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1390 Uppsatser om Game music composer - Sida 22 av 93

Visuellt berättande i spelmiljöer

Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö. Abstract In this thesis examines how to drive a narrative in digital games using only the game environment.

Noblesse Oblige: Ett rollspel : 1600-talets svenska adel, skyldigheter och plikter och skapandet av ett rollspel

Abstract ? Noblesse oblige: a roleplaying gameDuring the 17th-century the Swedish nobility was forced to deal with a number of new challenges. They reached the height of their power, but also began their downfall. How did the nobility?s ideal come to be in the face of this? Can we in these ideals find the duties and obligations of the nobility? And if we can, how can a roleplaying game be made out of the historical facts? A roleplaying game meant for educational means, well suited for the classroom and teachers, capable of stimulating the young minds and offering them an in depth understanding of how the nobility?s minds moved.

"Någonting annat" - estestiska musikämnen och körsång i gymnasieskolan 2014: förekomst och förutsättningar

The purpose of this paper is to study and describe the occurrence and conditions of aesthetic subjects and choral singing in Swedish upper secondary schools 2014. The paper is based on seven recorded individual interviews with three music teachers, four principals and one director of education in three upper secondary schools in Sweden. The study uses discursive psychology and the interviews were analysed with focus on music teachers and school leaders interpretative repertoires and rhetorical strategies and how they use the language to legitimate aesthetic subjects in an upper secondary school context. In the most recent upper secondary school reform of 2011 the aesthetic subjects are no longer mandatory. Today there are different ways to provide opportunities for the students to participate in music activities but since the government no longer decides how it shall be implemented it is up to the management of each school to determine the activities.The statement made by the informants are interesting in relation to the status of music subjects, but due to the limited scope of the paper, no general conclusions can be drawn.

Digitala verktyg - Hjälp eller stjälp: Fyra lärares tankar om digitala verktyg i musikundervisningen i åk 6-9

This study shows the thoughts, hopes and wishes of two male and two female music teachers, in grades 6 ? 9 from four different cities of Sweden. The emphasis lays on usage of digital tools. As the schools now stand before lots of changes in its curriculums; the use of digital tools was the main thing that caught my interest. How has the schools interpreted what this means? What does this mean in terms of purchases for the schools? We already know that many schools are lacking proper facilities to conduct music lessons so this ads on even larger needs.

Game on : Att spela sig till nya höjder av motivation

?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.

Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats

Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.

Inlevelse genom narrativ i spel

Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment.

Tidskriftens väg till framgång : framgångsfaktorer för specialtidskrifter ur ett marknadsorienterat perspektiv

Our main purpose with this paper was to figure out what makes a magazine successful. We wanted to analyze and examine factors of success for magazines, with a focus on music magazines, from a marketing perspective. Also, we wanted to see specific factors of success for the music magazine Groove. To do this, we interviewed seven people from different areas within the business with different kinds of expertise. We interviewed two people from Groove Magazine, two people from other music magazines and in addition to this, two people from a grand publishing company and also one person from a soccer magazine.

Castaway : Nätverksspel till Swedish Game Awards

I denna rapport så beskrivs det hur man kan utveckla ett nätverk som kan användas i nätverksspel. Hur man kan förhindra fuskande klienter och försöka uppnå ett säkert nätverk som vanliga klienter till spelet inte ska påverkas för mycket utav.Under tio veckors tid så utvecklades ett nätverk som står för grunden till ett nätverksspel. Ett väldigt simpelt spel med en nätverksstruktur som motverkar fusk..

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen

Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.

Instuderandet av notläsning på gitarr - en analys av olika gitarrskolor på marknaden med kompletterande egna exempel.

Title: Learning to read music notation on the guitar ? an analysis of various guitar schools on the market with added own examples. Purpose: To analyse currently available teaching materials on the subject of guitar notation on the market. A comparative analysis is made of five chosen books on the topic. Four criteria for the analysis of these five books are stated: 1) Structure and progression of the study of reading music on the guitar.

En jämförelse mellan den matematiskt optimala strategin och en ivardagligt spel tillämplingsbar strategi

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.

En tung historia : En undersökning om metalbandet Sabatons historiebruk.

The purpose of this paper has been to examine the heavy metal band Sabatons use of history and to relate it to societal trends in today?s Sweden. I have examined Sabatons music, album covers and music videos in order to define a certain use of history. To do this I have used a use of history theory and a heavy metal theory. My results showed that some of Sabatons use of history could be defined as commercial and that the societal trends in today`s Sweden have in some cases affected the selection and presentation of events and characters that`s been portrayed by Sabaton.

TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv

This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity.

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.

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