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2414 Uppsatser om Game culture - Sida 34 av 161
Uteslutandets politik : Sverigedemokratin i det sociala arbetet
The debate surrounding the opinion polls of the political party Sverigedemokraterna, and later their results in the Swedish election has been evident. The purpose of the study is to investigate how norms of equal treatment in social work practice might be influenced by Sverigedemokraterna's understanding of culture, ethnicity, nationality and religion. The thesis is outlined through the works of Teun van Dijk and Ruth Wodak (2000) regarding racist discourse in politics, Giorel Curran (2004) explaining lesser established parties influence on the broader discourses and Anders Hellström and Tom Nilsson (2010) attempting to ideologically position Sverigedemokraterna. With the method for analyzing policy documents designed by Carol Bacchi (2009) the latest motions from Sverigedemokraterna has been analyzed. Bacchi?s theoretical framework, together with theory concerning the expression of modern racism of John Hodge (1999), Paul Gilroy (1999) and Bennedict Anderson (1996) amongst others has been used to create an understanding of the material.
Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar
The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.
Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Mellan beroende och autonomi. En fallstudie av biblioteken i Flisby och Lofta kommuner
The aim of our Master´s thesis is to investigate the development of the different libraries in the former communities of Flisby and Lofta during the former part of the twentieth century. We ask the following questions:How did the libraries in Flisby and Lofta develop between the years of 1905 and 1952?How can we understand the libraries? dependency of funding of different kinds? We have used case study as a method, and we have adopted a source criticism approach. We have mainly used our local archives and among other things we have investigated various sorts of protocols, annual reports, auditor?s reports and the accounts that were sent to the Board of Education.
Kultur, makt och begreppet stat i förhandlingssituationer: en fallstudie av den norsk-svenska renbeteskonventionen
This paper develops a theory for understanding negotiation situations involving states and indigenous peoples. Using relevant constructivist theory as a starting point, the paper develops a theory about understanding the relationship between power and culture implicit in the concept of the state. This relationship is examined in negotiations situations involving states and indigenous peoples. States are constituted by social structure and are representatives of the national culture. At the same time states are actors within the international system and a part of the culture of Westphalia.
Historia skriven i sten? : Bruket av Kensingtonstenen som historiekultur i svenska och amerikanska utställningsrum
The aim of this master thesis is to analyze how and why Scandinavian-American history has been used in exhibitions in both Scandinavia and the United States after the end of the Great Migration. More specifically, the thesis deals with the Swedish and American exhibitions of the controversial Kensington Rune Stone, discovered in Minnesota in 1898. Despite the fact that its authenticity has been disputed by academic expertise, it has been displayed by many prominent actors. The Rune Stone is one of many purportedly pre-Columbian artifacts found in the United States. Moreover, it is an identity marker, harboring many kinds of identity constructions. The thesis therefore focuses on the meanings that the Rune Stone has been charged with since its discovery, as historical culture and in specific exhibits, on how it has been displayed, and on why it has been exhibited at national museums in both Sweden and the United States. The principal source materials are five exhibitions of the Kensington Rune Stone.
Revitalizing classic art using real-time game technology: environment modeling and texturing
Detta projekt gick ut på att under åtta veckor försöka utveckla en interaktiv tavla, där en karaktär i tavlan med hjälp av en monterad web- kamera skulle kunna interagera med tavlans åskådare. Rapporten handlar om hur man kan gå till väga för att skapa miljön till en sådan tavla, anpassad för realtidsspelgrafik.
Fr?n kontor till sk?rm: Hur hybrida arbetsmilj?er p?verkar f?retagskultur
Hybrid working solutions have become increasingly common following the outbreak of the Covid-19 pandemic. This new way of working introduces organisational challenges regarding how the culture within an organisation is created and maintained in an environment that combines both a physical and digital presence. This study aims to explore how hybrid work affects an organisation?s ability to develop and maintain its culture, as well as the digital tools and strategies used in the process. This will be studied through an employer?s perspective.
Marknadsföringsstrategier för spelutvecklingsteam under utbildning
Syftet med denna slutreflektion är att visa problemen men även möjligheterna i marknadsföringen av spelet Forced2Fight av det lilla teamet i Kick the Owl Productions. Begränsad budget, osäker framtid för både team och spel är något som måste övervinnas. För att kunna angripa dessa problem har jag studerat en rad olika tillvägagångssätt och kommit fram till ett lämpligt tillvägagångssätt riktat åt gräsrötterna för att bygga upp varumärket. Den effektivaste strategin bör i min mening vara att marknadsföra gruppen via traditionella medier och förankra spelet i den relevanta målgruppen direkt via fora och andra sociala medier. Kontakta både framträdande medlemmar i sociala grupper samt expertgrupper bestående av kunniga spelentuseaster.
