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532 Uppsatser om Games for kids - Sida 19 av 36
Hantering av osäkerhet i strategiska investeringar : en kvalitativ undersökning på SME-företag i nordöstra Skåne
De flesta företag strävar i huvudsak efter att maximera värdet av sitt företag och ett sätt att öka värdet av företaget kan vara att genomföra investeringar. En viktig faktor för att lyckas med sina investeringar är att skapa en strategi och att följa denna är avgörande för att nå dit man vill. Strategier kan utformas på olika sätt, men gemensamt för alla strategier är att de måste hantera osäkerhet. Syftet med denna uppsats är att undersöka vad små- och medelstora företag upplever som osäkerhet vid investeringar samt hur företagen hanterar dessa. Valet av små- och medelstora företag grundar sig på att den största delen av tidigare forskning inom detta ämne är gjord på stora företag.
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
"Jag ska också göra chokladbollar" : En undersökning om hur tillgången till konstruktionsmaterial påverkar barn i förskolan
The aim of this study was to investigate and compare the availability of construction materials affect children's constructions and play. Observations were made when the children were allowed to play and build with very little and much of the material play-doh dough in preschool. The study is aimed at children aged 3 ? 5 years. Interviews were also conducted with educators in departments where the children spent time to give support to this study.The result shows that the children create as many designs of any material amount.
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Visuell Navigation : En studie om vägledande visuella element i spel
Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..
Med sikte på Counter-Strike : Om pro gamers val av gaming gear
Counter-Strike has established itself as one of the most popular computer gaming phenomenon the last decade with a major online community and loyal fan base. Within the world of e-sports it has also become one of the most lucrative games to compete in. In order to keep up with the competition it has always been important to use the best hardware available for the task. This thesis is about these tools that gamers use to play - gaming gear - and how pro gamers train to increase their chances of winning. We investigate various factors that might be important in their choice of gaming gear when they play, and how they train to use these artifacts more efficiently to get maximum performance.
Bibeln och interaktivitet : Om arbetet att skriva manus till spelet Testament
Testament är ett actionrollspel baserat på Bibelns Gamla Testament. Spelet utvecklas tillsammans med Svenska kyrkan i syfte att användas i konfirmandutbildningar.Denna uppsats är en reflekterande rapport som behandlar verket Manus till spelet Testament - Spelmoment, dialoger och mellansekvenser. Verket och denna uppsats är en produkt av ett examensarbete i medier och innehåller en beskrivning av arbetsprocessen att skriva manus till fyra av sex segment i spelet Testament. Rapporten innehåller även analyser och diskussioner om arbetsprocessen och det slutgiltiga resultatet. Verket innefattar detaljerade översikter över spelets interaktiva spelmoment såväl som de texter som representerar spelets dialoger och mellansekvenser.Genom detta arbete undersöks området speladaptation närmare för att ta reda på hur litteratur kan omvandlas till spel och hur interaktiva spelmoment identifieras och utvecklas från en text.Under arbetet har en metod skapats för att identifiera och utveckla interaktiva spelmoment ur Bibelns texter och för att skriva mellansekvenser och dialoger till spelet Testament.
Skola i Annedal
This project concerns a new lower and mid level compulsory school in the currently developing area of Annedal, northwest of central Stockholm. According to the given program, the school should hold 500 pupils and 100 pre-school children. As an addition to the given program, my suggustion holds a sports hall and a public library.In my project, my ambition has been to investigate how to create an inspiring and exiting place for kids to inhabit and, at the same time, create an activated, central place in a developing suburb. The latter has resulted in the two program-related additions, which purposes is to extend the hours during which the area is activated and to create additional incitements for visiting the building. Both additions are chosen based on lack of service in the area. Architectually, I've been inspired by the medieval castle which has been used as an inspirational resource for the parts of the school holding classrooms.
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Idrottspolitik i Västerbotten : En kvalitativ studie av politikers och tjänstemäns syn på idrottspolitik
This study was made in collaboration between Umeå University and Västerbotten sportsfederation. The study was aimed to find out how the municipalities are working with variousissues in the sports field. A subject of interest for this study was to see if the municipalitieswere implementing strategies in the sports field on determined goals by using policydocuments. Our study focused mostly on kids and youth that participate in organized sports inVästerbotten. Other aspects of interest in the study were economics in sports, how youthsports should be organized, and segregation in sports due to financial factors.
Aslan som en bild av treenigheten Går det att använda lejonet Aslan i Narnia som en bild av treenigheten?
"Children's book is the best style means if you have something to say" is a quote by CSLewis that I focused on in this essay. As a future priest, I am aware of the problems thatexplain some of the Christian church pillars. In this essay I treat the Trinity in relation toteaching children in a future profession. Research in child and adolescent spirituality is onrampage, books with religious messages and ambitions to teach children about Christianethics and morals have been around since Sunday school introduction in Sweden. What arethe tools that can be used to explain even for scholars and theologians difficult concepts? Isit possible to meet kids on their own ground? I see an opportunity for this through theliterature, and the characters they already know outside the ecclesiastical sphere,In this bachelor thesis I have used perhaps one of the major works of children's literatureduring the 1900s, The chronicles of Narnia.
?It´s still real to me damn it!? En retorikanalys av amerikansk wrestling
Professional wrestling has been around for over a hundred years. Its origin can be traced back to immigrants in the 1800´s whos collar and elbow style of wrestling became popular. Soon it found its ways into the carnivals traveling the country and there it became the wrestling that we know today. Two men, screaming and bragging how good and strong they are, trying to convince its audience that it shall pay to see the fight.The purpose of this essay is to look at two of wrestling?s biggest names in Hulk Hogan and Ric Flair from a rhetorical standpoint and see what they do to convince their audience to buy their matches.
Sk?l f?r forntiden: En studie om mj?dets resa fr?n j?rn?lderns ritualer till vikingatida varum?rken
This bachelor thesis aims to analyse archaeological finds related to mead during the Late Iron Age in southern Scandinavia. Five central places from the Iron Age are compared to five historical texts, that in some way connects to either the central places or to the use of mead. This will be done by using action theory. The action theory focuses on what kind of actions humans have done to create social and cultural purposes. Since the last part of the Late Iron Age, the Viking Age, is getting more popular due to movies, games and tv-shows it is also relevant to study how modern-day mead represents the Viking Age through its marketing.
Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?
How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.