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4498 Uppsatser om Massive Multiplayer Online Role Playing Games - Sida 39 av 300
"Att leva som andra" - om normalisering och den personliga assistentens roll i den funktionshindrades sexliv
The purpose of this essay was to investigate the view of what kind of role the personal assistant has in disabled people´s life and sexlife and how conceptions of a "normal" life and "to live like others" can be identified related to this. My research questions was: What does the expression "to live like others" mean to the organisations? What is the view in the organisations of the personal assistant´s role in the client´s life? What is the view in the organisations of the personal assistant´s role in the client´s sexlife? What is the view in the organisations of disabled people´s rights to get assisted help with sex? I chose to do semistructured interviews with different organisations related to disability and assistance and I analysed the interviews with theoretical aspects of social constructivism, the principle of normalization and the theory of SRV (Social Role Valorization), autonomy, individualism and models of action. My main conclusion were that the views of disabled people´s sexuality and the personal assistant´s role in disabled people´s sexlife were widely separate. However, almost all of the organisations were pointing out the autonomy of the individual and the importance of setting the limits.
Sjuksköterskans roll i vårdandet och bemötandet av barn med cancer : En deskriptiv litteraturstudie
Background: Globally, one percent of all people diagnosed with cancer are children. Childhood cancer often requires long and tough treatments. When a child is diagnosed with cancer it also affects the family and the relatives. Aim: The aim of this study was to describe the nurse?s role in the care and treatment of children with cancer.
?Why so serious??? en kvalitativ undersökning av folkbiblioteks användning av Facebook.
The purpose of this bachelor thesis is to describe how Swedish public libraries use the online social network Facebook and its functions. Our focus of this study lies on how the librarians use the network and what experiences they?ve made. The questions we wanted to answer were:? How do the libraries in this study work with Facebook and its services? ? What do the interviewed librarians think about working with Facebook as an instrument?? What pros and cons can be identified from working with Facebook?The methodology used for this study was qualitative interviews.
Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords ? The Reawakening
Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords ? The Reawakening.I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete.
Mitt emellan eller kraften till källan? : En studie om mellanchefer i en ny omgivning
There is an ongoing reorganization within media industries today as they adapt to new and changing demands - the environment is changing fast and the organizations with it. The development of new technology is contributing to new forms of media distribution in the present media industry. The structure of media organizations is getting flatter and the co-workers are getting a new and bigger role. All this is bringing new challenges for the leaders of the organization. Caught in the middle of these new structures is the middle manager who now is facing different demands from all sides.
Flow i multiplayerspel
Detta arbete syftar till att undersöka hur Csikszentmihalyis teorier kring optimala upplevelser, eller flow-upplevelser, kan appliceras på praktisk speldesign. I arbetet kombineras Csikszentmihalyis definition av begreppet flow med Jenova Chens riktlinjer för flow-uppmuntrande design i singleplayerspel för att ge underlag för framtagandet av ett brädspel i vilket applicerbarheten hos deras teorier och riktlinjer på multiplayerspel undersökts. För att teorierna och riktlinjerna effektivt skulle kunna undersökas utvecklades det tre olika versioner av brädspelet som alla innehåller olika element som, enligt Csikszentmihaly och Chen, bör alstra flow. Ett flertal spelgrupper fick spela dessa tre versioner och via enkätundersökningar och intervjuer förmedla hur de upplevde de olika versionerna, både som individuella produkter och i jämförelse med varandra. De data som erhålldes från dessa undersökningar indikerade på att nivån av kontroll spelaren har över sin spelsituation spelar en väldigt avgörande roll i hur han eller hon upplever spelaktiviteten i sin helhet..
Touching reality: Exploring how to immerse the user in a virtual reality using a touch device
This paper explores the field of virtual reality and how immersion and presences
can be increased when it comes to navigation and interaction with Virtual
Environments. The availability of VR technology has sparked a trend, especially
in game development. Old ways of designing for interactive environments have to
be revised. This is done by exploring the massive body of work done on VR,
exploring its underlying concepts, using tested design techniques and ways of
evaluating interaction for VR. A design suggestion in the form of utilizing a tablet
device as the main input device is derived.
