
Sökresultat:
4492 Uppsatser om Massive Multiplayer Online Role Playing Games - Sida 13 av 300
Spelet om spelandet : En medieetnografisk studie av barns dataspelande på en fritidsklubb
AbstractTitle: The game of playing: A media ethnographic study of children playing videogames on a Swedish after school recreation centre. Spelet om spelandet: En medieetnografisk studie av barns dataspelande på en fritidsklubb.Number of pages: 46Author: Peter BrandbergTutor: Amelie HössjerPeriod: Spring term 2008Course: Media and Communication studies DUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim with this study is to describe how children play video games in an everyday context. In this study this context consists of a Swedish after school recreation centre. By combining three different aspects on the activity this study tries to understand how both the video game and the social and cultural context in which the activity takes place in influences it. This by taking one analyse of the specific game that the children played at the time of the study and how the overall environment is structured into account.
Bibliotek, Finkultur och TV-spel : En diskursanalys av debatten kring TV-spel och bibliotek
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction of video games as a new medium in the public libraries. The theory and method used is discourse analysis. Three questions were asked: how the introduction of video games as a new media in libraries is discussed, how is it motivated and in what way the authors of the articles analyzed are speaking about new media and the mission of the library. The selected articles were divided into four themes and the analysis resulted in the identification of two main discourses, one which is positive to the introduction and integration of new media in the libraries? collections, and one which has a more negative approach and uses quality and culture as an argument. The conclusion is that video games are a medium so widely used that librarians have to decide whether or not they want to include it in the libraries? collections, and by deciding this they reveal their attitude towards the mission and purpose of the public library..
Nytt blod, gamla bilder : Visuell våldsgestaltning i film och spel
The paper discusses and analyzes differences and similarities in depictions of violence in the two narrative media of films and games. The work is based on existing theories on representation, remediation, narration and immersion ? theories which are further developed and discussed by the author. The movies Man on Fire and Kill Bill, as well as the games Ninja Gaiden and Grand Theft Auto are analyzed and used as examples of how depictions of violence in films and games can or should be studied. Also, the possibilities for development of the theories used in the paper are considered.
Strategier och kanaler vid marknadsföring för fysiska researrangörer och traditionella resebyråer
The tourism industry in Sweden has expanded in recent years and the increasing industry has meant that customers are in need of a reseller for their trips abroad. Today there are three types of retailers available. These are : Traditional travel agencies , tour operators and online travel agencies.Online Travel agencies are the most modern online option for customers. Their existence has made it easier for the customer and reservation can be made anytime and anywhere. The competition has intensified between the three retailers and the traditional alternatives must find new ways to survive.
Memoreringstekniker utifrån en pianists perspektiv
The purpose of this essay is to discuss different memory techniques used by pianists so I can feel secure while performing during concerts. How do pianists learn to memorise music? According to me, are certain memorisation techniques more effective than others? Do pianists use different methods depending on repertoire? To find my answers, I have studied two other pianists? outcomes on the subject as well as applied my chosen memorising techniques on five pieces from different epochs. These techniques include visualising my fingers when they play on the keyboard, listening to the pieces many times, practicing short specific parts one hand at a time, singing the melody while playing the accompaniment, studying the scores without playing, as well as analysing the harmonic sequences..
Impressionism och Digitala Spel
Abstrakt
För att utveckla och förändra spelmediet behandlar detta arbete impressionism
och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för
att undersöka hur de två ämnena kan sammanföras i en spelproduktion.
Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur
spelet fungerar och deras syn på kopplingen mellan impressionism och digitala
spel.
Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in
under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram:
impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning,
interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras
samman.
