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2414 Uppsatser om Game culture - Sida 29 av 161
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
Culture Jamming: konstnärlig aktivism i det offentliga rummet
Denna uppsats handlar om en typ av politisk aktivism som kallas Culture Jamming. Målet för denna aktivism är att påvisa att maktfördelningen i världen idag har blivit snedvriden och att alltför stort förtroende har givits åt de ?fria marknadskrafterna? samt politikerna som förespråkar dessa. Aktivisterna, eller ?jammarna? som de också kallas, försöker uppnå sitt mål genom att vända makthavarnas egna språk emot dem.
Ungdomskulturer på institution : kan personalen påverka?
The purpose of the study was, with initial position from two particular youth homes, to survey the staff?s experiences regarding different youth cultures that might occur at the institutions and how they react to them. The question formulations were as follows: What kind of youth cultures might occur at the institution and how are they being expressed, according to some of the staff members? How do the same staff members, individually, see their role and prospect to influence the type of youth culture that is developing on the institution? Earlier research in the field were used as theoretical starting positions as well as the concepts of ?looking-glass self?, ?the generalized other? and ?the overtaking of roles? in the symbolic-interactionism. Qualitative research interviews were carried through with three of the employees at the two youth homes and the results of the study evinced that both positive and negative youth cul-tures develops at both of the institutions, concluding the fact that youths affect each other both ways.
Kulturtanter : En studie i kvinnlig kulturkonsumtion
The aim of this study is, using the Swedish expression ?kulturtant? (cultured lady) as starting point, to understand how and why women consume the products of the culture industry more eagerly than men. The study is using the concepts put forward by Pierre Bourdieu; fields, capital and habitus. It is a qualitative study based on discussions in focus groups, interviews and material gathered through Google Alerts. In the literature this gap between the sexes with regard to the higher consumption on behalf of women has been referred to as the ?puzzle? of women´s cultural consumption.The empirical results show that the women in the study are well aware of what they want to gain by participating in cultural activities like reading, going to concerts, watching plays or going to the movies.
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
Rennäringens kulturella värden : en studie om svenskars preferenser
The Swedish reindeer husbandry has had economic difficulties for some years. Due to this, and the fact that the reindeer husbandry plays an important role in Sámi culture, the Swedish state has chosen to support the industry. If these grants where to be withdrawn, the reindeer husbandry as well as the Sámi culture would decrease, which would cause welfare losses for the people living in Sweden. The aim of this study was to elicit what the Swedes are willing to pay to maintain the amount of reindeer husbandry and Sámi culture. By using Contingent Valuation and a survey the willingness to pay was estimated.
Modernistiska och postmodernistiska aspekter av konst i offentlig miljö : En komparativ studie
This essay is about a debate concerning the magazine Axess, feminism and antifeminism - in relation to a issue of Axess called To a new feminism. The theoretical foundation of this essay is Pierre Bourdieu and his field theories. The battles taking place in this particular field concerns the positioning of feminism and antifeminism in the way we culturally interpret these in our society. The essay shows that the magazine Axess (at least in the first edition of 2012) links feminism with a very prominent symbolic capital in a culture context. This discussion can at times seem confusing, and this is probably due to the fact that Bourdieus symbolic capital can be a very abstract concept. The journalist and author Maria Sveland writes about the development of a culture moving towards accepting antifeminism (and also xenophobia). She expresses the opinion that this, to a high degree, is due to actors in the culture domain with a big amount of trust in the public eye has moved towards expressing anti-feministic (and xenophobic) views.
Värdet av skapande i förskolan : En studie om pedagogers förhållande till skapande verksamhet i Stockholm och i Tornedalen
The purpose of this study was to investigate how preschool pedagogues in Stockholm and in Tornedalen speak about and relate to creative activities. By qualitative interviews in two geographically distant areas, one minority culture and one majority culture, I have collected information from six pedagogues, three in each area. Values in, and the significance of culture in creative activities have been the main focus. From this study I conclude that all pedagogues agreed upon the creative activity having an extensive role in the preschool work. The role of the individual pedagogue within the creative activity is multiple and dependent on where, when and how the activity is carried out.