Fem pojkar är fler än fyra flickor : ? En jämförande studie om jämställdhet i svenska barnprogram 1978, 1992 och 2007
The purpose of this BA-thesis is to examine how many girls, boys, women and men who appear in children?s programmes in the years 1978, 1992 and 2007. We have also studied if they are described as typical gender role stereotypes and we have looked at the power conditions between girls and boys, women and men and children and adults. From the results we then examined the changes through out the years. We have made this possible by choosing two days each year when most children were watching the programmes.With the gender role theory we have brought up the important issue of the fact that men appear more frequently in media then women and by doing so the media preserve men as the standard gender.
Att rekonstruera världen : tillämpade på de moderna olympiska spelen
The aim of this essay is to illustrate a modern phenomenon, the Olympic Games, by applying the ideas of Mircea Eliade concerning space, time and myth. This literature study is mainly divided in two parts, one descriptive and one analytic. In the first part Eliade?s ideas and some criticism, which has been pointed against his theoretical approaches as well as his character, are presented. In the second part an analysis is carried out, based on the previously presented ideas and elements essential for the Olympics; the idea of the Olympics, the place, the ceremonies, the competition and the concept of individual idolism.I have discussed what seems like gnostic tendencies in Eliade?s ideas, in the sense that both Eliade?s ideas and the concept of Gnosticism argue that knowledge is a necessary condition for salvation, as well as the fact that Eliade and his ideas have not always a pro-Christian approach.
Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar
The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.
Kommunikationen mellan människan och spel : Ur spelarnas perspektiv
Dokumentet går igenom könsskillnaderna mellan män och kvinnor när det gällerdatoranvändning, och hur användandets utveckling har skett på den senaste tiden.Den belyser även hur människans kropp, styrenheterna och spelet länkar varandra på ettkommunikativt sätt. Kontrollernas funktioner och styrsätt förklaras i basis för få en inblick istyrenheternas kommunikationssätt. Kontrollerna som tas upp grupperas därefter i olikarörelsemoment. En enkätundersökning kompletterar och stärker bilden över könsskillnader,åldersgränser, speltimmar, genre kategorisering och framtida behov.De problem som finns när det gäller kommunikation är att de inte är tillräckliga när manspelar. Oftast så är användare ute efter att ha en verklighetskänsla samt få en inlevelse ispelen.Dokumentets syfte är att ta reda på vilka kommunikativa metoder som finns och kontrolleraom de är tillräckliga för att uppnå denna inlevelse i spelen.För att kunna tackla problemen så görs det en omvärldsanalys i arbetet samt en positivistisktolkning av resultatet.
Utforskande aktiviteter i Serious Games : En studie av hur rumsligt och narrativt utforskande kan påverka spelarens motivation
Syftet med det här arbetet var att undersöka om spelaren fann det mer engagerande att spela när fakta till stor del presenterades som en del av spelets narrativ i motsats till om fakta till stor del presenterades fristående från det. Syftet var också att undersöka om det var motiverande att ställas inför en utmanande rumslig utforskning för att avancera genom spelet och därmed kunna komma till dessa informationsbaserade moment. En specialdesignad modul som stödjer dessa spelaktiviteter skapades därför i två olika versioner ? en var för de båda typerna av faktapresentation. Arbetet baserar sig därför på teori om olika typer av utforskning, med fokus på narrativ och rumslig utforskning, motivation, belöningar och speldesign.
Väljer man rätt? : en uppföljning av Svensk baskets regionsuttagningar
AimThe purpose with this study is to evaluate the selectationprocess and what happened with Swedish basketball players born 1986-89, that were selected to participate in Miki Herkel Cup (MHC), which is a camp for the 60 most talented players in Sweden.Metod Together with the Swedish basketball federation, we decided to survey those who attended MHC as well as the players playing in the senior national team 2009. The data collection has been made through a survey, with multiple choice questions in order to get as good as possible view of what factors that had influenced their development as basketball players. The survey was sent out to all players born 1986-89 that attended MHC and the senior national team of 2009. We used an electronic survey tool called questback which is an internetsurvey and sent out the survey to 320 players. To collect information we´ve searched within literature and databases.Result 18 % of the players answered the survey, which decreases the research validity.
Från Lev Tolstoj till Joe Wright : En adaptionsstudie av Anna Karenina
This study focuses on the Nordic model of Extended Collective Licenses (ECL) and how this model can be used in the process of digitalising and publishing archival material such as photos, letters, maps or films. The question that this study aims to deal with is what advantages, and disadvantages, there are for archives and copyright holders when an ECL is being used. To help answering this question the ?theory of the knowledge commons? has been applied. The research question has been answered through a text analysis based on legal texts including Swedish law.
Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek
The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen?s library adapted, theory-based, model of quality definitions.