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4001 Uppsatser om Game project - Sida 11 av 267

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

Förskollärares involvering i barns fria lek

Abstract   In this thesis, my aim was to investigate how preschool teachers view their involvement in children's free play. In order to answer this, I chose to do semi-structured interviews with four preschool teachers in three different preschools. My interviews has revealed similarities and support for as how history of research looks at the involvement of educationists. Both research and my results stresses the importance of being active in children's free play and to be a supportive teacher, particulary in conflict situations. For those children who have difficulty entering into the free game its the educationists task to co-play and help the children find the game.

Kamratkulturer i förskolan : En observationsstudie av några leksituationer

AbstractIn this essay, I have performed a study on peer cultures and how these peer cultures are expressed in a group of pre-school children. My questions are as following:What positions/power positions can be seen in children?s play, and how will these be expressed?How do the children gain access to play?How do children act when they want to exclude other children?In order to understand this I have chosen to do observations as a method. In order to investigate these questions I chose to spend six whole mornings with a group of pre-school children, closely observing their behavior. The focus was on children, three years of age or older.

Läsa spel. En analys av Alice-böckernas adaptation till spelformatet

The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.

Nu jagar de papperslösa : En kvalitativ diskursanalys om massmedias framställning av Reva-projektet och polisens arbete

The purpose of this essay, ?Now they are chasing paper-less - A qualitative discourse analysis of mass medias depiction of the Reva-project and the work of the police?, is to analyze how mass media portrays the Reva-project and polices work with the project. The basis for the essay will be eight selected newspapers. The Reva-project implies collaboration between the Police, the Swedish Migration board and the Swedish Prison and Probation Service within the border police. The aim of the project is to enhance the efficiency and the execution of the border police work, in accordance with the government?s target.

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.

Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -

AbstractTitle: Interactivity and participation - a qualitative study about the making of machinima withWorld of Warcraft (Interaktivitet och och deltagande ? en kvalitativ studie kring skapandet avmachinima med World of Warcraft)Number of pages: 68 total, 50 without appendixAuthor: Peter BrandbergTutor: Else NygrenPeriod: Autumn 2006Course: Media and Communication Studies CUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories).Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis.Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points.

Viktiga aspekter i samverkansformen NCC Projektstudio : En intervjustudie för NCC

The projecting time in the construction industry needs to become more efficient toshorten the amount of time it takes to project a build. One of the North's leadingconstruction company NCC constuction Sweden AB has developed a form ofcollaboration called ?NCC project studio? that they use in some projects today.My thesis consists in bringing forth the most important aspects of the collaborationform called NCC project studio. The point of this is to use my thesis to help thecompany develop a quality document that can assist them when starting collaborationbased on NCC project studio in the future.The conclusion of my thesis was that much of the focus needs to be on explaining tothe participants what NCC is aiming to gain from working with the NCC projectstudio and also which important parts that needs to be worked on..

Att leda och koordinera projektgrupper på distans

In recent decades, project based work form has taken a dominant role of work for many companies. Developments in the field have progressed rapidly and research has contributed to more efficient working practices. This study describes the elements that a project manager should keep in mind when he leads a project without actually being physically present, complex factors occurred and the basic approach to encounter them. The aim of this report is to examine factors that arise in the context of coordination at a distance and how companies, in their daily work, surpass these obstacles. The study does not include cultural differences, time zone differences and language differences, all very common in project management at distance.

Projektmodell för mindre produktutvecklingsprojekt

How projects are managed can have a big impact on the project`s result. There are different types of frameworks on the market whose purpose is to help project leaders to pursue a successful project. Those frameworks focus on larger product development projects and both the literature and companies have addressed that the frameworks are too comprehensive for smaller product development projects. They have therefore asked for a framework that is more suitable for those smaller projects. To complete a project on time and to the planned cost is important in both larger and smaller product development projects.

Skattefrågor, opinionsmätningar och militärskämt : Hur Aftonbladet och Svenska Dagbladet gestaltade den amerikanska valrörelsen 2012

During a political election the public?s interest in politics and political journalism increases significantly. During the American presidential election in 2012 a big amount of articles on that topic were published in two of Sweden?s largest newspaper, Svenska Dagbladet and Aftonbladet. Political journalism tends to frame politics as sports, game and scandals rather than focusing on the political issues.

Projektarbete som läroform : En kvalitativ studie av en förskolas projektarbete

The purpose of the study was to examine how teachers and children interpreted the project and understood its values. To this end, it was necessary to focus on four defining parameters which affect the investigation: structure of pre-school project work, content and delivery, the methods used by teachers during the project, which pedagogical documentation was used (and how), and how the project determined the approach, the curriculum goals and values. Using a qualitative approach, regular unsystematic observations were made over five days, during which three teachers, two pedagogues, two pre-school teachers, and one nanny from the same kindergarten were interviewed regarding children in three age groups: 1-2 years old, 3 years old, and 4-5 years old. The results of my investigation showed that the teachers were divided on how to apply the project as a working method. Children's active role in the pre-school project varied depending on the extent to which teachers adopted children perspective in everyday practice.

Virtuella tv- och dataspel som medel inom rehabilitering : - En systematisk litteraturstudie

Att använda sig av virtuella tv- och dataspel inom rehabilitering är ett relativt nytt medel som det finns begränsat med forskning inom. Syfte: Uppsatsens syfte är att beskriva till vilket ändamål virtuella tv- och dataspel används inom rehabilitering och vad det ger för utfall. Metod: En systematisk litteraturstudie användes som metod i uppsatsen. De databaser som använts är Amed, Cinahl, PubMed och Medline (via Ebsco). De sökord som använts är virtual video game, video game, computer game, rehabilitation, outcome, movement, playthings och occupational therapy.

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.

Faktorer som påverkar barns läsutveckling

AbstractThe purpose of the study was to examine if manual signs used as support to spoken and written language can be a god mnemonic for learning of word-pictures. I performed my study as an experiment in which I made a Memory game with word-pictures. I played the game with the children twice. The first time, we played without manual signs and the second time I used sign as a support. I observed the children and noted the words they learned to read with and without the support of manual signs.

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