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7266 Uppsatser om Independent game development - Sida 14 av 485

Oberoendefrågan: Hur kan revisorer göra för att visa sitt oberoende?

Auditor independence is a subject that has been discussed frequently over the past decade. The meaning of auditor independence is complex and contains both independence of mind and independence in appearance. The environment must perceive the auditor as independent if the audited information is to have any value for the users of the audited statements. The aim of this Master?s thesis is to examine how auditors can manifest their independence.

Fritidspedagogens ansvar inför den fria leken

As a leisure time pedagogue I find it hard to have an insight into what children are playing, and how they play when it comes to free play. My experience is that in some free play, conflicts arise, which reveal hierarchies and power structures containing violations, whereas other occasions of free play suddenly come to an end as the pedagogue interferes. In this essay I investigate my responsibility as a leisure time pedagogue during children´s free play, based on two differing play situations. I also investigate the play as a phenomenon by looking into previous research on children?s play and development psychology.

Independent Game Developers' Initiative : Utvecklingen av användarprofilen till en webbaserad mötesplats för dataspelsutvecklare

Arbetet behandlar utvecklingen av ett grundläggande element till en framtida webbaserad community för dataspelsutvecklare. Grundelementet är en användarprofil som inom communityn kommer att åskådliggöras i ett grafiskt webbgränssnitt för alla registrerade användare. Användarprofilens syfte är att presentera användaren på ett attraktivt sätt för såväl spelindustrin som andra spelutvecklare som söker samarbete och bekantskap. Gränssnittet utvecklas ur ett användarcentrerat perspektiv genom den metodologi som McCracken och Wolfe (2004) presenterar. Utvecklingsprocessen inleds med att kartlägga marknaden, de tänkta slutanvändarna och deras behov samt den svenska spelindustrins intresse av en sådan community.

Kortsiktighet i näringslivet : En studie om förhållandet mellan VD, styrelsen, ersättning och avkastning

This study test the short-termism of companies listed on the market OMX Stockholm 30. We will use a deductive point of view where the purpose of this study is to investigate whether corporate short-term returns can be explained by the independent variables related to corporate governance and compensation practices. This is to investigate whether there is an intentional action on raising the short-term return in order to achieve a higher CEO compensation. In the study, theories dealing with corporate governance and agency theory have resulted in two hypotheses. Basic Hypothesis H1 is: if short-termism of Swedish industry due to the company's short-term returns can be explained by the independent variables related to the company's management and compensation. This hypothesis could not be verified through the quantitative study. Alternative Hypothesis H2 is: the compensation of a CEO can be explained by the independent variables related to company performance and size.

Våld- och kvinnoskildringar i TV-spel

ABSTRACTTitle: Violence and women representation in video games (Vålds? och kvinnoskildringar i TV?spel)Number of pages: 42Author: Karolin BodlingTutor: Göran SvenssonCourse: Media and Communication Studies DPeriod: Autumn 2005University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose/Aim: The aim is to investigate how violence and women are presented in video games and in game reviews.Material/Method: The study includes theories that consider violence and gender in media and video games. The material of the essay exists of two games and five reviews. The method that is being used is a content analysis. The games that are being analysed are Jade Empire and Grand Theft Auto ? San Andreas.Main results: The video games are often connected to brutal violence but the analysis of the game Jade Empire shows that it is possible to hve control of the violence in the games and that the player has a possibility to choose the outcome of violence.

Leken : En studie om pedagogernas syn på lekens betydelse inom förskolan

The aim of this study was to investigate whether teachers are involved in children´s play, what their perspectives are on the importance of play and what conditions teachers have to stimulate children in their playing. In this study, I?ve been able to verify that play has a great value for children?s learning development. My method have been interviewing four teachers at a kindergarten in order to examine educators? perspective on the importance of play.The results of my investigation showed that teachers believe that play and role- play have a major impact on children's learning.

Gamification och Gameplay : Att höja motivationen med hjälp av gameplay

Denna studie har undersökt hur en användares motivation att samla mynt i ett serious game påverkas av att dessa är sammankopplade med spelets gameplay. För att undersöka detta har två versioner av ett serious game skapats, ett där mynt endast kan användas för att köpa kosmetiska uppgraderingar och ett där uppgraderingarna som kan köpas, utöver kosmetiska förändringar, även påverkar spelets gameplay. 12 personer har deltagit i testet och värderat hur mycket motivation de känt då de spelat spelen. Resultatet tyder på att det inte existerar någon markant skillnad mellan hur mycket motivation testdeltagarna kände inför att samla mynt i de båda versionerna. Undersökningen skulle kunna utvecklas genom att fler tester utförs på flera olika typer av mjukvaror..