The Influence of Multiple Drivers on WOM Behavior in an Online Context - A quantitative study on what drives consumers to share word-of-mouth online
Word-of-mouth marketing (WOM) has been considered as one of the most effective marketing tools, yet the least understood. While its lucrative effects have been well proven in academic studies worldwide, little is yet known of why consumers engage in WOM, and what factors actually drive this sought-after behavior, particularly in an online context. While today's research lacks holistic views on the simultaneous effects of multiple WOM-drivers, this paper takes on a meta-analytic approach by building on the pertinent literature to construct an aggregated model, including several previously acknowledged drivers divided into two categories: (1) Brand related drivers and (2) Personal and situational drivers. The authors then empirically examine what drivers are the most influential on WOM in an online social media context. By doing so, this thesis does not only contribute to marketing managers' better understanding of online communications management, it also sheds light on the theoretical knowledge of the behavioral drivers of WOM.
Allvarlig lek : Ett experiment i att ta träningsmoment i underhållningsspel på allvar
Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..
Representationer av döden i ungdomsfilm utifrån analyser av Hungerspelen och Jag saknar dig
Regarding death in youth movies,analysis of Hunger Games and I Miss You Today, death is not as present in our everyday life as it was before when everyone knew how death both looked and smelled. This means that media today has a different role and that media can help their viewers to mourn and become aware of death in a completely different way. In this study, death is analyzed as an representation; how it affects and is experienced in two selected youth films, The Hunger Games, (Gary Ross, 2012) and Jag saknar dig/I Miss You (Anders Grönros, 2011).Previous studies mostly analysis death as a figure, and in accordance with these studies have concentrated on different physical descriptions of death; often about diseases or how death is portrayed in the news. In my opinion, these studies lack the perspective of how death is presented, but also how young people respond to these deceptions of death. This essay highlight different perspectives and show more of how death occurs, how the cinematic look is described and how young people react to what is happening on the screen.
Med sikte på Counter-Strike : Om pro gamers val av gaming gear
Counter-Strike has established itself as one of the most popular computer gaming phenomenon the last decade with a major online community and loyal fan base. Within the world of e-sports it has also become one of the most lucrative games to compete in. In order to keep up with the competition it has always been important to use the best hardware available for the task. This thesis is about these tools that gamers use to play - gaming gear - and how pro gamers train to increase their chances of winning. We investigate various factors that might be important in their choice of gaming gear when they play, and how they train to use these artifacts more efficiently to get maximum performance.
Allvarlig lek : Ett experiment i att ta träningsmoment i underhållningsspel på allvar.
Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..
Bonusföräldraskapets många ansikten : en kvalitativ studie av roller och rollskapandet bland bonusföräldrar
The aim of our study is to examine stepparents´experiences of their role in the new family, we also want to examine if the role as stepparent is affected to the role as a biological parent. Our study is based on six semi-structured interviews, with three stepmothers and three stepfathers.By using role theory and symbolic interactionism our results indicate the requirement of constant negotiation as well as acknowledging the need to consider the other familymembers, those you may not have chosen to live with.We can see that the division of responsibility is governed by what is best for the family - to make life as easy as possible. It is clear that many stepparent lack guidance in what is expected of them in their new role; howeverr, they have been able to grow into it. .
Ytkarakterisering tätningsytorMed omkonstruktion av tätningskonceptför stegram
In this degree project I have studied how an anti-discrimination bureau can adapttheir online information to the target group ? immigrants who only have modestunderstanding of the Swedish language. This group is often subject of discriminationmatters, and therefore it?s important that they can take part of the information.To find answers to my questions I have studied different relevant theories, performeda readability analysis on the online information and have had qualitativeinterviews with representatives from the target group. I have also tested my rewrittentexts on both representatives and other readers.The result from my studies has shown that it is words that are the most difficult inthe current online information, while length and structure of the sentences are alsoof importance when it comes to the readability.
Bach and Improvisation - A research on how useful Bach is for improvising music
I wrote this thesis for myself and someone who would like to learn improvised music not from Jazz but Bach. I analyzed one composition by Bach, then I showed one example of using his idea to a Jazz standard tune. It was challenging for me to understand and analyze his composition as a Jazz improviser. To be honest I don't like to learn the music language from Bebop music but I like to play Jazz standard music. If someone would like to be good at playing jazz music, I think that it is important to know the music language in jazz.
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.