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1390 Uppsatser om Game music composer - Sida 23 av 93
"I don't wanna hear about your band!" : tre feminister om musik, feminism och motstånd
This thesis sets out to examine how feminist struggle can be negotiated, defined and motivated. By using Oral history as a theoretical and methodological framework, three persons narrative are being constructed, explored and discussed throughout the thesis. All the interviewees define themselves as women and feminists and have all practised music in different separatist rock and pop-groups from 1970 to present. Themes as music as political action, and separatism for persons who define themselves as women are discussed. The tree informants agree about some feministic goals such as equality and the right to be able to play and perform music regardless of gender identity, although the means to reach these goals are formulated differently. .
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.
Min framtids dag är ljus och lång -Musiker och musiklärare berättar om utbrändhet
Title: The future is looking bright - Studies of burnout among musicians and music teachers. Since late 1970's, the burn-out-syndrome has been researched in several ways, especially among people working in care-oriented employments. The object with this study is to find out the biggest issues about why musicians and music teachers burn themselves out. This is based on musicians and music teachers own stories when they got burned out. The method I have used is qualitative interviews and in the result chapter I will present summaries of the interviews.
Drogbudskap i antidrogkampanjer och musikrelaterad media : En kvalitativ studie om ungdomars upplevelser
Drug related messages in antidrug campaigns and music related media -A qualitative study about young people?s perceptions Youth are exposed to both promotional and critical drug and alcohol messages in their daily media consumption. The purpose of this study is to examine how youth perceive anti-drug campaigns and drug-promoting messages in music-related media. The empirical material consists of qualitative data, including a focus group and two individual interviews, consisting of youth between the ages of 18 and19. One main finding is that young people perceive anti-drug messages differently, yet they are virtually unanimous about what makes such messages effective.
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..
Toner från förhistorien : En studie om förhistoriska musikinstrument och deras olika betydelser i det fornnordiska samhället
This is a study of Prehistoric musical instruments from Scandinavia and the different meanings they could have had in the Prehistoric society. I have described the different types of possible music instruments and the different categories that they belong to. I have also written about their different functions that could have been for example ritual artefacts, shamanic tools or useful instruments in hunting. Two case studies are also presented in the essay, the Falköpingsflute and the Balkåkradrum..
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..
Efterfrågan på musik har aldrig varit större : Hur nya förutsättningar har påverkat svenska musikförlag
We have been able to draw some conclusions based on our research. First we haveconsidered that the publisher is dependent on a large network and to work closelywith their customers. We can see that the competition in the music industry hasgenerally increased, the technological progress has created new opportunities, and asa result of this, new players have joined the music industry. We have been able todraw conclusions in the fact that more companies and songwriters start up their ownpublishing company, resulting in an increased competition for the individualpublisher.We can also see as a final result that music is used in lots of different contexts andthat the publishers thereby are offered a wide range of business opportunities, but thatthe solvency of the customers has become lower. With this knowledge, we canconclude that the publisher?s power and revenues will increase, and that the publisheras an actor has been given a more important role in the industry.
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.
Åttiotalisternas entré på arbetsmarknaden : Rekryterares uppfattning om åttiotalister
AbstractThe topic ?The effects of music in the supermarket on consumer behavior,sales, and customer state of mind? was assessed to try and analyse the emotionaldifferences that may occur as well as the sales variations that may arise fromplaying music in a supermarket. The reason for this study is that grocery storesare very common and abundant in most neighborhoods, as is man?s necessaryconsumption of food. In almost every city grocery stores must compete hardagainst each other in order to succeed in offering the most appealing options toconsumers.
Bedömning och kunskapssyn i matematik : Förändringar i lärares bedömningspraktik
This paper examines women's positions in the music industry. By quantitativelyinvestigate ten major companies on the swedish music market, the authors have beenable to mapp positions that are dominated by women and as well as men. The essaydiscusses several theories of both gender in organizations and gender in society inorder to analyze the quantitative results.The aim of the paper is to highlight the current segregation of careers in the musicindustry as well as to lay a foundation for further research on why it is segregated.Clear graphs shows the gender distribution between women and men in business butalso the distribution of gender in occupations / positions in similar companies. In theanalysis the authors reflects on the results using relevant gender theories. In theconclusion, the authors explain the result generated by the analysis and illustrates theprevailing segregation that exists in the music industry.This paper has concluded that a seemingly even distribution between men andwomen in business organisations can sometimes be misleading.