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4492 Uppsatser om Massive Multiplayer Online Role Playing Games - Sida 21 av 300
Möjligheternas skolgård : om att skapa förutsättningar för en välanvänd utemiljö. Exempel från Luleå.
Children's need of a good environment of playing
outdoor at schoolyards is, both from a perspective
of commonly public's health and from the children
themselves, indisputable. Children who have a
good and varying playground develop physically,
psychologically and socially. As an instrument of
pedagogic a playground also is valuable for example
in teaching the round, periodical successions
and understanding of democratic processes. The
conception playground means here in my work the
environment outdoor for children at schools up to
about twelve years old.
What is a good playground then? How is it
possible for a landscape architect to contribute
improvements? The purpose of my work has
been to enlarge my knowledge about playgrounds,
understand more of the profession as a landscape
architect and apply a perspective of children in the
planning.
To sum up, the shaping of playgrounds has great
importance for the activities of the children and if
the teachers make use of it, the teaching.
A good playground gives the delight, the excitement
and the curiosity free spaces and stimulates new
challenges.
I spänningsfältet mellan kontroll och stöd : en kvalitativ studie om hur socialsekreterare kan uppleva sin yrkesroll
This is a qualitative study based on two focus group interviews with a total of six social workers who work with assessing financial aid in two municipalities. The study aims to examine how the social workers experience and handle their ambiguous professional role, on the basis that they are expected to support and control the client. The theoretical framework is the theory about discretion and role theory. The results show that social workers find it difficult to combine these different approaches. Two different groups of strategies that social workers use to manage their professional role have been distinguished, the first is used to combine the different approaches (combination strategies), which are: empathy, to be distinct and to "blame" the organization.
Skolbiblioteket : om skolbibliotek i och utanför Sverige med fokus på Svenska skolan i Berlin
The focus of this thesis is the library at the Swedish school in Berlin, Germany. Being a school in a foreign country, and playing a role also as a public library, the conditions for the library are somewhat unusual. Considering those conditions, how should the library be organised and developed to meet the users' needs in the best way possible? To put the library in Berlin into a greater perspective, the first chapters of the thesis are dedicated to the issue of school libraries in Sweden; their historical development, their importance in the school curriculum and their present situation. Swedish research in the field of school libraries is presented and includes descriptions of theoretical analysing models.
Design av interaktionsmoment för spelarmotivation
The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.
Läsa spel. En analys av Alice-böckernas adaptation till spelformatet
The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.
Konsumenternas köpvanor inom olika försäljningskanaler : Skillnader mellan konsumenter som handlar i fysiska butiker, onlinebutiker samt inom brick and click
In Sweden today, the consumers have the opportunity to use the different sales channels; physical store, online store and brick and click, a combination of both. For the past decade, the use of ecommerce has spread tremendously and the fashion industry is one of the top three industries in this category. This, together with the growth of technology, have created new opportunities for consumers during their online shopping. The purpose of this study is to examine the differences between consumers who use physical store, online store or both. This study aims to look into consumers' shopping habits within these sales channels and factors that are affecting them.
Lägg märke till varumärket : En kvantitativ undersökning kring hur varumärket Hollister jobbar med kommunikation för att stärka sitt varumärke.
The purpose of the case study is to research whether the brand Hollister can establish themselves to their target audience working with communication. To achieve the goal with the study, the following theories has been applied: brand building, visual communication, two-way symmetrical communication and communication channels. The study was conducted by a quantitative online questionnaire survey. The online survey was aimed at teenagers aged 15-18 years old living in Täby or Umeå where one question was "What difference can be discerned between Täby, where there is a shop, and Umeå where there is no shop". The material was collected during a period of eight days between december 11th to december 19th 2013.
