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934 Uppsatser om Game mode - Sida 9 av 63
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
Forage production and summer use by ungulates on game fields and surrounding areas
Ungulates are causing conflicts between stakeholders due to browsing damage on forests and agricultural crops. At the same time there is a big demand of keeping high ungulate densities for sports hunting and recreational purposes. Movement patterns of ungulates are strongly correlated with forage availability. Therefore, measures affecting forage quantity and distribution might be a tool to reduce the economical losses in forestry without decreasing the ungulate densities and thereby decrease the conflict between different interest groups.This study investigated the potential biomass production and utilisation of marrow-stem kale (Brassica oleracea var. medullosa), at game fields in Misterhult, Sweden, as well as browsing effects on adjacent forests.
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.
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..
Det gröna gapet ? varför skiljer sig attityd och beteende åt vid hållbar klädkonsumtion?
Klädindustrins negativa påverkan på hållbar utveckling har på senare tid blivit allt mer uppmärksammad av konsumenter, media och aktörer i modebranschen. Även om medvetenheten har ökat så har inte konsumtionen av hållbara klädalternativ gjort det till önskad grad. Tidigare forskning har identifierat ett gap mellan konsumenters attityd och beteende kring hållbart mode, konsumenten säger sig vilja köpa grönt mode men gör det inte. Den här studien går ut på att undersöka vilka orsaker som finns till gapet med följande problemformulering: vilka är de bakomliggande orsakerna till gapet mellan unga svenska kvinnliga konsumenters attityder och handlingar gällande hållbart mode? Syftet med studien är att med hjälp av funna orsaker kunna bidra till befintlig forskning inom området.
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.
Jag vill inte klä mig som alla andra - en studie om hur ett företag arbetar med individualistiskt mode
Syftet med denna uppsats är att skapa en förståelse för hur nyetablerade modeföretag kan arbeta med sin identitetsmix för att kommunicera en individualistisk modeimage. Vi har gjort en fallstudie av ett ungt, svenskt modeföretag samt intervjuat fyra återförsäljare inom branschen. Slutsatserna är att ett modeföretag genom sin identitetsmix kan arbeta med att synas i rätt sammanhang, förmedla en känsla av unikhet och professionalism kring företaget, kontinuerligt förnya sin produktlinje samt värna om sin image för att inte överexponeras..
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..
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.
Att resa till och från Arlanda med bil: Bakomliggande orsaker och motiv
The main purpose of this study is to clarify the underlying reasons as to why people choose to travel by car or taxi, and to do so by using people´s choice of transportation to and from Arlanda Airport as an example. Furthermore it is also in our interest to see what changes are needed to make more travellers use the available public transportation.Because of the increasing pollution rate from the means of conveyance headed to and from Arlanda Airport, Luftfartsverket is attempting to decrease the amount of emission from the connecting transportation sources. Luftfartsverket has a pollution limit which is about to be reached in a few years, based on a prognosis made by Arlanda´s office of environmental issues. In order to investigate people´s travel mode choice a survey was conducted at Arlanda Airport, Stockholm. 82 travellers were interviewed on a three day basis inside terminal 4 and 5.
Göra kön på bloggen : En studie om framställningar och skapandet av ?kvinnan? på mode- och livsstilsbloggar
Syftet med denna studie är att undersöka hur ?kvinnan? framställs och skapas på mode- och livsstillsbloggar. Detta har jag undersökt ur ett ?göra kön? perspektiv samt att jag använt mig av Goffmans teorier kring identitetsvärden och stigma.Jag har använt mig av ett eklektiskt förhållningssätt till valet av metod och har därför använt mig av olika metoder där meningskodning av text och symbolisktolkning av bilder varit de mest framträdande. Dessa koder har jag skapat utifrån min teoretiska referensram.