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1390 Uppsatser om Game music composer - Sida 12 av 93

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

Elevers uppfattningar av musikundervisning i skolan

AbstractWe´re surrounded by music in many different ways. Sometimes we choose the music ourselves and sometimes it?s just there. The purpose of my thesis is to illustrate the students apprehension and understanding of the teaching of music in school. Moreover, my own interest in this subject and its influence during my school years motivated me in researching my thesis.

Kulturarv, efterfrågan och musikalisk mångfald En fallstudie kring bibliotekariers och användares uppfattningar om musikbibliotekets uppdrag och roll

The main purpose with this Master's thesis has been to through a case study investigate and analyze the music library activity at the Public Library in Lund, in order to find out according to which ideas and principals this activity is run by. It also discusses how you at the music department handle your task as intermediary of music and how well this coincides with the users expectations. To give the research more depth a special analysis has been made, assuming the perspective of the B&I-researcher Sanna Taljas' three perspectives regarding the music department. She identifies three perspectives in maintaining a music library, which she calls the general education, alternative and demand repertoire.The examination is based on an empirical research, where five librarians were interviewed and fifty users have responded to a survey, but the essay also includes a literary study carried out to explore which ideas there are regarding the music department's missions and roles in the existing literature.Librarians and the user's opinions coincide quite well. What distinguish the most are the opinions surrounding the competency of the music library.

Kort speltid ? djupt intryck: spel som hyrfilm

SVENSKA: Vårt kandidatarbete gick ut på att ta reda på om det var möjligt att utveckla ett kort spel i hög teknisk kvalitet och ändå skapa ett djupt intryck på spelaren. Under projektets gång utvecklade vi, med hjälp av UDK (Unreal Development Kit), ett skräckspel i 3D till PC vid namn The Horror at MS Aurora. För att erhålla den höga tekniska kvaliteten som vi var ute efter användes metoder som räknas som standard för stora speltitlar på marknaden: Animationer spelades in med Motion Capture och musiken skrevs med en full symfoniorkester i åtanke. Innan produktionsfasen tog vid gick alla gruppmedlemmarna igenom en research-fas, där var och en satte sig in i de områden som skulle komma att vara aktuella under produktionen (d.v.s. hur UDK fungerar, musikteori och orkestrationsteknik, hur man arbetar med Motion Capture-data o.s.v.).

Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle

In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..

Heuristiker för digitala spel : En studie om Game Approachability Principles

Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.

När stjärnor flyttar på sig : -En intermedial studie av läsprocessen som den relaterar till Codex, det digitala uppslagsverket i tv- och dataspelet Mass Effect

This study examines the in-game encyclopaedia Codex as it appears within the videogame Mass Effect. The purpose of this study is to analyse the Codex with emphasis on how the reading process is affected by the videogame medium. In this regard the study seeks to uncover what characterises the Codex as a fictional encyclopaedia, what it entails and how it interacts with the rest of the game. The theoretical basis of this study is derived from a combination of the writings of Wolfgang Iser concerning the process of reading, Jesper Juul's writings on the relationship between games and narratives, and the concept of intermediality as discussed by Hans Lund and Jørgen Bruhn.      This study is based on a close examination of the PC and Playstation 3 versions of the videogame Mass Effect, created by Bioware, with particular emphasis placed on the Codex. Mass Effect is a science fiction third-person shooter and RPG set in a future where mankind has begun interacting with aliens civilizations and colonising new planets.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.

Tillgängliggörande Vs Distribution : Är en skiva en skiva om den enbart finns digitalt?

 The aim of this essay is to examine if the Swedish Major labels are moving towards making their catalogue available on different platforms rather than their traditional distribution of music. The new technology has really stirred things up for the major labels and file-sharing has been a problem for a long time. The labels have a history of fighting new formats instead of embracing them and listen to what their consumers actually want. We have found that the majors now are in the leading edge of music distribution due to technology and that is a first. We have focused this essay on if the consumption of music has changed the distribution of it or the other way around and found that people have changed their ways of consuming music over the years and the labels have always been forced to adapt.