"Action speaks louder than words" EU, jämställdhet och EPA-förhandlingarna
Officially, the EU gender policy since 2000 has been guided by the strategy of Gender Mainstreaming. This strategy aims to promote gender equality and is informed by a feminist ontology which stipulates that women are structurally subordinated.In this essay, I examine whether the European Commission has adequately adhered to this gender policy in its free trade negotiations with the ACP (African, Caribbean, and Pacific) countries as part of the Cotonou Agreement. As a result of my text analysis of documents related to the negotiations, opinion pieces by interested actors and policy papers of the EU, I find that the Commission does not act in accordance to its stated gender policy.To explain this discrepancy between policy intent and actions, I employ postliberal feminist theory and Robert Putnam's Two-Level Game Theory Model. By analyzing statistics and published research, I explore how gender issues are being represented politically on a domestic and international level.My findings show that a key cause of this discrepancy lies in the low levels of female participation in the political institutions of the EU and ACP; a lack of participation that is especially pronounced in the area of international economics. In explaining the constraints on female participation and the prospects of full implementation of the EU's gender policy in the international political economy, I emphasize the role of culturally and historically gendered institutions..
Differentierat eller sammanhållet belöningssystem i diversifierade företag?
Background: Diversified companies, for example audit firms, sometimes offer different kinds of products and services. Different key success factors can in the same company thereby evolve. Goal congruence has to be achieved in the business divisions as well as in the company as a whole even though each business segment might have to focus on different factors. Purpose: The purpose is to analyze if differences in technology and culture between the business divisions in diversified companies motivate a differentiated reward system. Method: The study has a case study approach.
Subkultur och kommunikation : påverkar olika kulturer den hierarkiska kommunikationen i en organisation?
The essay studies the relationship between communication and organizational culture; to determine if there are any cultural differences between the management of an organization and its employees and to examine how a difference can affect the communication of organizational policies. A case study, where the public school was examined, was used to answer the research question, and interviews were held with relevant people on different levels in the organization.The interviews were analyzed with the theoretical frame of reference as a benchmark. Cultural differences could be identified between different levels in the organization and between the two schools studied. The differences affected how and why people communicated but not how well the respondents understood each other.Keywords: Organizational culture, subculture, Organizational communication, affects, hierarchy..
-Jag kan detta, vad kan du? : Ledares och medarbetares uppfattning om kunskaps- och informationsöverföring i ett produktionsföretag
Introduction: More and more companies have realized that keeping and using the knowledge in their companies is getting more important to get or keep a competitive advantage. The companies? organizational culture and knowledge management are essential to create knowledge transfer. Also that the employees and the leaders of the company knows how knowledge- and information transfer arknkoe done best for them. That is why we chose our purpose to be:The aim is to understand the differences between managers and employees perception about knowledge- and information transfer in a manufacturing company.
?Kultur är läkande, verkligen? ? En fallstudie av sjukhusbibliotekariers arbete med ungdomar
The main purpose of this thesis was to examine how hospital librarians worked with young people at a children?s and young people?s hospital in Sweden. We wanted to see how they promoted their health with culture and cultural means such as book trolleys. We did a case study, and made three qualitative interviews with the hospital librarians. The purpose was also to find out what the hospital librarians thought of young peoples.
Mata inte trollen : En studie i marknadskommunikation och internetkultur
Social media provides, as many points out, new possibilities for marketing. Marketing in social media requires a two way communication, rather than the traditional marketing where the communication model is typically sender ? receiver.To create a marketing campaign that is suitable for a two way communication model has its difficulties and risks as well as its opportunities. Opportunities in the sense that the campaign can become a viral, a Word of mouth and create a Buzz, which will reach potential customers, to a bigger quantity for lower costs, with a message that will make a different impact from the types of commercial messages we are used to. Risks in the sense that the message, if not properly aimed and phrased, can be turned overnight into something that humiliates the company and possibly harm its brand.The difficulties in creating such a campaign is to create something that will catch people?s attention, discuss and forward it, while at the same time avoid getting hurt.We aim to describe the internet from a cultural context, and from that point of view explore the types of misunderstandings which often seem to happen when a corporate message is created and sent out in social media, how to avoid putting the image of a company in danger when doing this, and examine if there is ways to know how the message will be received.