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2414 Uppsatser om Game culture - Sida 12 av 161
Romsk identitet i förändring : några ungdomars digitala berättelser
This study concerns digital stories told by five young Romani students and one teacher from Roma Culture Class in Stockholm, Sweden. The theoretical framework draws from theories concerning identity, culture,Romanipe, the Romani value system and social semiotics. The material for the study is the digital stories that were analyzed qualitatively. The results show that the young Roma in the study demonstrate pride in their Romani background and culture, but also signs of changes and development in their culture. Some of the participants do not show external signs of Romani traditions, for example in the ways of dressing.
Är Pick and Roll övervärderat? : En studie av den vanligaste spelmetodiken inom internationell basketboll
AimThe aim with this study was to analyse how strategic decisions through schemas of play, in this case the Pick and Roll, effect the end result of a basketball game. Following questions were answered:? How often is the Pick and Roll used? The total sum per team and game?? What field goal percentage generates the Pick and Roll?? How often generates the Pick and Roll turnovers?? How often does the attacking team receive foul during Pick and Roll, and what is the team awarded from the foul situation?? How often is the Pick and Roll interrupted without any effect?MethodTo be able to answer the questions in our study we videoanalysed 2251 Pick and Roll-situations from the European Championships for Men in 2003 through video analysis. We used nine different categories to sort the 2251 Pick and Roll situations.ResultsThe Pick and Roll is executed 62,53 times per game, or viewed as 0,43 Pick and Roll / possession. Points / possession during the games was 1,04 while points / Pick and Roll was 0,60.
Spelifiering : En fallstudie med fokus på framställning och slutgiltigt värde
This bachelor thesis is an exploratory investigation about the phenomenon 'Gamification', which by some definitions is about implementing game elements into non-game contexts. For example exercise services as Runkeeper and Nike Plus who both are available on android and iOS platforms. This study is mainly about the potential value of gamified systems and services for companies and its users and how such a system or service is developed. The thesis also discusses the development aspect of gamified systems in order to give the reader a more ?in depth? understanding about the phenomenon.
Värderingarna ligger oss varmt om hjärtat : En kvalitativ studie om hur organisationskultur kan beskrivas och hur den reproduceras
AbstractThe purpose of this study is to explore the organizational culture within the corporation The Body Shop. I have been working with two different question formulations. The first is to answer how the culture can be described. To answer this I have been using Edgar H. Scheins theory of cultural levels.
Implementation & utvärdering av spelmotor i WebGL
This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work.The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript.In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with..
Retrospel: En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi
undersöker hur retro
blivit en erkänd stil och varför den har blivit det. Vi undersöker dess
koppling med nostalgi,
hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när
man ska utveckla
ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till
digitala spel, vi
undersöker hur retro verkar i andra medier och hur medierna blandar
retroelement med
varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel
eller rent av
utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi
gestaltar i vår
produktion av ett digitalt spel.
Att arbeta laborativt : Ett arbete om laborativt material riktat till addition
Abstract The purpose of this degree project is to examine what impact working with physical objects has on children?s learning process concerning addition. We want to explore what addition strategies can be exercised using the game ?Twice as much?. We have observed children in school year 1.
Sponsring som finansieringsmetod : Kulturens nya villkor
Sponsoring is today a more common form for corporation in the trade of culture. This has led to a situation, in which companies and institutions of culture, must be more versed in sponsorship. In this essay, we aim at understand and give an account for how the corporation, in a sponsorship relationship might work.A sponsorship relationship also means that a lot of knowledge is needed in other doctrines. The law aspect is one of these, which we also will concern in this essay, another aspect is the integrity of the culture.The main purpose with this essay is to find information, which might work recommendingly, for organizations that works with sponsorship. Mainly we will considerate sponsorship as a source for the financing of culture.In this essay we have discovered that sponsoring has become increasingly important for financing cultural activities, and a good corporation demands a great deal of commitment from both parties.
"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen
Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.
Att identifiera sig med en organisation : En studie om Posten Örebros organisationskultur
The purpose with this study is to identify an organizational culture at Posten Örebro based on Edgar H. Schein´s theory about the three levels of culture. These three levels consist of artifacts, espoused beliefs and values and basic underlying assumptions. Artifacts represent the visible and tangible of an organization and this level is the easiest level to identify. Espoused beliefs and values include common thoughts and ideals within the organization and are an aware, but not necessarily material, cultural level.
Konsten att bibehålla en organisationskultur med anställda som kombinatörer
Organizational culture is a widely discussed topic. Today job mobility in society is increasing as well as part-time employment. This study aims at investigate how organizational culture is maintained in an organization where employees work as combiners of different work occupations. The study is a case study of the department of Art at Konstfack (The University College of Arts, Crafts and Design). The organization is unique in the respect to that the majority of the employees have part-time employments within Konstfack combined with their parallel own artistic occupations.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Hej, kom spela med oss! (Hi, come play with us!)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.
How do we create a tool that further builds upon those strengths?
The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.
Skärvor i både vått och torrt : En detaljundersökning av ett provschakts keramik vid Ajvidelokalens västra strand
This thesis has had its focus on ceramic shards found in a trench by the late neolithic western shore of the Ajvide site. The purpose of the thesis is to investigate if there are changes in the pottery between the test trench and the ceramics found by the graves, known as the main site. The author has compared the ornaments from the test trench with an ornament schedule made from over 50 000 shards from the assumed main site. Not only changes regarding ornaments has been noticed but also new techniques and raw material. The author has also implemented two 14C datings which backs his hypothesis that the shards from the test trench are younger than the shards that made the earlier ornament schedule.
Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch
The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.