these ideals find the duties and obligations of the nobility? And if we can, how can a roleplaying game be made out of the historical facts? A roleplaying game meant for educational means, well suited for the classroom and teachers, capable of stimulating the young minds and offering them an in depth understanding of how the nobility?s minds moved.
Distansarbete och dess p?verkan p? organisationskultur
This thesis explores how remote work impacts organizational culture and identifies leadership strategies that can preserve and strengthen the culture in a remote work environment. By employing a theoretical framework related to organizational culture, remote work, and strategies, along with a methodology based on qualitative interviews, the study aims to fulfill its specified purpose. Theories such as Schein?s three levels of culture and McKinsey?s 7S Framework are applied to understand and analyze the collected empirical data. The empirical data, presented through four themes, is based on respondents? experiences and opinions regarding remote work can lead to reduced social interaction and sense of belonging, but strategic digital initiatives and adaptive leadership can help maintain organizational culture despite the lack of physical presence.
Hunter demography, trends and correlates of hunting participation in Sweden
The concerning issue of declining number of hunters in North America is also apparent in Europe and Sweden. When the bulk of research found on human dimensions and hunting participation has almost exclusively been done in the United States, this report seeks to add to the needed knowledge on a national level focusing on the causes of hunter declines related to social factors within Sweden. Using hunter data reaching from commune, county to National level, this report describes the correlation between a number of variables and the hunting participation in Sweden.The typical Swedish hunter lives in an area with low population density, the person usually has higher education, the living situation is stable with no recent moving and there is relatively good access to forest land. Persons with weaker connection to the Swedish culture such as foreign citizens, people with foreign background and people born outside ?the Nordic countries? are less likely to start hunt or participate in hunting.A strong relationship was found between the favorite game, moose (Alces alces), and the amount of hunters participating in the hunting.
Game on : Att spela sig till nya höjder av motivation
?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.