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1772 Uppsatser om Interactive computer games - Sida 7 av 119

Användbarhet för barn : En kvalitativ studie av SVT Play med fokus på användbarhet för barn i åldern 10-12 år

This thesis investigates in which way principles and theories of usability is revelant when evaluating interactive systems for children aged 10-12. It also investigates whether there are specific factors that you should keep in mind while developing interactive products for the targeted group.The results of the qualitative study shows that priciples and theories of usability is relevant when evaluating interactive systems for the targeted group. However there is one concept that is more significant than the others. Our study shows that our targeted group is sensitive to time-consuming activities such as loading times etc. which has to do with the efficiency of the system.

Jag kanske är lite nörd... : En uppsats om genus, spel och identitet

Denna uppsats har som syfte att, genom kvalitativa intervjuer, belysa fem kvinnors intresse för spel (dator- och tv-spel) och hur dessa kvinnor i sin tur talar om spel som en del av sin identitet. Frågorna som ställs till empirin handlar om vilka erfarenheter informanterna har av spel som intresse och vilka slutsatser om deras spelande man kan dra av detta. Vidare får vi en inblick i hur det normala ser ut inom spelvärlden, utifrån informanternas berättelser. Sist men inte minst så ställs frågan vad föreställningarna om det normala inom spelvärlden får för konsekvenser för informanternas identitet, och därmed vad detta leder till gällande de möjligheter och begränsningar som dessa kvinnor ställs inför, i relation till sitt intresse och den värld som omger det. Uppsatsen visar på att det inte bara finns en norm för hur en kvinna ska vara som Gamer utan det finns också en normativ femininitet som man bör förhålla sig till.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

Simulerad interaktiv arbetsmiljö : Från teori till design och implementering

This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.

Interaktionens pris : Mot en ny konstkritik

The paper discusses the problems contemporary Swedish art criticism faces when judging performance art and interactive art. Problems include among others that performance art is collectively ignored in Swedish newspaper art criticism. This prevents art critics from fair contextualising of contemporary performance art. Down in the rabbit hole, performance by Tris Vonna-Michell and its reception exemplifies these problems. Performance and interactive art seems to be disturbing art critics.

Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.

The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.

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.

Spela dataspel på biblioteket? ? En argumentationsanalys av bibliotekariers blogginlägg om dataspel i biblioteksverksamhet

This paper discusses how ten blogs written by librarians talk about using games in the library. What do they talk about and what are their arguments for using games as a learning tool, and what does this say about their views on the library?s role in society?It is examined by using argumentation analysis together with a model for identifying different roles within the library on the blog themselves. By identifying the most important arguments used and placing them within the model, the paper aims to see how the bloggers view the library as a whole and as a part of society.It showed that the reasoning among the librarians varies, but most emphasis was on seeing the library as a meeting space together as an inspirational space, and the use of games can greatly help with that. Especially when viewing the library as a meeting space with room for everyone regardless of their interests..

Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Art of Balance : In context of complexity

Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..

Från ax till limpa : Verksamhetsprocessen vid framtagande av applikationer till handdatorer på Fazer Bageri AB

Human Computer Interaction (HCI) is a broad discipline that studies different concerns regarding interactive systems? development. One of the major interest points within the discipline is the reasoning behind building specific functionality into computers and the long-term effects that usage of systems will have on humans.Within Human Computer Interaction there are theories and frameworks how to involve a user in the process of developing new systems. In this paper focus is applied to the development process within developing applications for Enterprice Digital Assistants (EDA) and to what extent the end-users are involved in the process. Fazer Bageri AB has been choosen to represent a business corporation that uses handheld computers in their everyday tasks.The method used to gather information for this study has been by performing interviews and observations with key stakeholders at Fazer Bageri AB and MobiOne AB.

Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan

The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.

DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM

With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.

Fo?ra?ldrars   perspektiv   av   Super   Mario   och   WoW

Vardagen sta?ller allt fa?rre krav pa? fysisk aktivitet och stillasittande aktiviteter har blivit allt vanligare. En av dessa aktiviteter a?r tv- och dataspel som idag tros ha fler uto?vare a?n fotboll och ishockey har tillsammans. Studiens syfte var da?rfo?r att underso?ka attityder och va?rderingar hos fo?ra?ldrar med tv- och dataspelande barn.

Socialarbetares syn på datorspelande ungdomar : En intervjustudie om socialarbetares problematisering av ett nytt fenomen

The purpose of our study is to describe and understand whether, and if so, how social workers in school and in social services construct computer gaming adolescents as a social problem. We chose social workers who encounter adolescents with different problems. We have conducted qualitative interviews with vignettes to capture the social workers' reasoning about computer gaming adolescents and how they handle this in their work. The study shows that all social workers we interviewed had encountered adolescents with troubling computer gaming habits. In the study, all agree that computer gaming becomes a problem when it leads to deviant behaviour such as not going to school, staying up all night and so on.

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