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2414 Uppsatser om Game culture - Sida 9 av 161
Cantralasiens strategiska betydelse:Den nye stora kampen mellan USA och Ryssland
The aim of this thesis is to assess the strategic importance of Central Asia as a whole and interests of great powers in the region in particular within the theoretical framework chosen. The work shows Central Asia as an area of the New Great Game, analogue of the original Great Game which was played out between the British Empire and Tsarist Russia in XIX century. The parallels between the original Great Game and the New Great Game are drawn in order to understand the scope and the true intentions of the players of the latter one. Also, the security issues in the contemporary Central Asia are explored and analyzed to provide with the background for future predictions. Furthermore, the indirect purpose of the thesis is to examine whether the international system has changed from that of two centuries ago by comparing the structure of the international systems at the time of two Games.
"Stolta och starka" : Resandefolket
This is a study of a group of Swedish travellers, and of the traveller community, a marginalized group named 'tattare', skojare, tavring, knävling, dinglare, resande (Gypsies, pikeys, tinkers, travellers), whose origins and history are unknown to most people.The purpose of the study is to find out what it is like to be a traveller and look at the culture of travellers, in older times and today. I have focused particularly on the women's situation within the culture, in the past and present.The study is based on interviews with 4 persons, from the traveller community, one man and three women. During the interviews other travellers joined and participated in the discussions and the reasoning.My conclusion is that the traveller community is a group, which has been subjected to severe abuse by authorities, but still managed to preserve their culture. The interviewed travelers share a culture, in which women play a prominent role as breadwinners, for the family cohesion and in raising the children. Functions that gives women the role of culture bearers, meaning that it?s through women the culture is carried onwards..
Med en fot i hederskulturen
Standing partially in honour culture. Description of honour culture and of methods toward changing attitudes among young men..
Svenska ledare - Kanon eller kalkon? : Svenska ledare i den internationella miljön och dess påverkan
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.
Kulturellt implementeringsarbete : -En kvalitativ och kvantitativ studie av organisationskultur inom ett svenskt bygg- och anläggningsföretag
Organizational culture has been described as a shared perception of reality and values ??within a group of individuals. Within the group's shared values ??about what is appropriate and inappropriate behavior and shared values ??make it easier for individuals to understand what is expected of them. If the desired culture from the management team is not consistent with the culture of the employees there might be a collision.
Att främmandegöra det välkända
Our modern swedish society is charactarized by peoples and cultures from all over the world. In this perspective I believe that young pupils of today need culture studies in school in order to understand themselves and further to recieve knowledge about different cultures, traditions and lifestyles. The present study is an attempt to investigate the potential of the ethnological culture analysis as a pedagogical method. The paper is divided into two sections; one in which I (a student teacher in swedish language training) have applied the culture analysis in a literary context. By using the culture analysis on Emily Brontë´s classic book Wuthering Heights I have tried to let typical elements from the Victorian era appear.
Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel
This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.
Rosengårdens Barn och Den Svenska Kulturen
This dissertation is about children in a district in Malmö, Sweden that is called Rosengård. This district is known for its high amount of immigrants and foreigners and all the children interviewed for the study are foreigners.We wanted to bring out their story, how they experience the cultures they are in touch with, the Swedish culture that they live in and their foreign culture that they experience at home with their parents. How do these children socialize into the Swedish culture while living in a district that is hardly exposed to it? We have been working from a different perspective, this due to the fact that we have both grown up in Rosengård and are still currently living here. Therefore our perspective is more from the inside, we can relate to the children?s stories and we can tell about it in a way that seems more natural.These children are not more different than other children, they have the same interests and hobbies as is considered to be ?fashionable? in youth culture today.
Genreblandning i digitala spel
Genreblandning har de senaste fem åren blivit en allt större del i hur
datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan
appliceras i en spelproduktion och hur denna produktion och dess genreblandning
uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som
studeras är den mellan genrerna role-playing game, dual-joystick shooter och
minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att
genreblandning mellan de valda genrerna fungerar trots deras olikheter
sinsemellan, men att det är mycket viktigt att spelets övriga element inte
försummas till förmån för genreblandningen. Det framgår även att den grad till
vilken de tre genrerna blandas i spelet respondenterna testar inte är den
maximala..
Spelmotor och spellogik för androidspel
Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i speletSteam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Speletutvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökningav mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning avJapanese Role Playing Game, kommer att förklaras som hastigast med referenser till andraspel inom genren.Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En avsvårigheterna som påträffades, såsom beskrivs i rapporten, var att säkerställa att speletfungerar för den varierande prestanda som mobila enheter utgör, inklusive aspekter såsommed eller utan hårdvaruacceleration av grafik, varierande mängd lagringsutrymme ochprocessorkärnor samt storlek på skärmar. Därtill bör man vid skapandet av en applikation avdenna typ beakta resurshantering, framförallt beträffande grafik och ljud, ett ämne sombehandlas i denna rapport..
När kultur var i rörelse : Kulturbegreppets förändring under sextiotalet, speglad genom tidskriften Ord&Bild
The aim of this thesis is to analyse and problematize the concept of culture and its changes during the 1960s. By examining articles out of the periodical Ord&Bild 1962-1972, I show how an aesthetically marked concept, closely related to the concept of art, changes into an anthropological perspective where attention is drawn to the social, economical, political and ideological aspects. This change is viewed in relation to the works of three prominent cultural theorists from the 1960s: Raymond Williams, Marshall McLuhan and Herbert Marcuse.The change that the concept of culture undergoes can be illuminated in several ways. Epistemologically questions of art, its objectivity and relation to reality, are replaced by questions of the function of art and of its role as reproducing ideas and norms of a bourgeois society. Economical and social aspects are used as critical factors in discussing the role and conception of culture, a perspective that gives the discussion a political and ideological edge.
Socialt Spelande : Etik och moral i onlinespel utifrån spelarnas egna upplevelser
I ett samhälle där datorspelare anses vistas i en högst amoralisk miljö, vill vi med den här studien granska hur etik och moral ter sig i den virtuella världen via ett symboliskt interaktionistiskt perspektiv. Genom kvalitativa intervjuer har elva spelare av onlinespel fått redogöra för sin egen upplevelse av den interaktion de genomgår dagligen. Med hjälp av utförliga teorier kring etik och moral, symbolisk interaktionism och spelkultur har studien ett brett teoretiskt underlag som appliceras i en hermeneutisk analys. Resultatet visar att etik och moral existerar i onlinespel, samtidigt som amoraliteten. Det verkar röra sig om två olika kulturer.
Svenskhet på Flashback forum? : Idealtypsanalys om Svenskhet utifrån fyra implicita kulturdefinitioner om svenskhet/svensk kultur på Flashback forum
Swedes and Swedish Culture are controversial political subjects in Sweden. The definitions for Swedish culture are very vague and what is the answer to the question: Who can be called Swedes? It has been debated in Sweden more since Swedish Democrats crossed the four percent threshold necessary for representation in the Swedish parliament. Swedes or Swedish culture on a large internet forum with 2 million visitors per week called Flashback forum is material for this thesis.Flashback forum has currently more than 50 million posts published and has more than 970 000 users. Flashback forum is more and more often mentioned in Swedish media.
Att lösa sudoku med SAT-lösare
Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.