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2414 Uppsatser om Game culture - Sida 11 av 161
Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats
Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.
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.
Castaway : Nätverksspel till Swedish Game Awards
I denna rapport så beskrivs det hur man kan utveckla ett nätverk som kan användas i nätverksspel. Hur man kan förhindra fuskande klienter och försöka uppnå ett säkert nätverk som vanliga klienter till spelet inte ska påverkas för mycket utav.Under tio veckors tid så utvecklades ett nätverk som står för grunden till ett nätverksspel. Ett väldigt simpelt spel med en nätverksstruktur som motverkar fusk..
Det sitter i väggarna! ? organisationskultur på två folkbibliotek med annorlunda driftsform
The purpose of this master?s thesis is to study the organisational culture of two public libraries managed differently. One of the libraries in my study is run by the local bookstore and the other is run by a staff co-operative. My aim is to elucidate characteristic features in the culture of these two public library organisations. The questions I posed are which types of organisation culture can be identified in the two given examples and what the factors are that may be of importance for these cultures.
Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.
En jämförelse mellan den matematiskt optimala strategin och en ivardagligt spel tillämplingsbar strategi
Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.
Populärkultur på fritidshemmet : Hur påverkar populärkulturen innehållet i verksamheten?
This work is about popular culture in leisure. Teachers at leisure, on the basis of Education's governing documents working with developing an activity for students when applying the students' own interests. Although these councils are posted, several teachers around the country rejects certain activities or products that the students want to do or play with during their free time at the leisure time. Therefore the purpose of this study is to try to understand what teachers in leisure attitude to popular culture is and if they integrate the popular culture in there activities. To understand this, a qualitative study of interviewed teachers in various leisure was used.
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
Forage production and summer use by ungulates on game fields and surrounding areas
Ungulates are causing conflicts between stakeholders due to browsing damage on forests and agricultural crops. At the same time there is a big demand of keeping high ungulate densities for sports hunting and recreational purposes. Movement patterns of ungulates are strongly correlated with forage availability. Therefore, measures affecting forage quantity and distribution might be a tool to reduce the economical losses in forestry without decreasing the ungulate densities and thereby decrease the conflict between different interest groups.This study investigated the potential biomass production and utilisation of marrow-stem kale (Brassica oleracea var. medullosa), at game fields in Misterhult, Sweden, as well as browsing effects on adjacent forests.
?Just culture? or just culture? : har Försvarsmakten en rättvisekultur eller bara en kultur?
Ett flygsäkerhetsarbete bygger på ett förtroende mellan individen och organisationen. Det finns en brist inom Försvarsmakten rapporteringssystem, där fördelningen av rapporter med avseende på mänskliga misstag, är avvikande från vad som anses som normalt inom flygverksamhet. Varför avviker rapporteringen i FM från normalbilden? Ett perspektiv som kan förklara denna avvikelse är rättvisekulturperspektivet.Syftet är att diskutera huruvida den ojämna fördelningen av avvikelserapporter med avseende på mänskliga misstag i FM flygsäkerhetsarbete kan förklaras ur ett just culture perspektiv med fokus på regler och styrdokument .Resultatet är att FM inte är att anse som en rättvisekultur. Framförallt är detta på grund av den bristfälliga kulturella grunden, disciplinsystemet och skyddandet av rapporteringssystemet..
Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar
This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.
Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext
For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..
Mångfald eller företagskultur : En fallstudie om den pratadoxala relationen kring mångfald och företagskultur
ABSTRACTCourse/level: Enterprising and Business Development, Bachelor Thesis, AUT2012, 2EB00ETutor: Magnus ForslundAuthors: Linn Danielsson & Alexander OlofssonKey words: Strong diversity, Consistent Corporate Culture, Core Values, Corporate Strategy,Definition of Diversity, Working with Diversity, Management, Standardization.Title: Diversity or Corporate Culture ? A case study on the paradoxical relationship betweendiversity and corporate cultures in corporations and organizations.Background: Diversity and corporate culture can in various ways result in corporate andorganizational advantages. While diversity promotes innovation, creativity and companydevelopment corporate culture possesses advantages such as efficiency, community and unity.Diversity and corporate culture seems to create various benefits that are both beneficial forcompetitive advantage.Problem discussion: I would be beneficial for companies and organizations to maintain bothdiversity and corporate culture since they complement each other. However, diversity andcorporate culture have different purposes and benefit in different ways. The question is howtwo such different strategies can meet.Question for research: How does diversity and corporate culture co-exist in corporations andorganizations?Purpose: The aim of this study is to create further understanding for the co-existence betweendiversity and corporate culture in corporations and organizations.Method: The study is made qualitatively with a hermeneutic approach and based on a casestudy on two corporations within the real estate industry.
En Kulturskolas arbete i ett mångkulturellt område
Title: A Culture School?s (?En Kulturskolas?) work in an multicultural areaThis research is a study of Culture Schools in Angered which include both Lärjedalens and Gunnareds Culture Schools. The Culture Schools of today reach only a limited part of our society, and for this reason the purpose of this research has been to study a school in a multicultural area. To learn from others? experiences is an important step in work with school development.
Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek
The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen?s library adapted, theory-based, model of quality definitions.