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2414 Uppsatser om Game culture - Sida 18 av 161

Ståplatsläktaren - glädje & passion eller farliga huliganer? : En kvantitativ undersökning av supportrar på ståplatsläktaren

This study is about Swedish football supporters located on the cheering section of the arena. These supporters are often being described as hooligans and as a threat to Swedish football. The aim of this study were therefor to provide further knowledge about the supporters on the cheering section and their culture. Questions about supporter behaviour and supporters own opinion on their effect at Swedish football and supporter culture were examined. The data was collected thru a web-based survey of Swedish football supporters.

Underh?llande propaganda? Hur popul?rkultur framst?ller USA:s makt i en tid av dess f?r?ndring

Popular Culture is inherently political and the connection between popular culture and world politics in particular is something that has been established through years of research by multiple scholars. In this essay, my aim is to analyze how American Power is represented in popular culture. This is done in context of the decline of the American led liberal hegemony and a new Multiplex world order. A world order with multiple influential actors with varying levels of power. To analyze the way popular culture portrays American power, I have used the movie Top Gun: Maverick (2022) as an example and analyzed scenes from the movie.

Thinking of you - att skapa kundorientering med intern marknadsföring

The companies of today figures on a hardly competitive market. This makes it necessary for the company to find new way to create competition advantages. Since it is no longer enough to compete with the technical quality of the product the companies are forced to also enhance the functional quality. To accomplish this it becomes necessary for producing companies to be customer oriented. A customer oriented company culture can be reached with the help of internal marketing in which different activities work to inform and teach the employees about the company strategy and also about their own role as part-time marketers.This thesis examines Electrolux, a company which is currently striving to develop a customer oriented company culture.

Sjuksköterskans möte med kvinnliga muslimska patienter

The number of people with another culture isincreasing in Sweden. This change in society bringsconsequences in health care that has not any methodsto manage. The Muslim woman?s meeting with thehealth care is one of those areas. The aim with thisstudy was to describe the nurses meeting with femaleMuslim patient.

Att skydda sig mot onda ögat -fallossymbolen och andra beskyddande symboler under antiken.

As long as envy and the will of harming others for what they possess have existed, the evileye has been a present belief system in many cultures around the world. This study, based onarchaeological evidence and texts by ancient writers that reflect this ancient superstition,explores how the evil eye was being averted and practiced by ancient cultures. What measureswere taken to ward off the evil eye? How have these measures been represented in thematerial culture? What can we learn from the context of the material culture involving the evileye? Discussions and theories of protective measures that have been depicted on the walls ofthe roman city of Pompeii will hopefully give a wider comprehension of the evil eye, and its influence on Roman society..

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns

For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.

?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik

The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.

Lika lön, oavsett kön? : En studie av kommunanställdas lönegap 2001-2013

Culture is seen as an abstract phenomenon, not easily defined. It is cathegorized as something that affects every person, though it is seldom described how. This study adress how culture, in the form of basic assumptions and accepted behaviors and ways to think affected how young coaches formed their leadership under the influence of their organization. The possible implications for the importance of knowing about ones culture in an organization affect both the recruitment process in organizations and what the organization stands for and what is conveyed through values and ways to act in the organization. The purpose of this study was, through the use of semi-structured interviews with young coaches and organizational leaders and a review of policys, to get the perspective and experiences of young coaches regarding cultural influence on their leadership.

Plan för multifunktionella buffertzoner längs Vramsån på Malörten 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.

Socialhandläggarens bedömningar : Likheter och skillnader mellan frivilliginsatser & tvångsvård i ärenden med barn som har en eller två föräldrar med psykisk funktionsnedsättning.

Purpose: The purpose of this thesis is to compare and analyze Malmö Aviation and Rica Talk Hotel's service culture. This is done by examining three themes, the organizations ways of working with training, motivation and empowerment of frontline employees.Method: The essay is a case study-based qualitative research which mainly focuses on semi-structured, qualitative interviews with various people within the two organizations.Theory: The theoretical framework considers theory within two sections. The first section, the organizations importance in service quality, focuses on service culture or service climate and different management strategies. Section two, the employees? importance in service quality, focuses on three themes: training, motivation and empowerment of frontline employeesResults: Both Malmö Aviation and Rica Talk Hotel are companies that put great emphasis on developing and maintaining a quality service culture within the organization.

Att komma ut när garderoben är låst : - HBT och heder

 Heterosexual individuals who live in a culture of honor are exposed to honor oppression in today?s Swedish society is well known. However, it is not equally recognized that LGBT-people from a culture of honor are exposed to honor oppression. The study aims to investigate how eight individuals belonging to the LGBT-group and the culture of honor feel about their ability to develop their true identity and live out their sexual orientation. The study is qualitative and the collected empirical material constitutes of chat interviews with young LGBT-people.

Det är varmt och skitigt men innerst inne trivs vi : En kulturstudie i ett industriföretag

Aim: Culture exists in every organization, whether you actively work with it or not. Old cultures often carry traditions and are hard to change. The purpose of this thesis is to describe Gävle Galvan from an organizational point of view and also to investigate the culture from a gender point of view.Method: The thesis is written with a qualitative and narrative approach. I have taken part in three person?s stories through interviews and thereby created picture of their everyday work on Gävle Galvan.

SPIRITUALITET OCH INTUITIVA VIBES Tjejers str?van efter respektabilitet i ett digitalt rum

On social media, girls create digital spaces where a distinctive spiritual culture emerges. This spiritual culture is therapeutic in nature, consisting of therapeutic compositions and happiness-generating templates that contribute to the girls' respectability by allowing them to take responsibility through their intuitive knowledge. The purpose of this study is to investigate how the pursuit of respectability is manifested in these digital spaces by examining spiritual expressions and exploring how participation in therapeutic culture online serves the attainment of respectability. The study employs a participatory netnographic method, focusing on observations of LIVE broadcasts on TikTok. In these broadcasts, girls engage in various spiritual practices within a shared digital sphere. The observations are analyzed through the theoretical frameworks of Beverley Skeggs' concept of respectability and theories related to therapeutic culture, including happiness culture and therapeutic assemblage. The findings reveal that both the girls hosting the LIVE broadcasts and those participating by commenting collaboratively create a digital culture through the exchange of advice.

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.

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