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6957 Uppsatser om Game studies - Sida 14 av 464
Integrering av gamification i reklam : utmaningar, möjligheter och problem
In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.
Lekens funktion för språkinlärning hos flerspråkiga barn
This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.
Analys av NFL drafting och faktorers inverkan
American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.
Fostransuppdraget i Samhällskunskap : En studie i hur samhällskunskapsämnet kan uppfattas när det gäller fostran
The purpose of my study is to gain insight into how the education system (particularly social studies) is morally-minded based on the governing documents, former students and a textbook. I wanted to find out what morally-minded means and if it has a big role in social studies. Through interviews with former high school students (when my thesis is aimed at high school) I wanted to find out how they felt their social studies were educational and which the values that they had taken on from the lessons. I also chose to analyze a textbook to get a broader understanding of how the morally-minded education is written in specific areas relating to social studies. My study is a qualitative study and what I came up with is that the former students consider their social studies teaching lacked to some degree when it came to the morally-minded education. My investigation concludes that the morally-minded education is important in social studies as the purpose of social studies is to promote active democratic citizens.
Sociala spel på arbetsplatsen : En kvalitativ studie om sociala spels påverkan på arbetsplatsrelationer
Social games have become a digital phenomenon over the last few years, affecting a lot of peoples everyday life. This paper focuses on how social games can affect workplace relationships. Through qualitative interviews I investigate how people who play with their colleagues experience the social games and their influence on the social interaction in the workplace. 10 interviews were carried out with people from four different organizations. The findings from these interviews were then put in relation to previous research and existing theories concerning workplace relationships and social games.
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
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.).
Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers
The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.
Clover (Trifolium spp) gamefields : forage production, utilization by ungulates and browsing on adjacent forest
Wildlife is a valuable and renewable resource that promotes economical, ecological and social values. These values are important for developing and maintaining many rural societies. However, growing ungulate populations have led to increased browsing pressure on valuable forest trees and crops. Previous studies have proposed supplementary feeding and gamefields as potential methods for controlling the ungulate foraging and reducing browsing damage by providing other attractive food resources. However, quantitative estimates of potential biomass production of various gamefield crops and browsing pressure on the surrounding forest have been lacking.
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.).
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
"en labyrint av vägar" : en kvantitativ och språkfilosofisk studie av taggar och taggstruktur i Stockholms stadsbiblioteks folksonomi
The purpose of this study is to perform both a quantitative and language philosophical analysis of the folksono-my and the tags in the Stockholm public library catalogue, which together with the Umeå university folksonomy, and the folksonomy of the Norrköping public library are the only library folksonomies in Sweden.The purpose of the first part of the study is to perform an analysis of the linguistical structure of the tags in the folksonomy. To do this a quantitative analysis has been conducted to grammatically categorize and evaluate tags using a method based on Louise Spiteri?s article ?The structure and form of folksonomy tags: the road to the public library catalogue? and the SAO guidelines. This part of the analysis aims to answer questions like: what characteristics do the tags in the folksonomy have and in what ways do they separate themselves from subject headings in a controlled vocabulary? Tags were here categorized according to grammatical properties like parts of speech and their social and private characteristics.
Kan Harry Potter-fandoms förstås som religiositet? : En analys av tre empiriska studier
The relationship between fandoms and religion has become an increasingly popular topic to study within the field of the sociology of religion. In previous studies, there have been different views concerning whether or not fandoms should be regarded as religious from a functional perspective. This issue is especially interesting considering the decreasing popularity of traditional religion in some aspects. The aim of this essay is to study how Harry Potter fandoms are described in previous studies. The study aims at discerning both the empirical data and how the data is interpreted. The material in this study consists of three previous studies about the communities centered around Harry Potter fandoms.
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..