Informationsöverflöd : En studie av hur erfarna Internetanvändare hanterar informationsmängden på nätet
AbstractPurpose/Aim: In my essay I study the use of Internet with information overload as my perspective. I compare two age groups in order to find out whether there is a difference between generations in how they use the Internet and experience the vast amount of information that is found on the net.Material/Method: I gather information from six frequent World Wide Web users to find out whether they are experiencing information overload when using the Internet in their spare time and how they structure and make sense of the vast amount of information that is found on the net. I use semi-structured interviews to gather qualitative, not quantitative, material for my study. I have also used literature and websites on information overload, the Internet, and connected themes in order to get a broader picture of the subject and help me analyse the material.Main results: The main results of my study are that frequent Internet users do not feel that they suffer from the vast amount of information found on the World Wide Web. They rather enjoy it and if they have heard the term information overload they assume that it does not apply to their use of the Internet.
Trädgårdsmästarens roll i en rehabiliteringsträdgård :
The aim of this essay is to find out how different factors influence the occupational role in a rehabilitation
garden. The study is based on two qualitative interviews with and shadowing of the gardeners in the rehabilitation
gardens of Alnarp and Gröna Rehab in Gothenburg. The result shows that the main factors that
influence the occupational role is the gardener?s background, the garden/place, the participants, the team
and the possibilities for development. The occupational role appears to consist of several different roles; the
team-worker, the activity and project manager, the source of inspiration, the educationalist, the informer,
the therapist and the fellow human being.
Förutsättningarna inom flick/dam ishockeyn i Sverige 2005 : flick/damishockeyn på den manliga arenan.
AimThe purpose with this work is to examen the conditions in Sweden, for beinge a girl and exercise a sport as icehockey. Icehockey seems to be a sport for men and were it still has deep manly traditions and norms.MethodThe method I have used in this work is to do a questionnaire. I decided to send my questionnaire to 20 girl/womens icehockey team in Sweden. Outside from the questionnaire I took parallels from gender research and in sport history, to be able to answer the aim of the study.ResultsThe average age of the girles playing icehockey is 21 years and the everage years of playing icehockey is 7 years. Of 158 girls 149 said that they are not getting any financial suport from there home club.
Kusliga hemligheter : En undersökning av Hyun-Jin Kwaks bildvärld
In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.
En cowboy, en krigshetsare eller en världsledare till president? : Svenska mediers relation till president George W. Bush
In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.
FLYKTEN FR?N VARDAGEN. Om fantasy, eskapism och verklighet
This paper investigates the relations between the fantasy genre and the phenomena of escapism. It also delves into the factors which motivates consumption of various fantasy mediums. This is done through interviews with six different fantasy-consumers, along with two observations; of which one is performed at a science fiction convention and the other at a table-top role playing game. The study resulted in a basic understanding of escapism ? it is not limited to the fantasy genre, and fantasy consumers do not deny that fantasy is a form of escapism.
Tv-spel ? självklart: Hermeneutisk studie om inställningen till tv-spel på fyra svenska folkbibliotek
The purpose of this thesis is to attain a deepened understanding concerning views on videogames at four Swedish public libraries, especially in relation to library practice and how videogames fit within this context. It also aims to provide insight as to why these libraries have included videogames in their collections and what thoughts were behind it. To fulfill this aim we conducted a qualitative hermeneutic study, using interviews as the main source of research material, but also written materials and a lecture on the city library of Malmö and how they work with videogames. The theoretical framework of the study is founded on Dorte Skot-Hansen?s and Douglas Raber?s theories on the values, roles and functions of public libraries.
Att skapa en multiplayerbana
När man jobbar på ett spelföretag krävs det att man följer spelets anvisningar och design, det gäller att leverera ett professionellt resultat i tid. Min uppgift på Starbreeze Studios blev att skapa en multiplayerbana till deras kommande spel The Darkness på 10 veckor. Jag ville testa på hur det kändes att jobba som spelutvecklare och möta de krav som ställs i dagens bransch. Den här rapporten kommer att redovisa hur jag byggt upp min multiplayerbana från grunden och gå igenom alla steg i processen. Rapporten kan delas in i tre olika huvuddelar: introduktion, genomförande och resultat..