Sök:

Sökresultat:

4492 Uppsatser om Massive Multiplayer Online Role Playing Games - Sida 10 av 300

Kontrollerad frihet i datorspel : Hur spelutvecklare styr dig genom din spelupplevelse

När en spelstudio ska designa ett dataspel är det viktigt att veta hur konsumenten, det vill säga spelaren, kommer att spela spelet. Därför är det avgörande att genomföra speltester och samla in digital information för att få en så klar bild som möjligt över hur en spelare interagerar när denne spelar. En viktig sak för utvecklaren är att försöka få spelaren att investera sig själv i spelet, både emotionellt samt med sin tid. Syftet med vår undersökning är att försöka ta reda på vilket sätt spelutvecklare kan förutse och kontrollera hur en spelare skall spela ett datorspel. Vi har valt att göra denna undersökning på en specifik spelstudio samt på ett specifikt spel.

"Din jävla hora, du ska dö!" : En studie i hur näthatet påverkar kvinnliga journalister

With the expansion of the internet, the conditions for the online journalists have changed. Feedback is faster and more blatant than offline. The online abilities of anonymity and dispersion attracts people to both use and misuse. During 2013, the online expressions of hate towards women has been brought to attention in the media more than ever before. Nevertheless, the phenomenon is far from new.Our qualitative research including interviews intends to find out how the afflicted women journalists are affected in their exercise of their profession.

S?kandet efter partner online: ?r din anknytningsstil eller singelr?dsla din drivkraft?

Studiens syfte var att unders?ka hur engagemang inom dejting online p?verkas av anknytningsstil, singelr?dsla och k?n. Det totala antalet deltagare var 86 individer best?ende av 50 kvinnor och 36 m?n mellan ?ldrarna 19-54 ?r. Unders?kningen baserades p? en enk?t och engagemang inom dejting online m?ttes genom ett egenkonstruerat formul?r.

Alternate Reality Games : Framtidens Marknadsföringsform

An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.

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.

Är Pick and Roll övervärderat? : En studie av den vanligaste spelmetodiken inom internationell basketboll

AimThe aim with this study was to analyse how strategic decisions through schemas of play, in this case the Pick and Roll, effect the end result of a basketball game. Following questions were answered:? How often is the Pick and Roll used? The total sum per team and game?? What field goal percentage generates the Pick and Roll?? How often generates the Pick and Roll turnovers?? How often does the attacking team receive foul during Pick and Roll, and what is the team awarded from the foul situation?? How often is the Pick and Roll interrupted without any effect?MethodTo be able to answer the questions in our study we videoanalysed 2251 Pick and Roll-situations from the European Championships for Men in 2003 through video analysis. We used nine different categories to sort the 2251 Pick and Roll situations.ResultsThe Pick and Roll is executed 62,53 times per game, or viewed as 0,43 Pick and Roll / possession. Points / possession during the games was 1,04 while points / Pick and Roll was 0,60.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Förskolegårdens utformning och dess påverkan på barns lek

The purpose of this essay is to examine the impact on children playing at a preschool yard that is designed with traditional playground equipment, and a nature-like yard without traditional playground equipment. How these respective environments influence children?s play, which other factors in the external environment that affect the game and whether the theories in the literature correspond with the results were important questions for the essay. To answer these questions a case study was applied onto two specific preschool centers, both located in Malmö. Through literature studies, inventories, observations and interviews with staff and children, a picture become clear of how the children use the yard and how their play is affected by the design of it.

Pedagogers sätt att bemöta barnens initiativ i förskolan

The aim of this research is to develop a better understanding of how preschool-teachers respond to children in preschool, when they show that they want to have some influence. I have concentrated this study on how the preschool-teachers respond to the children in the gatherings and when the children are playing freely indoors, where the questions at issue are:How do the preschool-teachers respond to the children?s initiative for participation in the gathering and while playing freely?There have been four preschool-teachers and 14 children who have taken part in this study. The children who took part are in the ages of three to five. The study was done at a section in a preschool in middle Sweden.The method used in this study is unstructured observations.

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.

Online 3D presentationer : Vilken teknik är mest lämplig idag för små och medelstora företag?

Denna rapport beskriver och undersöker olika sätt att använda online 3D i webbpresentationer. 3D ställs emot vad som ibland brukar kallas 2,5D (Man fotograferar en produkt ur olika vinklar för att få en serie med bilder som kan ge en fiktiv 3D upplevelse). Rapporten ger bakgrund och historia över online 3D teknologi, ger en översikt över marknaden för online produktpresentationer idag och försöker ge en ögonblicksbild av situationen i andra kvartalet 2007 över en snabb föränderlig marknad. Fyra olika 3D system ställs mot varandra med hjälp av praktiska kodexempel och avslutas med en helhetslösning för dynamisk generering av webbsidor. Målgruppen är programmerare och webbutvecklare som tar fram material för små och medelstora företag..

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.

Måste det göra ont att spela? - En kvantitativ studie om ergonomi och kontrabasspel

Does playing have to hurt? - A quantitative study of ergonomics and double bass playing. This is a paper about ergonomics and double bass playing. I have studied the prevalence of playing-related pain in professional double bass players, teachers and students. This study is based on a questionnaire with 11 questions about double bass playing and pain.

Globalt mode på en lokal marknad : - En case study av H&M och hur de väljer att profilera sig i deras globala kampanj, Conscious Collection

The aim of this research is to develop a better understanding of how preschool-teachers respond to children in preschool, when they show that they want to have some influence. I have concentrated this study on how the preschool-teachers respond to the children in the gatherings and when the children are playing freely indoors, where the questions at issue are:How do the preschool-teachers respond to the children?s initiative for participation in the gathering and while playing freely?There have been four preschool-teachers and 14 children who have taken part in this study. The children who took part are in the ages of three to five. The study was done at a section in a preschool in middle Sweden.The method used in this study is unstructured observations.

Varelsedesign : en metod

My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.

<- Föregående sida 10 Nästa sida ->