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4492 Uppsatser om Massive Multiplayer Online Role Playing Games - Sida 17 av 300

Flipp eller flopp?: En kvantitativ studie om bloggens potential som marknadsföringsmedium

The blog has become a widely discussed subject, but while marketers do invest in blogs, there is little evidence on the how the blog works as a marketing tool. Therefore, we thought it would be interesting to create a greater understanding of the blog's potential communication effects. To demonstrate the potential of the blog in comparison with more traditional media, we decided to compare the communication effects achieved by a blog with those achieved by an online magazine. We pursued an experiment where we exposed an identical text about a brand to respondents in seven blogs and in seven online papers and measured the resulting communication effects in terms of attitudes and intentions towards the exposed brand. The quantitative study showed that the blog in some basic aspects works as a more traditional media; when the consumer forms positive attitudes toward a text in a blog, the attitude spills over to the attitude toward the brand, with higher buying and w-o-m intentions as a consequence.

Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare

During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.

Serious Games, körsimulatorer och lärande : En studie om strukturerande verktyg - som stöd vid återkoppling

Uppsatsen fokuserar på hur körinstruktörer använder IKT som en strukturerande resurs vid sin undervisning och hur de uppfattar ett datorbaserat utvärderingsverktyg kopplat till ett dataspel i en körsimulator. Syftet med studien har varit att förstå hur externa verktyg (artefakter) används pedagogiskt för att överföra kunskap och om individen kan bli oberoende av dessa verktyg. Studien genomfördes genom intervjuer som kopplades till testkörningar i en körsimulator. Körsimulatorn ingick i en större studie (Spel och trafiksäkerhet) där ett dataspel (serious games) utgjorde testpersonens upplevelse av bilkörning i en virtuell värld. Svaret blev att körinstruktörer har externa verktyg såsom leksaksbilar, penna och papper för att underlätta kommunikationen vid utvärdering av elevernas körning och att användandet av dessa verktyg som metod är likartad med användningen av metoden med körsimulatorns utvärderingsverktyg, samt att individen till sist automatiserar metoden och då blir oberoende av de pedagogiska verktygen och kan använda sina kunskaper när den kör bil..

Exkludering och statusroller : Rolleken i förskolan

This study is about exclusion and childrens role-play in Swedish preschools. 8 preschool teachers, in 4 different preschools, have been interviewed about exclusion and low and high rating roles in children's role-play. The interviews was recorded and then analyzed. Relevant research in this study was from Corsaro, Tellgren and Löfdahl amongst others, and the results of the interviews is what this study is based on. The study showed that one of the most common roles in childrens role-play is the role of mother and that the roles children play are based on social norms and values.

En etnisk secession : Varför Biafra beslutade sig föra att bryta sig loss och hur lärare kan göra det tydligare i historieämnet

The aim of the analysis in this essay will be divided into two cases. In the first, I will study the formation of a new State and why a geographic area of a country decides to make an secession. The focus will be on the secession of Biafra from Nigeria in 1967 and how the causes and explanations behind this secession, get in the Swedish literature as well as the international literature. In Case 2, I will use a explanation games, as a means to give pupils more understanding and to make it more clear, why a geographical area chooses to make a secession, and where I will use the secession of the Biafra from Nigeria as my example (Case 1). To more easily understand and answer  the question, why the geographical area of Biafra in south-eastern Nigeria chose to do an secession, I have chosen to study my Case 1 from a social and political context.

Självkänsla och självpresentation online : En studie kring några individers självpresentationer i form av träningsbilder på Instagram och hur den upplevda självkänslan påverkar/påverkas av detta.

Through the birth and arise of the Internet people has been given great opportunities to make selective selfpresentations online, which in the long run has resulted in an easier retaining of the self- esteem than in the offline world. Simultaneously, the self- esteem has been viewed as a cause for both success and failure since it plays a vital role regarding our attitudes, emotional reactions and behavior. On this basis I wanted to study the relation between self- esteem and self-presentations closer. The purpose of the study is to describe and analyze how some users who publish training photos of themselves on Instagram experience how they present themselves within this forum and how these presentations affect/ are affected by their perceived self-esteem in their everyday life. The study is based on theories regarding self- esteem through Maslows? hierarchy of needs, the inner and outer self-esteem, and social comparisons.

Mellan tradition och ideal : En uppsats om den modererande lärarrollens hinder i klassrummet

In order to be a good teacher according to preferences from outside the school area, there are many different voices to listen to. The different roles that are assigned for teachers are colliding with the latest research from the pedagogical institutions and therefore the role as a teacher of today is in a complex state of mind. Somewhere, between the traditional role of teaching and the moderating ideal image, reality is revealed in the ambivalent role of the teacher of today. In this pedagogical essay on advanced level we are focusing on obstacles that are hindering the moderating teacher?s role, to be fully developed in the classroom.

Förfädernas berg? : en tolkning av fornborgen på Halleberg

The essay deals with the hill-fort on the mountain Halleberg, Sweden, its wall design, functionality, dating and its possible function as a central location and a place of worship of the ancestors.The Halleberg hill-fort consists of a 1500 meters long at times cohesive stonewalls which together blocked the mountain from its surroundings. Hallberg's natural vertical scree and cliffs along with the masonry blocked the whole mountain from the surroundings.The hill-forts, with few exceptions are largely not investigated archaeologically and its functionality and role in the ancient society is based on outdated research on the subject. The current archaeological interpretation is that hill-forts served as temporary defense in times of unrest or served as center of power for a social elite. The prevailing view in the archaeological sphere is that the hill-forts had a variety of functions and that its functionality and role in ancient society has varied.Halleberg´s strongest wall sections are at the mountain's south-eastern part where the natural driveway, Storgårdsklev is located. Along with the massive masonry of the walls in Bokedalen Storgårdsklev functioned as the hill-forts main entrance.

Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Upplevelseredovisning : Resursallokering i en restaurang

This study is about exclusion and childrens role-play in Swedish preschools. 8 preschool teachers, in 4 different preschools, have been interviewed about exclusion and low and high rating roles in children's role-play. The interviews was recorded and then analyzed. Relevant research in this study was from Corsaro, Tellgren and Löfdahl amongst others, and the results of the interviews is what this study is based on. The study showed that one of the most common roles in childrens role-play is the role of mother and that the roles children play are based on social norms and values.

Skriva lätt och förklara rätt : Om att anpassa webbtexter för nyanlända invandrare med måttliga kunskaper i svenska

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.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Vinflaskans framsidesetikett som marknadsföringsverktyg i Sverige

This study is about exclusion and childrens role-play in Swedish preschools. 8 preschool teachers, in 4 different preschools, have been interviewed about exclusion and low and high rating roles in children's role-play. The interviews was recorded and then analyzed. Relevant research in this study was from Corsaro, Tellgren and Löfdahl amongst others, and the results of the interviews is what this study is based on. The study showed that one of the most common roles in childrens role-play is the role of mother and that the roles children play are based on social norms and values.

Empirecraft

I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..

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