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21281 Uppsatser om Game study - Sida 17 av 1419
Partiledarskiften : En studie om hur makt knyts till politiker och hur politik gestaltas
Purpose/Aim: The comprehensive purpose is to study how the political journalism is framed, and how the party leaders, with focus on the authority, are constructed in the press.Material/Method: Firstly 84 articles articles printed in the swedish newspapers Aftonbladet, Dagens Nyheter and Svenska Dagbladet have been analysed. Secondly, a textual analysis by means of a critical discourse analysis.Main results: Media are inclined to frame politics as a game or a strategic race. The partyleaders are ascribed authority in different ways. This ascribed authority can also be deconstructed.Key words: Media and politics, party leader, discourse, democracy, framing theory.
Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar
The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.
Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II
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.
Revitalizing classic art using real-time game technology: environment modeling and texturing
Detta projekt gick ut på att under åtta veckor försöka utveckla en interaktiv tavla, där en karaktär i tavlan med hjälp av en monterad web- kamera skulle kunna interagera med tavlans åskådare. Rapporten handlar om hur man kan gå till väga för att skapa miljön till en sådan tavla, anpassad för realtidsspelgrafik.
Marknadsföringsstrategier för spelutvecklingsteam under utbildning
Syftet med denna slutreflektion är att visa problemen men även möjligheterna i marknadsföringen av spelet Forced2Fight av det lilla teamet i Kick the Owl Productions. Begränsad budget, osäker framtid för både team och spel är något som måste övervinnas. För att kunna angripa dessa problem har jag studerat en rad olika tillvägagångssätt och kommit fram till ett lämpligt tillvägagångssätt riktat åt gräsrötterna för att bygga upp varumärket. Den effektivaste strategin bör i min mening vara att marknadsföra gruppen via traditionella medier och förankra spelet i den relevanta målgruppen direkt via fora och andra sociala medier. Kontakta både framträdande medlemmar i sociala grupper samt expertgrupper bestående av kunniga spelentuseaster.
"Action speaks louder than words" EU, jämställdhet och EPA-förhandlingarna
Officially, the EU gender policy since 2000 has been guided by the strategy of Gender Mainstreaming. This strategy aims to promote gender equality and is informed by a feminist ontology which stipulates that women are structurally subordinated.In this essay, I examine whether the European Commission has adequately adhered to this gender policy in its free trade negotiations with the ACP (African, Caribbean, and Pacific) countries as part of the Cotonou Agreement. As a result of my text analysis of documents related to the negotiations, opinion pieces by interested actors and policy papers of the EU, I find that the Commission does not act in accordance to its stated gender policy.To explain this discrepancy between policy intent and actions, I employ postliberal feminist theory and Robert Putnam's Two-Level Game Theory Model. By analyzing statistics and published research, I explore how gender issues are being represented politically on a domestic and international level.My findings show that a key cause of this discrepancy lies in the low levels of female participation in the political institutions of the EU and ACP; a lack of participation that is especially pronounced in the area of international economics. In explaining the constraints on female participation and the prospects of full implementation of the EU's gender policy in the international political economy, I emphasize the role of culturally and historically gendered institutions..
Hunter demography, trends and correlates of hunting participation in Sweden
The concerning issue of declining number of hunters in North America is also apparent in Europe and Sweden. When the bulk of research found on human dimensions and hunting participation has almost exclusively been done in the United States, this report seeks to add to the needed knowledge on a national level focusing on the causes of hunter declines related to social factors within Sweden. Using hunter data reaching from commune, county to National level, this report describes the correlation between a number of variables and the hunting participation in Sweden.The typical Swedish hunter lives in an area with low population density, the person usually has higher education, the living situation is stable with no recent moving and there is relatively good access to forest land. Persons with weaker connection to the Swedish culture such as foreign citizens, people with foreign background and people born outside ?the Nordic countries? are less likely to start hunt or participate in hunting.A strong relationship was found between the favorite game, moose (Alces alces), and the amount of hunters participating in the hunting.
Den så kallade kvalitetslitteraturen: En studie av språkspel med ordet kvalitetslitteratur
This masters thesis is a study of how the expression quality literature is used in widespread newspapers and magazines. Wittgensteins idea of language games is used as a theoretical starting point. The analysis of 37 articles draws a picture of five language games that are called; the taking over, the polarising, the example giving, the gender critical and the ironic language game. The expression that quality literature is most often put in relation to is popular literature. The line between the two is sometimes distinctly drawn in the articles and sometimes quite vague.
Integrerad Kommunikation för att stärka ett Nation Brand
The aim of this paper is to explain how the European Union?s common strategy for theCommon Foreign- and Security Policy (CFSP) will change with the implementation of the Treaty of Lisbon. A comparative case study and qualitative method is used. On the basis of Smith?s theory of institutionalization we will analyze two member states: France and Denmark.
Landskapsarkitektur för folkhälsa : teorier och reflektioner kring utformning
The Swedish healthcare system is characterized by lack of resources and extensive hospital queues. In order to counter these difficulties the Lund University Hospital have introduced Lean Healthcare to the hospital organization.
The purpose of this scientific paper is to study the relationship between the implementation of Lean Healthcare and the experienced motivation among the staff. This essay thereby intends to impart knowledge, which could be used on future implementations of Lean Healthcare at other hospitals.
In order to fulfil the purpose of this essay a case study have been conducted at two wards at the Lund University Hospital in which qualitative research interviews have been the method chosen in order to gather data.
Den svenska regeringens förvirrade klimatarbete
The aim of this study is to clarify the Swedish government?s purpose of participating in theEuropean Union Emission Trading Scheme. Taking as its departure point state-centricinternational political economy this study presents three plausible hypotheses on what thepurpose might be. Either it is to promote consumers interests, or to promote the Swedishnational climate goal ?Reduced impact on climate?, or to promote the profit of Swedishcompanies.
Motivation till förändring : hur sjukhuspersonal kan motiveras till att arbeta med Lean Healthcare
The Swedish healthcare system is characterized by lack of resources and extensive hospital queues. In order to counter these difficulties the Lund University Hospital have introduced Lean Healthcare to the hospital organization.
The purpose of this scientific paper is to study the relationship between the implementation of Lean Healthcare and the experienced motivation among the staff. This essay thereby intends to impart knowledge, which could be used on future implementations of Lean Healthcare at other hospitals.
In order to fulfil the purpose of this essay a case study have been conducted at two wards at the Lund University Hospital in which qualitative research interviews have been the method chosen in order to gather data.
Dynamisk terränggenerering med koppling till spelarhandlingar
Arbetet går genom en metod för simpel terränggenerering med koppling till
spelarhandlingar genom användning av artificiella neurala nätverk..
"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II
The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.
Posthumanism i förhållande till digitala spel
Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.