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3454 Uppsatser om Gaming companies - Sida 2 av 231

Eco2Trainer möter serious gaming

Arbetets syfte är att studera om en ansats baserad på serious gaming kan göra ett datorbaserat träningsverktyg mer självständigt och mer motiverande för användaren.  I detta arbete beskrivs erfarenheterna från en fallstudie där ett speciellt träningsverktyg, Eco2Trainer, utvärderades med hjälp av användartest. Eco2Trainer är ett träningsverktyg för sparsam körning med buss. Träningen görs framför en dator med en ratt och pedaler. Arbetets syfte är att med hjälp av serious gaming göra Eco2Trainer självständig och mer motiverande för användaren. Arbetet baseras på ett uppdrag av StageIT AB och innefattar flera intressanta och aktuella delar.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Recensioner och Nätgemenskapskvalitet : En studie om metod för betygsättning i spelrecensioner och dess inverkan på produktengagemang och nätgemenskapskvalitet.

The goal of this essay was to study if the way gaming review sites presented their review evaluation has any influences the level of product involvement in the users it attracts. The assumption we did during the essay was that there was a connection between user?s level of product involvement and the quality of the community. To test this assumption we started out by performing observations on the comment sections in three gaming news sites which varied in their method for evaluating games. The result of these observations showed a significantly higher community quality in one of the websites.

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest Gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

Bidrag till metodutveckling för webservicedesign, baserat på en verklig fallstudie

Web services are now a day often mentioned when speaking of systems communicating with each other online. This master thesis describes how we, with a grounded theory, developed a web service from scratch and then used it to describe how to develop a method for this case scenario. The purpose of the web service is to simplify the information exchange between Infra Gaming, which is the company who assigned this project to us, and their customers. This master thesis is not a guide to how you develop a web service. It is a master thesis that describes how we, in three steps, solved the assignment from Infra Gaming and our problem, with a web service..

A stealth poker bot: Theories for avoiding the detection of a poker bot during online gaming

Syftet med denna uppsats är att undersöka och utveckla teorier för att undvika detektering vid online pokerspelande med en pokerbot. En bot är ett program som utför en rad operationer inom ett givet regelverk utan att en användare behöver styra eller övervaka programmet. Teorierna skall vara generella nog för att kunna användas för spel på en rad populära online pokerspelsidor. Pokerspelet som uppsatsen avser är Texas Hold?em poker, ett hasardspel som fått stor uppmärksamhet i media på senare år tack vare stora vinstsummor och ett spritt spelande på internet..

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU

This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..

Talande vid datorspel : Vilken roll har engelskt tal vid datorspel för utvecklingen av ungdomars muntliga produktion?

This study aims to find possible effects from the use of Voice over internet protocol software together with computer gaming on young adults English output. The study also tries to find effects of media usage on output and if there exists differences between boys and girls. This is done through analysis based on data collected from 28 informants, age 16-18. The data consists of recordings of individual stories coupled with a survey. The empirical data is analyzed in both quantitative and qualitative way.

Ansvar eller lönsamhet - En studie av Svenska Spel och Systembolaget

This paper examines Systembolaget and Svenska Spel, two Swedish state-owned enterprises, both functioning as monopolies. Systembolaget is the state owned monopoly for marketing of alcoholic beverages. Svenska Spel is the state owned gaming operator. Svenska Spel's task is to provide citizens with gaming products. Both companies are expected to market their products and services while taking caution and minimize damages, but are also supposed to deliver various degrees of economic revenue.

Mjukvaruföretagens strategiska agerande

Background: In recent research literature, some researchers mean that companies in fast changing markets have to act proactively while others find that companies have to adapt to conditions and to react. This makes it interesting to study how software companies act strategically and also to study to what extent a flexible organisation is required by companies who proact and by those who react. Purpose: The purpose of this thesis is the study how different types of software companies act strategically and what this requires of the company in terms of flexibility. Delimitation: The study treats only Swedish software companies with more than ten employees. Proceed of the Study: Representatives from four case companies as well as a consultant have been interviewed.

Misogyni i gamingkultur : En kvalitativ diskursanalytisk studie om reproduktionen av patriarkal dominans i gamingkultur

Misogyny in gaming culture ? a qualitative discourse analysis of the reproduction of patriarchal dominance in the gaming culture is based on Teun A. van Dijk's belief that a dominant group continuously produces and reproduces its social dominance over a subordinate group by using the language. The members of this group do not simply do this by being. A person does not want to risk damaging its reputation which makes the dominant group forced to use various strategies to reproduce its dominance.

Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi

In the gaming industry, it has long been popular to combine genres with the aim ofcreating games that bring together the best of several worlds. However, there are stillmany unexplored combinations with good potential.This report addresses the planning and development of a game prototype that combinestwo game genres, turn-based and real-time strategy. In addition to presenting the results,the report also discusses the di culties that were encountered and how they were handled.The prototype contains a working combat system and a basic AI. The prototype ismodular, which means that it is easy for an end user to extend the game with extra content.Most elements that were considered important from the two genres were implemented, butthere is still room for improvement and further development.The result is evaluated by means of quality assurance, a process that is commonly usedin the gaming industry. The response has been generally positive, which indicates thatthe combination has potential and should be explored further..

Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel

This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.

Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport

Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.

Gruesome Gaming : En studie i marknadsföring på sociala medier

Vi har valt att titta på hur E-sportmarknaden använder sig av sociala medier för att sprida sig ut bland medierna och nå befintliga och framtida användare. E-sport är ett begrepp som innefattar all typ av elektronisk sport. Dota2 och Starcraft 2 är två exempel på spel där E-sport är ett vinnande koncept. Vi har valt att skapa föreningen, Gruesome Gaming som ligger till grund för uppgiften för att kunna ta reda på hur de sociala medierna fungerar i marknadsföringssyfte. Människors beteende på Internet samt hur människor hanterar marknadsföring på Internet kommer upplysas närmare i arbetets resultatkapitel.

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