Vägen till framgång : En semiotisk analys av Tv3s representation av myten om det goda livet.
In the research field of the cultivation theory focus has shifted from TV in general to studying specific genres instead. It is proposed that there are similarities in otherwise different shows and that these shows give it´s voyeurs a solution to their problems. The purpose however of this study is to investigate how the myth about the good life is posed in Tv3´s supply. The theories used in this study are closely linked by their meaning. Narrative talks about the fact that texts, video in this case, contain stories. Ideology is the set of visions and beliefs one person has on the world and myth makes social, historic and cultural decided power orders in to facts.
Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..
Skolkultur eller andra möjliga faktorer? : En kvalitativ studie om tjejers föreställningar om femininitet
The purpose of this study was to find out whether young women´s conceptions on femininity are based on school culture or other possible factors. The theory chosen for this study is the sociological perspective. A theory where sociologists such as Emile Drukheim, Talcott Parsons and Pierre Bourdieu are all prominent. The discussion links to Habitus and their theories on social, cultural and collective groups. A qualitative method has been used.
Consumers' behaviour in the use of online services and the cultures effect on it-a study of Swedes and Danes use of online job databases
The thesis deals with consumers behaviour in the use of online services and the cultures effect on it. It is a study of Swedes and Danes use of online job data bases. The thesis is based on a quantitative study. A questionnaire were used sent out to 80 Swedes and 80 Danes. The theory concerns areas of online consumer behaviour, decision making and services theory as well as theories within culture in relation to services and behaviour.
Artefakter som transformativa ledare : En fallstudie på SIBA
ABSTRACT Title: Artifacts as transformational leaders ? A case study at SIBA. Course: Bachelor Dissertation - Leadership Authors: Tobias Barin and Victor Eriksson Advisor: Anders Billström Keywords: Artifacts, transformative leadership, organizational culture and leadership Problem formulation: Which artifacts can be transformative leadership in the electronics industry? Purpose: Create an understanding of store managers and deputy store managers' perception of how artifacts can be expressed in the transformational leadership. Creat an understanding of the importance of artifacts in leadership in the electronics industry. Theoretical framework: The study?s starting point for the theoretical framework has been Schein (2004) earlier theories of organizational culture, and Bass (1985) theories of transformational leadership. The link between organizational culture and transformational leadership is the basis for the chosen theories. Methodology: We conducted a qualitative method with a deductive approach for intent a solution for problem. Personal interviews were conducted with two store managers and two deputy store managers at SIBA. Conclusion: We have found that the artifacts: role-models, stories and rituals communicate the transformative leadership. Respondents have described how these artifacts conveys organizational culture but also the transformational leadership..
?Det var väl ändå litteratur det hela skulle handla om?? ? En idéanalys av värderingar kring Augustpriset i svensk dagspress
The aim of this Master?s thesis is to examine values expressed towards the Swedish literary award Augustpriset in a selection of articles from Swedish newspapers published between the years 2000-2007. The questions posed in the study are: What types of values concerning Augustpriset are expressed in a selection of cultural journalistic articles? How is the relationship between intellectual culture and commercial culture reflected in the articles? How are positive and negative standpoints justified? How can Augustpriset and the journalists be understood as parts of intraconversion on the literary field? The study?s qualitative textual analysis is theoretically based on Pierre Bourdieu?s theory of the literary field. The method used for analysing the articles is idea analysis using dimensions constructed from Bourdieu?s description of two polarities, the intellectual and the commercial, of the literary field.
Carlsberg Sverige AB : en företagskulturell studie i en fusionstext.
Lot of mergers are not successful, due to several reasons and one reason can be found within the organization. Since organizations consists of people, who are involved in the merger, the importance of cultural aspects must be stressed. Six months before this essay, Carlsberg Sverige AB formed through the merger of Pripps and Falcon. These two companies are in the start up process of the merger, which is the focus of this essay. The awarness of differences and similarities is crucial for the merger.