Att inleda ett arbete med CRO inom webbutvecklingsföretag

This study test the short-termism of companies listed on the market OMX Stockholm 30. We will use a deductive point of view where the purpose of this study is to investigate whether corporate short-term returns can be explained by the independent variables related to corporate governance and compensation practices. This is to investigate whether there is an intentional action on raising the short-term return in order to achieve a higher CEO compensation. In the study, theories dealing with corporate governance and agency theory have resulted in two hypotheses. Basic Hypothesis H1 is: if short-termism of Swedish industry due to the company's short-term returns can be explained by the independent variables related to the company's management and compensation. This hypothesis could not be verified through the quantitative study. Alternative Hypothesis H2 is: the compensation of a CEO can be explained by the independent variables related to company performance and size.

Spelarens Värld : en fenomenologisk studie av hur individer som spelar Counter-Strike upplever sin nutida värld

The purpose with this qualitative interview study was to try to describe, through a phenomenological viewpoint, the meaning that Counter-Strike players put on there contemporary world. We started to explore this Game World with field research studies on the world?s biggest Game exhibition Dreamhack in the city of Jönköping. This helped us to develop our main question for this study.The thirteen participants of the interview were selectively chosen from a Game Café in the city of Karlstad. They were interviewed with five questions that dealt with their experiences of playing Counter-Strike and their experience of time perception in their world.

 Dans i grundskolans tidigaste år :  Dans i skolan på kommunala skolor respektive friskolor

Examensarbete lärarutbildningen 2010-06-16 Madelen Handell Svensson Vt 2010 Estetiskt lärande och SpecialpedagogikAbstractIndividualized is among the most important things for students. The teacher always has to provide for every pupil's needs, both special needs and challenge.Dance is a rhythmic exercise that often is carried out to musical. Dance uses human body as a medium and is movements, rhythm and expression of feelings. Dance is a combination of various feelings[1].Dance awakes feelings that are easier to describe in experiences than in words. The word dance is defined differently in different countries, it varies as well from time to time and from person to person[2].

The Female Assassin : Ett Game Writer manuskript om Franska Revolutionen

Uppsatsen syftar till att diskutera och jämföra tre olika metoder för karaktärsutveckling och diskutera dessa i förhållande till The Female Assassin; ett spelmanuskript som utspelar sig under Franska Revolutionen. För att få en god bakgrund för examensarbetet valde jag att läsa ett antal böcker om Franska Revolutionen, karaktärsutveckling och Game Writing. Jag har använt mig av personlighetsdiamanter och mallen Character Template för att skapa karaktärer till manuskriptet. I rapporten diskuterar och jämför jag dessa två metoder samt arketyper. Jag kom fram till att de tre metoderna för att utveckla spelkaraktärer fungerar utmärkt och kan kombineras för att få fram mer avancerade karaktärer.Spelmanuskriptet är skrivet utifrån mitt High Concept om spelet La Meurtrière (se Bilaga 2) framtaget för kursen Modellkonstruktion för Interagerbara Medier/Spel A11.

När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006

This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.

Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?

Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.

Vilka faktorer påverkar konkurrensförhållandet mellan en kommunal och en fristående gymnasieskola : en jämförelse av gymnasieskolornas ekonomistyrning och verksamhetsstyrning

When the independent upper secondary schools were started in 1992, it meant a change in the competitive relationship for the local upper secondary schools. A reduced number of students during some years ahead, while the number of independent upper secondary schools increase will probably result in tougher competition between upper secondary schools.The purpose of this study is to review and compare financial and performance management between a public and an independent upper secondary school. The dissertation will focus on the now existing competitive relationship between the two types of upper secondary schools.The theory underlying the study is Porter's model - five competitive forces. The model is applied to the local upper secondary school and used to identify competitive factors affecting upper secondary schools. The study is using a qualitative approach with five interviews at two upper secondary schools, one independent and one public, located in the same town.The comparison of financial and operational management of upper secondary schools indicate that the differences are not as great as we first imagined, but that there still are some differences.

Speloist

This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.

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