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2673 Uppsatser om Learning games - Sida 2 av 179
Simulation av Xbox Live Indie Games gränssnittet
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Sociala spel på arbetsplatsen : En kvalitativ studie om sociala spels påverkan på arbetsplatsrelationer
Social games have become a digital phenomenon over the last few years, affecting a lot of peoples everyday life. This paper focuses on how social games can affect workplace relationships. Through qualitative interviews I investigate how people who play with their colleagues experience the social games and their influence on the social interaction in the workplace. 10 interviews were carried out with people from four different organizations. The findings from these interviews were then put in relation to previous research and existing theories concerning workplace relationships and social games.
Dataspel, en naturlig del av folkbibliotek? ? En fallstudie på Helsingborgs stadsbibliotek
This paper aims to investigate how Helsingborg?s city library?s visi-tors feel about computer games being available for lending and in which way computer gamers see Helsingborg?s city library as a resource. This was examined first with a study of 100 of the library?s visitors and then with five interviews with computer gamers and an interview with the librarian responsible for purchasing games.The study showed that most visitors were neutral to having games at the library and of the ones that were not neutral many more were positive than negative. Of the five gamers who were inter-viewed, there were several who had borrowed games in the past.
OS i mänskliga rättigheter Sommarolympiaden i Peking 2008
The eighth of august the Olympic games in Beijing started. The chinese regime promised to improve the human rights situation in the country if awarded the Olympic games 2008. The decision to place the games in Beijing arouse severe critique and many questioned how the International Olympic Committe could place the games in a country that so obviously violate basic human rights.The main purpose of this essay has been to analyse what consequences the Olympic Games has given the human rights situation in China. In order to accomplish this I have studied some specific human rights, which I consider to be directly linked to the games. I found that the situation for these human rights has infact worsened since 2001 when China was awarded the games.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Digitala spel och pojkars språkutveckling
Denna studie handlar om pojkars beskrivningar av att använda digitala spel och hur detta kan bidra till språklig kunskapsutveckling i skolans verksamhet. För att få studiens frågeställningar besvarade har intervjuer med fem pojkar i tio års ålder analyserats med utgångspunkt i socialsemiotiska teorier och begrepp. Pojkarnas beskrivningar visar tecken på att digitala spel kan användas som en resurs i utveckling av barns verbala och skriftligt språk. Pojkarna beskriver att utvecklingen av språklig och verbal kunskap kan äga rum dels individuellt och dels i grupp genom att använda digitala spel. Resultatet visar även att skolans verksamhet inte har erbjudit pojkarna möjlighet att använda digitala spel för att utveckla sina språkliga kunskaper..
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.
Stopp! Jag har ett förslag! : - en undersökning av Forumspelets demokratiska potential -
AbstractPurpose/Aim: The aim of this essay is to examine the democratic potential of Forum Games.The main focus of the essay is if working with forum games can help the participators to better communicate their thoughts and ideas and through this take better part in a democratic society.Material/Method: The material to the study has been gathered through three interviews with persons using forum games in their work and one enquiry with 21 students in Teacher education at Uppsala University, who had recently tried the method for the first time.Main results: The conclusion of the study is that forum game has a democratic potential. Ability to communicate is important for a democratic society and participating in forum games can improve the participators communication abilities. Furthermore forum games seem to have other positive effects on a democratic society, apart from helping the participators to improve their communication skills.Keywords: Forum Games, Forum Theatre, Communication, Democracy, Drama.
Våldsamma, sexistiska och rasistiska tv-spel på folkbiblioteket ? en undersökning om bibliotekariers syn på och hantering av kontroversiella tv-spel
The aim of this thesis is to study the views of public librarians on the subject of controversial video games and how they work with them at the library. The purpose of the study is to answer these questions: What content is controversial in video games according to the librarians? How do the librarians handle the controversial games at the library? Does it exist a conflict between the users and the librarians about the controversial video games? Is it possible to see any underlying reasons or tendencies in the librarians answers? Five qualitative interviews were performed to answer these questions and the collected data was analyzed using the terms, value rationality and instrumental rationality which were collected from a theory by Geir Vestheim. The results showed that the librarians see violence, sexism and racism as controversial content in video games. They handle the games at the library by limiting the access for children with age limits and by not buying the most controversial games in some cases.
Spelreferenser i akademiska publikationer. En kartläggning av referenspraktiker inom spelvetenskap.
This is an empirical study mapping out different citation practices to games in the fieldof game studies. From an analysis of 7 journals, 3 conferences and 22 canonical bookswithin game studies, 5 different strategies for game referencing have been identified.Games scholars can either totally refrain from referring to the games they discuss, onlyreference some specific games, cite them as something special and deviant from othersources, refer to them in accordance with other sources or refer to games with regard totheir unique properties as a reference. For the reference librarian working with issuesrelating to game studies the diverse reference practices among game scholars pose aspecific challenge. A challenge that partly can be overcome by knowing how gamescholars frame games and how these frameworks are in conflict with the ways librariansframe and classify sources due their physical properties..
Från bok till film - The Hunger Games : En karaktärs- och miljöanalys
Syftet med denna uppsats är att jämföra boken The Hunger Games (2008) av Suzanne Collins med filmen The Hunger Games (2012) regisserad av Gary Ross och försöka ta reda på vilken sorts adaption som är gjord. Jag arbetar med boken och filmen The Hunger Games var för sig för att eventuella skillnader ska framträda tydligare vad gäller karaktärer och miljöbeskrivning. När jag gått in på djupet och jämfört boken The Hunger Games med filmen märker jag vad som är förändrat. Till exempel saknas vissa karaktärer och scener i boken i filmversionen, medan andra scener har lagts till i filmen. Samtidigt är det förståeligt att en del måste göras om och tas bort för att en bok på flera hundra sidor ska kunna visas i en film på cirka två timmar.
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
Immersion och lärande
I denna uppsats försöker jag fastställa om immersion har någon effekt på lärande i serious games och i så fall vilken effekt det har. Många spelutvecklare och forskare säger att immersion hjälper lärande i spel. I min genomgång av fakta har jag inte kunnat hitta något som stödjer denna åsikt. Många artiklar hänvisar till ?tidigare forskning? men saknar sedan referenser till denna forskning.
A comparison between techniques for color grading in games
Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches.
Minimalist design for children?s games
The aim of this report is to see whether the graphic design of a game influences children?s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children?s wish to play the game or is the game mechanic all that matters.