Sök:

Sökresultat:

471 Uppsatser om Game - Sida 3 av 32

Spelreferenser i akademiska publikationer. En kartläggning av referenspraktiker inom spelvetenskap.

This is an empirical study mapping out different citation practices to Games in the fieldof Game studies. From an analysis of 7 journals, 3 conferences and 22 canonical bookswithin Game studies, 5 different strategies for Game referencing have been identified.Games scholars can either totally refrain from referring to the Games they discuss, onlyreference some specific Games, cite them as something special and deviant from othersources, refer to them in accordance with other sources or refer to Games with regard totheir unique properties as a reference. For the reference librarian working with issuesrelating to Game studies the diverse reference practices among Game scholars pose aspecific challenge. A challenge that partly can be overcome by knowing how Gamescholars frame Games and how these frameworks are in conflict with the ways librariansframe and classify sources due their physical properties..

GAME OVER

En studie av svensk e-sportjournalistik. Undersökning av DN, GP, AB. Vi har genomfört en kvalitativ studie av Dagens Nyheter, Göteborgs-Posten och Aftonbladet. Genom att använda oss av Mediearkivet och dess sökfunktion plockade vi fram de artiklar som behandlade e-sport och dataspel..

"Tears are not a Momans Only Weapon" : En historiebruksanalys av HBOs tv-serie Game of Thrones

The middle ages is a time in our history that is often used as a frame when portraying fantasy on tv. HBOs immensely popular series Game of Thrones could easily be counted as one of these. But to what extent does the creators of the series approach the history of our world while creating their own? The aim of this essay is to analyse a number of characters from the tv- series out of gender- and their place in the social structure and then compare the findings with the image of the middle ages that is given in academic research. By analysing the two released seasons of Game of Thrones the study has shown that there are many similarities between the fictional world and the actual world but that it also differs through choices made by the creators of the series. .

Flow i fokus : processen att göra ett spel genom research through design

Starting out as a minor form of amusement, the Game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a Game with focus on theplayer. We apply the concept of flow on Game development and investigate through research throughdesign if we are able to create a Game that keeps the player in flow.Play tests showed several elements such as control issues and too difficult challenges early in the Game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers.

Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten

In this study we examine how much latency is required in an RTS-Game (Real-Time Strategy) before the player quits the Game. In the study latency is simulated in the Games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two Games and that there are two factors that play into this.

Battle of Life : Spelprojekt till Swedish Game Awards

Vi beskriver i denna rapport hur vi, som två studenter vidÖrebro universitet, utvecklade ett nätverksbaserat action-spel för datorer i Windows-miljösomsedanvarmed ochtävladei nordens största spelutvecklar-tävling, Swedish Game Awards. I spelet,som vi döpt till Battle of Life, tar sig spelaren an en farlig och oförlåtande värld och måste slåss mot andra spelareför att överleva. Vi förklarar i denna rapport hur vi, under tio veckors tid,utvecklar ett spel från grundenoch vilka verktyg och metoder vi använde oss av för att genomföra uppgiften. Vi beskriver projektets mot-och framgångar samt hur vi löste de problem vi komi kontakt med under utveklingens gång.Vi går in djupare på varför vi gjordevissa designbeslut och hur de påverkade vårt slutliga resultat.Avslutningsvis diskuterarviom utveklingsprocessen och spelets eventuella framtid, både från vårt eget perspektivsom utvecklaremen även från ett samhällsenligt perspektiv..

Spelifiering ? ett nytt sätt att motivera

To have motivated employees is important for companies so that they are able to keep valuable competence within the organization. This report treats a relatively new concept for increasing the motivation of employees. It is however, a concept that gets more and more attention. It is called gamification.Gamification is defined as ?using Game design elements in non-gaming contexts?, i.e.

Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft

This study examines the players experience, environments and objects in the videoGame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the Game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A Game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .

Lärsituationens komplexitet för elever som upplever svårigheter i matematik : Rutiga Familjen i en ny lärmiljö

The Squares Family is a Game developed as a learning aid in mathematics. With its graphical representation of the decimal system, the four basic arithmetic operations and positive and negative numbers together with a learning agent as pedagogical approach, the Game?s primary purpose is to motivate students in their learning of mathematics. Although the Game is strictly based on mathematical rules it attempts to encourage students to play and work with math without experiencing it as mathematics as this is initially not obvious. The Game being internationally tested on normal performing students, this project introduced the Game to six Swedish students who experience low motivation for and/or difficulties in mathematics.

Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering

This work aims to improve our knowledge about Swedish video Game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video Game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video Game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video Game writer.

Swedish SME Financing - Evidence from the Game Industry

The objective of this thesis is to examine the capital structure of Swedish small and medium sized enterprises (SMEs). Accounting data from Swedish Game developers, combined with the result from a survey, is used to examine their financial conditions and capital structure decisions. We find that non-debt tax shield, firm size, growth opportunities and age are, to various extents, the determinants of capital structure in the Game industry, while effective tax rate and asset structure have marginal effects. Our study also implicates that most of the existing capital structure theories can explain SMEs leverage decisions to some extent; however, some adaptation is needed to fit these theories into the SME context. Additionally, we find the existence of a financial gap in the Game industry which might need efforts from both demand side and supply side to eliminate..

Förmedling och framställning av historia i Tv-spel : En analys av den historiska miljön och atmosfären i Red Dead Redemption

This bachelor´s thesis analyzes the video Game Red Dead Redemption and the historical use of the environment and atmosphere in the Game. The theory and method used is media research and social memory studies. Two questions were asked: how does Red Dead Redemeption convey and produce the historical environment and the historical atmosphere. Furthermore subqueries/criterias were used to help answer the main questions.The analysis was divided into two parts, the first part we analyze and discuss the Games historical environment and the second part analyzes and discusses the historical atmosphere of the Game.The conclusion is that both the historical environment and the historical atmosphere is present in the Game through picture and sound, the text only works as a guide. The picture and sound live in a symbiotic relationship and depend on each other to fully immerse the player to the Game.

"Ska vi leka?" : En kvalitativ undersökning av inkludering och exkludering i fri lek i förskolan

The aim of this studyhas been to capture preschool children's strategies, when they include and exclude each other in play. My aim was also to find out how children choose to integrate into an already existing Game. My questions were: What strategies are used by the children at the preschool when they want to exclude or include each other? How to integrate the children when they want to be involved in an ongoing Game and how they will be received during the time of play? My theoretical starting points are from Vygotsky's theory of proximal development zone, and Michel Foucault's perspective on power, and also research on the subject.The empirical study was conducted using the observations at two preschools. The children I observed were between four to five years old.The results show that children used different strategies, and when the strategy did not work so the child could switch to another.

Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com

This qualitative study examines how users of boardGamegeek.com chooses which analogue Game to buy. The purpose of the study is to find out which factors constitutes the choice of Games and how the information of these factors reach the consumer. The investigation is executed by users of boardGamegeek.com explaining their latest Game purchase in a questionnaire survey online. The results show that many of the respondents research the Games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many Game developers and distributors does not make this information available for the consumers, but leaves this task to the public..

dotNet som multimediaplattform

As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.dotNet is the next step in line and makes it easier and faster to build software.This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete Game can be built.A Game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the Game looks like it does as well as the mechanics of the Game and the benefits of the dotNet platform..

<- Föregående sida 3 Nästa sida ->