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720 Uppsatser om Game intelligence - Sida 18 av 48

Ledarintelligens, självkänsla och personlighetsdrag före och efter deltagande i UGL

Sedan 1981 har ledarutbildningen UGL (Utveckling av Grupp och Ledare) varit en grundkurs för blivande officerare och är idag ett mycket använt koncept även inom näringsliv och offentlig förvaltning. Kursens mål är i enlighet med inbjudan bl.a. att få ökad förmåga att arbeta med reflektion, förstå känslors inverkan, kunna ta och ge utvecklande feedback, förstå hur värderingar påverkar ledarskap samt förstå behovet av olika ledarstilar. Syftet med föreliggande studie var att undersöka om det förelåg skillnad i följande variabler: ledarintelligens (emotionell, rationell och själslig intelligens), självkänsla (bas-, förvärvad och prestationsinriktad) och personlighetsdrag före resp. efter deltagande i UGL.

Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv

The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.

Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.

In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.

Omvärldsanalys delight : En studie av hur små till medelstora företag kan få igång ett omvärldsanalysarbete

Syftet med uppsatsen är att kunna erbjuda små till medelstora företag förslag på lämpliga modeller och IT-stöd att använda till omvärldsanalys. Genom att föreslå modeller och IT-stöd samt hur de används kan företag upprätta ett omvärldsanalysarbete utan att hyra in extern hjälp. Större företag har ofta en större budget och även resurser som aktivt arbetar med att bevaka omvärlden. Den sortens resurser finns inte i mindre företag eftersom kostnaden att hyra in konsulter för hjälp med omvärldsanalysarbete är för hög. Det i kombination med att kunskap saknas om hur ett omvärldsanalysarbete kan genomföras resulterar i att det ofta inte blir av.

Det politiska spelet bakom betygskompromissen år 2015 : En spelteoretisk analys av regeringens och Alliansens överrenskommelse gällande betyg från årskurs fyra

The essay?s main focus has been to investigate and analyze the political actions behind the 2015?s grade compromise; an agreement to introduce grades from the fourth year in primary school. Through a game-theory analysis, mainly based in Leif Lewin?s and Jörgen Herman's research on rationality in politics, this study examined the grade debate  during a fifteen year period. The primary task has thereby been to explain the grade compromise through game-theory.

Ungdomsanpassad myndighetskommunikation. En jämförande textanalys av Kronofogdemyndighetens texter som riktar sig till allmänheten och ungdomar.

The aim of this thesis is to contribute to a better understanding of the FRA-law. The focus of the study is to examine how Swedish politicians relate to the new draft of this law on intelligence. Key themes in the study are security, threats, surveillance and privacy. The power relationship between the individual and the state is also examined. Empirical data used in this study consists of a spoken plenary debate in the House which was held in connection with the adoption of the FRA law in June 2008.

Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden

Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .

Mer säkerhet och mindre frihet med risk att förlora dem båda: En kritisk diskursanalys av lagförslaget till FRA-lagen

The aim of this thesis is to contribute to a better understanding of the FRA-law. The focus of the study is to examine how Swedish politicians relate to the new draft of this law on intelligence. Key themes in the study are security, threats, surveillance and privacy. The power relationship between the individual and the state is also examined. Empirical data used in this study consists of a spoken plenary debate in the House which was held in connection with the adoption of the FRA law in June 2008.

"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010

In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image.  Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.

Integrering av gamification i reklam : utmaningar, möjligheter och problem

In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.

Lekens funktion för språkinlärning hos flerspråkiga barn

This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.

Analys av NFL drafting och faktorers inverkan

American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.

CPM - strategi : Planering, utveckling och implementering utav en övergripande Business intelligence strategi

Syftet med denna uppsats är att ta fram en Corporate Performance Management strategi som man kan nyttja för att ändra organisationsstrukturen till att uppnå en mer holistisk struktur med hjälp utav Business intelligence verktyg. Helt enkelt hur man skapar en helhet inom organisationen med en Business intelligence strategi. Den forskningsfråga som författaren har fokuserat mest på involverar hur man utvecklar och implementerar en CPM-strategi. De andra frågorna utreder vilka fördelar som finns med att införskaffa en CPM strategi och vilka Business intelligence verktyg som används i en CPM-strategi. I denna uppsats utförs en studie om begreppet Corporate Performance Management och kunskapsbidraget är en strategi för hur man utvecklar och implementerar CPM.

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.

Design och konstruktion av kaross till ögonstyrt arkadspel

Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.

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