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2414 Uppsatser om Game culture - Sida 17 av 161
Digitala Verktyg i Byggbranschen: Utforska Behov och Utnyttja M?jligheter
The aim of this research was to gain a comprehensive understanding of how daily activities impact the organizational culture within the Swedish Police enforcement agency, Polismyndigheten. The study specifically explored the influence of the purported culture of silence on organizational culture. Employing a case study approach, data were collected with a qualitative method from a total of 15 individuals, including students and officials affiliated with Polismyndigheten. The findings were categorized into five distinct groups, revealing a noticeable gap between employees and management. Additionally, the study identified generational disparities and a lack of a clear set of core values.
Lost In Translation : Betydelsen av Kultur utifrån Nationalitet, Lingvistik samt Organisation i Multinationella Team
As a result of globalization, multinational teams are being more frequently used in today´s businesses. This specific type of team can be described as heterogeneous when it comes to nationality and linguistics. The aim of this study was to explore the concept of multinational teams. This was made using culture as a main concept, and nationality, linguistics, and organizational culture in order to describe it. We intended to say something about how this type of team´s efficiency; when it comes to satisfaction and performance; was affected by national and linguistic heterogeneity within the team.
Spelarens Värld : en fenomenologisk studie av hur individer som spelar Counter-Strike upplever sin nutida värld
The purpose with this qualitative interview study was to try to describe, through a phenomenological viewpoint, the meaning that Counter-Strike players put on there contemporary world. We started to explore this Game World with field research studies on the world?s biggest Game exhibition Dreamhack in the city of Jönköping. This helped us to develop our main question for this study.The thirteen participants of the interview were selectively chosen from a Game Café in the city of Karlstad. They were interviewed with five questions that dealt with their experiences of playing Counter-Strike and their experience of time perception in their world.
Mångkultur i litteratur och i skola : Hur arbetar lärare med barn- och ungdomslitteratursom skildrar mångkultur?
Abstract Our society is becoming increasingly multicultural and so are our schools. This study raises the question of how teachers are working to promote multi-culture and how they can create an understanding of the diversity in the classroom. One way is to use the literature. Literature is already well integrated by many teachers and widely used by pupils. By making use of literature related to multi-culture, pupils can get a deeper understanding of our society.
Förskolekultur : En vetenskaplig essä om hur olika förhållningssätt påverkar förskolan
In my scientific essay, I an experienced child minder, describe two different preschools cultures and investigate how preschool culture can be influenced and created by different conditions. In my first story I describe a professional preschool with a preschool director who is involved in the activities every day. The second story is about a preschool that is characterized by a different preschool culture and members of the staff who are stuck in old patterns and with an absent preschool director. What is it that really creates a professional preschool? I want through my essay highlight pedagogues child perspective, attitude, approach to ethics and preschool values.
Crash Boom Bang : Tvärkulturell kommunikation
Can the lack of functional cross-cultural communication among individuals within an international organization be the reason for cultural clashes to occur, and lead to conflict between two cultures within the same organization?Our aim is to try to create a potential model of how cross-cultural problems can be studied, in order to contribute to the solution of the problem. And to examine whether the theories, which form the basis of our model can be applied in reality.The research have assumed from the hermeneutical approach for a holistic view of the problem area. The deductive approach has been used in order to distinguish whether the theories can be applied to reality, and qualitative research method for collecting data.The focus lies within cross-cultural communications, which defines the various cultural factors that can affect organizational culture. Hofstede dimensions and the social structure are mentioned and cultural factors as language and religion.
Antropologi eller estetik? En studie av definitionen och användningen av begreppet mångkultur i svenska dagstidningar under Mångkulturåret 2006
The purpose of this study is to examine how the concept multiculture has been defined and used in selected articles, which were published during the year 2006 and the following month. The study is based on five Swedish newspapers, from which 57 single articles were chosen and divided into total seven categories and dimensions which were partly developed from the theoretical base and partly from the chosen material itself. By using a qualitative analysis I have found following: In most articles the concept multiculture is used in an anthropological sense, meaning that the presence of several anthropological cultures is claimed before the concept multiculture can be real. An anthropological culture is of varying size and contents, in the majority of the articles an anthropological culture consists of a non-western and foreign country but can also represent a region or a continent. Aesthetic culture is, for the most part, used primary as an aid to define the current anthropological culture and not to stand for its own belonging to a specific genre..
The Female Assassin : Ett Game Writer manuskript om Franska Revolutionen
Uppsatsen syftar till att diskutera och jämföra tre olika metoder för karaktärsutveckling och diskutera dessa i förhållande till The Female Assassin; ett spelmanuskript som utspelar sig under Franska Revolutionen. För att få en god bakgrund för examensarbetet valde jag att läsa ett antal böcker om Franska Revolutionen, karaktärsutveckling och Game Writing. Jag har använt mig av personlighetsdiamanter och mallen Character Template för att skapa karaktärer till manuskriptet. I rapporten diskuterar och jämför jag dessa två metoder samt arketyper. Jag kom fram till att de tre metoderna för att utveckla spelkaraktärer fungerar utmärkt och kan kombineras för att få fram mer avancerade karaktärer.Spelmanuskriptet är skrivet utifrån mitt High Concept om spelet La Meurtrière (se Bilaga 2) framtaget för kursen Modellkonstruktion för Interagerbara Medier/Spel A11.
Inomorganisatorisk kreativitet och innovation
This essay discusses organizational culture and focus on corporate creativity and innovation. The aim is to see which organizational factors that foster creativity and innovation in organizations. The essay will provide answer on how organizational culture can encourage creativity and innovation and how organizations can promote the rise of a creative work environment. The research design of this essay is a qualitative case study with interviews at Gotland Energi AB (GEAB). The interviews provided insight in factors that can foster creativity and innovation in organizations.
När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006
This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.
Från ett socialt problem till kult : En studie av raggarkulturen förr och nu
Youth culture and social problems associated with youth groups have existed for decades. We have chosen an explorative case study design to highlight young people's revolt against parents and society and how society has dealt with social problems of youth and how those were perceived. ?Raggare? were considered a major social problem in society. The material in the study comes from eight qualitative interviews and literature of previous research of the current youth culture.
Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?
Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.
Äldre stenåldern i Småland och Östergötland : Cirka 10 000 - 6000 f.kr
?This essey focus on the first people in Småland and Östergötland. I investigate how they adapted to a new environment and what changes occurred in their material culture. The purpose is to provide an overview of the first people who arrived there. I describe the settlements, material culture, graves and so on..
Speloist
This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.
Plan för multifunktionella buffertzoner längs Vramsån påMalörten AB : s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.