Vad ska vi spela? En studie om betydelsen av genrebredd i musikundervisning

Title: What shall we play? -A study of the importance of genre spread in music education. The aim of this study is to examine music teachers' and music students' reflections on the importance of genre spread in music education. The study covers music education in municipal primary schools and municipal music schools/schools of arts and music. I have used both quantitative and qualitative methods in my study.

Att göra det digitala till det normala : En studie av svenska skivbolags samarbete med iTunes MusicStore och Spotify på den digitala musikförsäljningsarenan

Purpose/Aim: The purpose of this thesis is to define and analyse how Swedish record companies work with digital musical content distributors. A more narrow aim is to show how the record companies and with the digital musical content distributors iTunes Music Store and Spotify create incentives for consumer?s to use legal digital music channels through the Internet. To further circle the core of the problem following questions have been asked: How does the record companies provide iTunes Music Store and Spotify with digital content and what is done by the record companies to retain control over the material? How do the record companies view digital musical sales and what incentives are given to consumers to buy music digitally? Finally, What position of power do iTunes Music Store and Spotify have on the digital content arena?Material/Method: The data collected for this thesis is retrieved through personal interviews with representatives from three of the four major record companies Universal Music, Warner Music and EMI and their Swedish branches.Main results: The consumer?s access to digital content through iTunes Music Store and Spotify is of the utmost importance and is a prerequisite.

Så höjer du sannolikheten för återbesök till din webbplats

The music distribution in Sweden and the world is rapidly changing. The music industry, however, has been reluctant to change the way they distribute music. The consequence has been that illegal music files have been available for downloading to anyone with an Internet connection. Because of the illegal downloading a new law have been implemented in an attempt to stop this behaviour. Our theory is that in implementing the IPRED-law, the sites that were hosting most of the illegal material will experience a severe decrease in traffic.

Heat Maps : En metod för att uvärdera banor

Denna rapport har undersökt om game metrics genom heat maps kan användas för att hitta en choke point i en bana gjord till spelet Team Fortress 2. Game metrics och kvantitativa  metoder  erbjuder  ett  objektivt  och  nästan  automatiserat  alternativ  till kvalitativa metoder när det kommer till balansering. En bana har konstruerats med en choke point och har speltestats för att generera en heat map. För att undersöka om det går att hitta en choke point med hjälp av en heat map så har en enkät gjorts där respondenter   bads   hitta   choke   pointen   med   hjälp   av   den   heat   mapen   som genererades från speltestningen av banan. Alla respondenter lyckades hitta mitten av choke  pointen  med  hjälp  av  heat  mapen.  I  framtiden  skulle  arbetet  kunna  utökas genom  att  undersöka  om  användandet  av  bottar  eventuellt  skulle  helt  kunna automatisera  balanseringsprocessen.  Det  skulle  också  gå  att  undersöka  hur  olika klasser rör sig i en bana..

Historiesyn - Drivkraften i försoning : Ett kvalitativt arbete av Commision on Amnestys historiesyn

Title: Festivalernas Intåg ? Korröfestivalen- en bordunstämmas resa genom festivaliseringenThe Korrö festival- The establishment of a Swedish Folk Music Festival.This thesis describes how folk music festivals have been escalating during the past few and how they have influenced Swedish folk music. To reach my results I have been studying one festival in particular which is the Korrö Folk Music Festival. This event started in the mid-eighties as a small happening that attracted almost exclusively musicians that were a part of the bordooon movement. The bordoon movement gathered a couple of days in the summer at what they called the ?Korrö bordunstämma? to build instruments and play folk music.

Var och en sin egen lyckas smed : En undersökning av skivbolagens framtida roll i musikindustrin

This study has the purpose of looking at the current and future position of recordlabels from a context involving the technological developments, while theopportunities for the artists are changing. As the actors inside them music industryfind themselves in an ever changing climate where traditional supply chains arethreatened by new technology, the record labels need to change the way they workin order to maintain their existence in the music industry. The study has beenconducted by interviewing a number of people involved in the music industry, byusing a qualitative method approach. The conclusion of the study shows that thetraditional way of doing business by treating music as a product that makes revenueis gone. Instead the labels have to take on new roles formerly run by third parties inorder to survive and be profitable, especially since artists can now in control ofactivities that used to be controlled by the record label..

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