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2414 Uppsatser om Game culture - Sida 8 av 161

Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan

The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.

Impressionism och Digitala Spel

Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman.

Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept

In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.

Empirecraft

I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..

Bland figurer, gubbar och mutanter : En kvalitativ studie om pedagogers syn på populärkultur i förskolan

The purpose of the study is to investigate educators? attitudes and didactic positions on popular culture as a form and a means of children?s learning in preschool. The questions posed in the study are:? How do the educators define popular culture, which examples of popular culture do the educators give?? How do the educators describe the spoken and unspoken rules and positions regarding popular culture in preschool practice?? What are the risks and benefits when including popular culture in preschool, according to the educators?In this qualitative study four educators from different preschools have been interviewed. The preschools take as a starting point different educational philosofies.

Spelifikationers potentiella värdeskapande i projektarbete

Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work.

Puzzles combined with horror in digital games

Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och samma digitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslen som presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokus på är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spel kategoriserats som 'Survival-Horror'-spel. Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pussel och skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrollera om hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementerades i ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv å omg ångar f ör att analysera resultatet mellan de tv å omg ångarna..

Rakija eller Absolut Vodka? : Några makedoniska mäns tankar angående sina alkoholvanor och sin alkoholkultur

The aim of this essay was to describe what some Macedonian men had to say about their own and the Swedish alcohol culture and which alcohol culture they identify with.I did five qualitative interviews with Macedonian men that had moved to Sweden. Some of the questions that were asked are whether or not age, country and culture is of importance when it comes to the alcohol culture you have? The most important question to be answered is whether or not the Macedonian men had changed their alcohol consumption after moving to Sweden.The answers to the questions and the result of the essay is that there is no ideal type of alcohol culture but that the Macedonian men all agreed that they still drink as their fellow countrymen and they dislike the Swedish way of drinking..

Klass och identitet på Facebook : en kvalitativ studie om unga akademikers identitetskonstruktion utifrån Bourdieus kapitalformer

AbstractTitle:Course:Authors: Advisor: Keywords: Problem formulation:Purpose:Target Group:Theoretical perspectives: Methodology: ResultSwedish leaders abroad ? A qualitative study about culture ?s influence on Swedish leadersBachelor dissertation - Business Administration, LeadershipAmanda Elg and Carl-Johan SaltarskiIngemar WictorLeadership, culture, impact and adjustmentHow can Swedish leaders in multinational companies adjust their leadership to the national culture?The aim of our study is to investigate whether Swedish managers are affected by the differences in national culture that exists between Sweden and the country that they operate in. We want to explore if they adapt their leadership to the culture.Our study is directed towards a target audience of Swedish leaders and other interested parties who wants to increase the understanding of culture ?s influence on an international career and what is required of the leader to deal with the cultural clashes that may rise.We have focused on theories related to differences in national culture and how it can affect the leadership and the organization.The study is of the qualitative type with a deductive approach where the empirical materials are gathered through interviews.Our results demonstrate leaders implementation of culture and leadership to influence the leadership of the national culture in which they operate. We have seen how leaders are affected by the national culture and how the leader adapts to achieve a successful leadership.

"Digi"-war - En uppsats om att utveckla en digital handledare för ett komplext tärningsspel.

This rapport aims to examine the difficulties in presenting a complex game in a way that will invite new players by making the game more accessible. We discuss and present our process on how to create an application named ?Digi?-war that is easy and fast to, both, learn and use. Our solution to this issue includes RFID-tags and readers together with four buttons, as input devices. This simple input device, placed in a gun-type control unit, aims to provide an intuitive interaction..

Kultur ? en förmån eller en rättighet? ? Kulturförmedlares tankar kring kulturutbudet i nordöstra Skåne

This Master?s thesis explores the staff responsible for children?s culture in the south of Sweden, in north-east Scania. This thesis seeks to answer the following questions: What kind of culture is offered to children in their spare time? Can children influence culture in the investigated region, and do the people in charge listen to the children?s ideas? How are children in the region informed about cultural events? In my research I used enquiries and worked with the investigation program Query & Report to collect the material. The study consists of the staff, i.e.

...och sedan skapade människan organisationen : En fallstudie av organisationskultur i en församling i Svenska kyrkan

AbstractThe purpose for writing this essay is to study the culture of kindness in the Church of Sweden, as the church constitutes as an idealistic organization (non-profit or voluntary organization).The focal point is on how such a culture affects the employees, and if any new componentsthat can amplify the concept can be distinguished.To do this a case study-design has been employed. The primary sources are qualitativeinterviews with six employees in a congregation in the Church of Sweden, and participantobservations on two different occasions at the same congregation.Theories of organizational sociology has been applied to the material, more specific Edgar HSchein?s definition of organizational culture and the concept of a culture of kindness (derivingfrom a report by the Swedish Work Environment Authority) as a specific part of the church?sorganizational culture.The conclusions we can make from our study is that a culture of kindness affect employees inboth a positive and a negative way. There are many expectations that come with working inthe Church of Sweden, and these do have an effect on the work performed. There is alsoevidence pointing to the fact that leadership can counteract the fear of conflicts that otherwiseis associated with the culture of kindness.

En tävlingsorienterad organisationskultur ? vad har det för betydelse för motivationen? : En studie om försäljare inom en specifik butikskedja

The purpose of this study was to examine the experience of organizational culture among salespeople at a specific workplace. The purpose was also to investigate what motivates these salespeople in their work and the impact culture has on their motivation. We have used a qualitative research method to collect the empirical material. With the help of seven interviews, including six salespeople from one of Sweden?s biggest electronic retailer and also one information interview with a sales consultant, we attempted to find the answer to how they perceive the organizational culture and how it affects their work motivation. The following questions are used to fulfill this purpose: ? How do the salespeople experience the organizational culture? ? What motivates the salespeople in their daily work? ? What effects does the organizational culture have on the salespersons motivation? As analytical tools we have used are the concept of organizational culture, Schein's description of the three components of culture and Herzberg Motivation-Hygiene theory. The results of the study indicate that the salespeople experience a positive organizational culture and that this culture promotes fellowship and unity between colleagues, which in turn contributes to an enhanced motivation.

Användning av förstapersonsspel vid militär simulering av strid i bebyggelse

The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.

Informationskulturen i Attac Göteborg öppen eller sluten?

The aim of this study was to examine if an organisation that strives for democracy and participation, also possess an open information culture. This study deals with the information culture in a social movement organisation, Attac Gothenburg. To achieve the aim, following questions were asked: What is the organisation culture like, is it open or closed? What is the information culture like, is it open or closed? What is the information culture like, in relation to the identity of the organisation? The focus has been put on earlier research in social movements, organisation and information culture. In this qualitative study I have collected material mainly from interviews.

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