Sökresultat:
112 Uppsatser om Gaming gear - Sida 6 av 8
Att lära och utvecklas i fiktiva världar : Rollspel som spelplan för existentiella frågor
Rollspel är en form av sällskapsspel som går ut på att deltagarna tillsammans berättar en historia, som ofta utspelar sig i fiktiva världar och utgår från perspektivet av den enskilda spelarens skapade rollperson. En av deltagarna är spelledare och är den som skildrar spelets miljöer och karaktärer.I studien diskuteras rollspelens identitetsskapande och sociala funktion samt rollspel som kunskaps- och färdighetsfrämjande, med utgångspunkt i tanken att rollspel kan skapa ett intresse för och främja bearbetandet av existentiella frågor. En enkät utdelad till trettio rollspelare samt fem mer djupgående intervjuer av erfarna spelare visar att rollspelsdeltagare genom spelet utforskar och behandlar existentiella frågor, samt att spelare själva rapporterar om rollspelandets positiva inflytande på det individuella och sociala livet samt spelandets kunskaps-, färdighets- och intressefrämjande förmåga..
Effektiv provningsmetodik för växelföringsdamasker
Completed durability testing of gearshift gaiters at Kongsberg Automotive in Mullsjö, is sometimes leading to discussions regarding whether or not a gaiter is supposed to be a pass or a fail. That is because the current pass/fail-criterion are a bit vague. A durability test takes around 4-5 weeks to complete which is a long time if the tested material does not pass the test and a new material has to be tested instead. Stricter pass/fail-criterions and a faster testing method for the materials are therefore desired.In order to develop a durable pass/fail criteria, seven already judged gaiters were chosen. Every one of the gaiters was put through detailed analysis, after which there were a new assessment of the gaiters.
Hej, kom spela med oss! (Hi, come play with us!)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.
How do we create a tool that further builds upon those strengths?
The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.
Flickor och elektroniska spel: Fokusgruppintervjuer med flickor om deras syn på och användning av elektroniska spel
The aim of this Masters thesis is to examine what part and importance electronic games play in the life of girls, how the girls use electronic games and what the girls think and say about their use of electronic games. We also intend to examine what girls have to say about electronic games at the public library. Our attempt is to illuminate and bring knowledge to those who work within the library with the selection, purchase and conveyance of electronic games. Method used in the survey is focusgroup-interviews with girls in the age between 12-14 years in three different schools. The findings are related to four different perspectives, theory of child development, from a gender perspective, theories of understanding how young people use computer games and theories to understand the purpose of public libraries.
Klassisk medieanalys - nytt medium : En semiotisk analys av fyra tv-spel
I ett försök av mig att ge spelmediet samma sorts behandling som många andra medier före det har jag valt ut fyra spel inom två olika genrer för en analys av deras handling, karaktärer, estetik och gameplay. Handlingen summeras enligt reglerna för narrativt berättande och en semiotisk infallsvinkel används sedan för att leta efter saker, tecken, som är värda att tas upp för analys i alla fyra kategorierna. Vissa jämförelser görs mellan spelen, främst inom kategorierna estetik och gameplay, först inom samma genre och sedan genrerna emellan för hitta likheter och skillnader i sättet spelutvecklarna har valt att utmana spelaren och göra spelen roliga att spela och hur de har valt att förmedla spelens handling. De utvalda spelen är Capcoms Devil May Cry 3: Dante?s Awakening, Sony Computer Entertainment Americas God of War, Konamis Metal Gear Solid 2: Sons of Liberty och Ubisofts Splinter Cell: Chaos Theory.
Kapitalstrukturens inverkan på företagsvärdet : -En kvantitativ studie av den svenska aktiemarknaden
Background: During extreme market conditions like the period during fall 2008 the discussion of what affects company value becomes apparent. The capital structure is the relation between borrowed capital and equity in a company´s financing mix. What impact changes in capital structure have on company value is a widely debated subject within the theory of finance. If a relationship between capital structure and company value exists the implication is that an optimal capital structure where company value is maximized also exists.Aim: The aim of the thesis is to study whether a certain relationship between capital structure and company value exists among selected stocks and companies listed on Stockholmsbörsens OMXS30.Implementation: With aim to fulfill the purpose of the thesis regression analysis has been performed among chosen stocks and companies. The empirical results eventuating from this have been analyzed from the view of elected relevant theory.Completion and results: We find that during normal market conditions a positive relationship between debt ratio and enterprise value (EV) can be established.
