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7493 Uppsatser om Game theory - Sida 14 av 500

Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv

The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.

Teorin om "Just War" -Rättfärdigande eller Urskuldande?

This text concerns itself with war, the just war theory, and the application of that doctrine on the ?war on terrorism?. I present different views on the theory's place in the discourse, its relevance for unconventional wars followed by the analyses of above mentioned empirical situation.Particular interest is given the criteria concerning proportionality, both ad bellum and in bello, due to in part its difficult nature, and the attention it has received from others. This paper asks the question: Is the just war theory adequate for analysis of modern war?There are few alternatives.

Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.

In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.

Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden

Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .

Den svenska lönebildningen i förändring

Problem: The Swedish wage-setting has changed since the time for the breakthrough of the industrialism until today. Before that, wages often consisted of perquisites or goods that could be exchanged against other goods. Rural people were often self-sufficient. In some cases the farmer owned the land, in other cases they where tenants. At the time for the breakthrough of industrialism the demand for similar labour were increased.

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.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

Adam Smith och den problematiska värdeteorin

Adam Smith?s economic theory is often subject to criticism, in which it is claimed to be inherently inconsistent. Recently, criticism from well-known scholars has arisen claiming Smith should be characterized a labor value theorist anticipating Karl Marx. This study seeks to analyze whether such criticism is legitimate. Firstly, the economic theory of Smith is discussed in terms of consistency, and secondly, a number of typical and main points of the critique, from the most influential of his contemporary critics, are lifted up and analyzed.

Design och konstruktion av kaross till ögonstyrt arkadspel

Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.

"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.

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.

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.

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.

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