Sökresultat:
720 Uppsatser om Game intelligence - Sida 11 av 48
Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar
This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.
Big data : En studie om dess affärsnytta samt dess utmaningar och möjligheter, med fokus på detaljhandeln
Idag skapas och lagras enorma mängder data, samtidigt som endast en liten del av datan analyseras och används. Big data är ett begrepp som cirkulerat i flera år, men på senare år har det fått allt större innebörd. Allt fler företag börjar få upp ögonen för big data, samtidigt som få verkligen vet hur det ska användas. Vissa frågar sig till och med: finns det någon affärsnytta? Med fokus på detaljhandelsbranschen undersöker vi huruvida det finns en affärsnytta med big data, och framförallt vilka utmaningar och möjligheter som finns kopplade till det.
Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext
For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..
Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek
The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen?s library adapted, theory-based, model of quality definitions.
Är Pick and Roll övervärderat? : En studie av den vanligaste spelmetodiken inom internationell basketboll
AimThe aim with this study was to analyse how strategic decisions through schemas of play, in this case the Pick and Roll, effect the end result of a basketball game. Following questions were answered:? How often is the Pick and Roll used? The total sum per team and game?? What field goal percentage generates the Pick and Roll?? How often generates the Pick and Roll turnovers?? How often does the attacking team receive foul during Pick and Roll, and what is the team awarded from the foul situation?? How often is the Pick and Roll interrupted without any effect?MethodTo be able to answer the questions in our study we videoanalysed 2251 Pick and Roll-situations from the European Championships for Men in 2003 through video analysis. We used nine different categories to sort the 2251 Pick and Roll situations.ResultsThe Pick and Roll is executed 62,53 times per game, or viewed as 0,43 Pick and Roll / possession. Points / possession during the games was 1,04 while points / Pick and Roll was 0,60.
Spelifiering : En fallstudie med fokus på framställning och slutgiltigt värde
This bachelor thesis is an exploratory investigation about the phenomenon 'Gamification', which by some definitions is about implementing game elements into non-game contexts. For example exercise services as Runkeeper and Nike Plus who both are available on android and iOS platforms. This study is mainly about the potential value of gamified systems and services for companies and its users and how such a system or service is developed. The thesis also discusses the development aspect of gamified systems in order to give the reader a more ?in depth? understanding about the phenomenon.
Implementation & utvärdering av spelmotor i WebGL
This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work.The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript.In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with..
Bröstcancer : Kvinnors upplevelse hur partner/make hanterat sjukdomen
AbstractThe Swedish public school system claims to be a school for all. This means in particular that school is, not only open to all children between 7 and 16 years, but also that compulsory schooling prevailing. Our society's development is making increasing demands on the theoretical capacity, and school's goals aligned in the same direction. The proportion of pupils failing to achieve the goals are increasing in number, a failure which has major implications not only for the individual student but also for society at large. This study's focus is directed against a group of students where the reason for this is a lack of ability to abstract thinking.
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.
Att arbeta laborativt : Ett arbete om laborativt material riktat till addition
Abstract The purpose of this degree project is to examine what impact working with physical objects has on children?s learning process concerning addition. We want to explore what addition strategies can be exercised using the game ?Twice as much?. We have observed children in school year 1.
"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen
Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.
De osynliga eleverna : Barn och ungdomar med svag begåvning
AbstractThe Swedish public school system claims to be a school for all. This means in particular that school is, not only open to all children between 7 and 16 years, but also that compulsory schooling prevailing. Our society's development is making increasing demands on the theoretical capacity, and school's goals aligned in the same direction. The proportion of pupils failing to achieve the goals are increasing in number, a failure which has major implications not only for the individual student but also for society at large. This study's focus is directed against a group of students where the reason for this is a lack of ability to abstract thinking.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Hej, kom spela med oss! (Hi, come play with us!)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.
How do we create a tool that further builds upon those strengths?
The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.
Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch
The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.