Skulle du spela vidare? : En analys av narrativ och spelmekanik i episodiska spel
Episodic gaming is a relatively new phenomenon, that hasn?t been as extensively explored as other areas in game research. In this paper we research how episodic narratives and gameplay engage players compared to regular continuous storytelling. By exploring this we get a better understanding of how to design games that captivate players to the point of them wanting to play the next episode. A user study is conducted where ten players play two episodes each of an episodic game. We apply observations and interviews to capture a large amount of empirical data.
En undersökning av Quicknets Customer Relation Management
This report is focused on a research to find out if the Customer Relation Management (CRM) of Quicknet AB works and if their customers are satisfied with it. During this investigation I tried to see if the customers had a need for taking the CRM and use a tool called Social CRM. The report will conclude if the clients of Quicknet think that there is something that can be done in the relation between both parts and how it can be improved. At the same time I am going to build an application which relates to the problems of this report.To solve the problem I am going to do a survey which will include the CRM and also try to find out if the customers of Quicknet share the same thoughts about having a Social Customer Relation Management. Also if this survey shows what the customers think about the CRM, it could improve the relation between Quicknet and themselves. The result from the survey showed two things.
Spelifierings påverkan på motivation för fysisk aktivitet med utgångspunkt från Bartles taxonomi
To encourage and increase the motivation to physical activity by using new information and communication technology, in order to change our behaviours into a more healthy lifestyle, could be one approach to promote public health. In our study we examine how gamification, which is about implementing classical game design elements from the computer world in a non-gaming context, can be a tool to increase the motivation for physical activity. Since similar studies already have been done we chose to focus on analyzing how different player types from Bartle?s taxonomy can be affected by the usage of a gamification application. A group of students were therefore picked and during a two weeks? period they used the application Fitocracy where they logged their daily excercise.
Kapitalstrukturens inverkan på företagsvärdet : - En kvantitativ studie av den svenska aktiemarknaden
Background: During extreme market conditions like the period during fall 2008 the discussion of what affects company value becomes apparent. The capital structure is the relation between borrowed capital and equity in a company´s financing mix. What impact changes in capital structure have on company value is a widely debated subject within the theory of finance. If a relationship between capital structure and company value exists the implication is that an optimal capital structure where company value is maximized also exists.Aim: The aim of the thesis is to study whether a certain relationship between capital structure and company value exists among selected stocks and companies listed on Stockholmsbörsens OMXS30.Implementation: With aim to fulfill the purpose of the thesis regression analysis has been performed among chosen stocks and companies. The empirical results eventuating from this have been analyzed from the view of elected relevant theory.Completion and results: We find that during normal market conditions a positive relationship between debt ratio and enterprise value (EV) can be established.
Samhällsuppbyggnad och demokratisering i Bosnien-Hercegovina : En utvärdering av SIDA:s aktuella verksamheter i Bosnien ur ett fredsperspektiv
SIDA?s relief work in Bosnia aims at making the country ready for a membership in the EU where the main focus lies in the creation of a sustainable state as well as liberalizing the market to create an increased economic cooperation between Bosnia and the rest of Europe. These ambitions are closely related to the neo-liberal theory of state building which aims at creating democratic societies in line with the western democracy model, with a liberal economy constituting its base. Despite generous financial aid, the democratic and economic development in Bosnia is moving very slowly and the ethnical tensions seem to grow despite international involvement in the country. The purpose of this study is to evaluate SIDA?s present relief work in Bosnia out of a peace perspective.
The Communicating Home - Definition, Evaluation and Business Opportunities for TeliaSonera in a 3-5 years perspective
The communicating home concept has been defined byidentifying the dominating communication technologiesto/from and in the homes, the most important customerbehavior and user needs, the dominating products and thedominating actors of the industry.The evaluation of the communicating home industry has beenperformed with a five forces framework analysis and theoriesregarding value migration and value structures of industries. Ithas been concluded that actors of communication technologies,goods and access services will compete fiercely. The barriersof entry will however be high. When it comes to contentservices the situation is completely different. These actors will,to the largest extent, meet lower competition and low barriersof entry.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
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.
Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar
This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.