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4492 Uppsatser om Massive Multiplayer Online Role Playing Games - Sida 6 av 300

A comparison between techniques for color grading in games

Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches.

LEKKROKAR- ?Något att hänga upp leken på?

The research of today shows that natural environments are importantfor children's physical and mental development. It alsoshows that children often opt out of the traditional equipmentplaygrounds have to offer. By breaking the boundary betweenthe playground and park, is it possible to create a new spacethat will encourage rather than demand play? Through gatheringinformation and talking to landscape architects, designers,and children, I realized that today's parks already have environmentsand objects that could be used for playing. But whatthey need is something that makes the environment even moreinviting for children to play.

Minimalist design for children?s games

The aim of this report is to see whether the graphic design of a game influences children?s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children?s wish to play the game or is the game mechanic all that matters.

Enhanced Guided Discovery och Teaching Games for Understanding som arbetsätt i fotboll. : En observationsstudie om tränarbeteenden inom ungdomsfotboll

Syfte och frågeställningarSyftet med uppsatsen var att genom systematisk observation undersöka hur en ungdomsfotbollstränare använder sig av beteenden som är överensstämmande med Enhanced Guided Discovery (EGD) och Teaching Games for Understanding (TGfU) i sin tränarroll under träning. Syftet besvarades med hjälp av följande frågeställningar: Hur ser fördelningen ut för tränaren med instruktionsbeteenden, feedback och frågetekniker? Hur stor del av träningen går åt till aktiviteter i training form respektive playing form?MetodMetoden som användes var en systematisk deltagande observation. Observationen gjordes i realtid och följde en modifierad version av Coach Analysis and Intervention System (CAIS)(Cushion, Harvey, Muir & Nelson 2012, s. 201ff.; Partington & Cushion 2011).

Strategiskt samarbete For the Win : En studie om interaktioner i World of Warcraft

Multiplayer online role-playing game (MMORPG) spel har blivit mycket populära. Trots detta finns det begränsad forskning kring spelares interaktion och kommunikation gällande samarbete. Det här arbetet har därför riktat in sig på hur interaktion och kommunikation gällande hur samarbetet fungerar inom MMORPG spelet World of Warcraft.Syftet med detta arbete var att undersöka möjligheter till förbättringar gällande interaktion och kommunikation för samarbete inom MMORPG spel, och inriktar sig i det här fallet speciellt på World of Warcraft.Genom att använda tre vanligt förekommande metoder undersöktes nuvarande interaktionsmöjligheter inom World of Warcraft. Dessa metoder var deltagarobservationer som genomförs i testmiljön World of Warcraft. Enkätundersökning som var av typen webbenkät med både öppna och stängda frågor.

Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv

The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.

Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard

The aim of this paper is to elucidate and analyze history teacher's didactic choices in the conflict between unequal educational materials and the requirements of equality in the curriculum of Swedish secondary school. The empirical data consists of interviews with five secondary school history teachers, observations of their lessons as well as analysis of their tests. The starting point was to investigate teachers' didactic work in the role as a bridge between the non-equal historiography presented in textbooks in history and the curriculum?s demands for equality. Three different approaches have been observed in the teachers' didactic work when considering gender perspective into their teaching: that women become extensions in a male-dominated historiography; that another part of the story is presented when a gender perspective is considered; and that the gender perspective is included in history teaching and becomes an integral part of all the content of the subject.Several of the teachers acknowledged that gender equality is less prioritized than the courses core content and related assessment criteria.

Att effektivt marknadsföra Junebuds spel MilMo med sociala medier : Marknadsföring av ett gratis socialt massivt multiplayer online spel för barn och ungdomar

Det här examensarbetet utfördes från februari till mitten av april, våren 2010 på företaget Junebud. Jag arbetade efter hypotesen att en stark närvaro på sociala medier har en positiv effekt på aktiviteten på spelets hemsida samt för att få nya spelare att hitta till spelet. Spelet som marknadsfördes heter MilMo och är ett socialt massivt multiplayer spel för barn och ungdomar, som är gratis att spela. Om spelaren vill få tillgång till extra material kan han/hon betala en mindre summa pengar men något köptvång föreligger ej för att endast spela. För att genomföra marknadsföringen på de sociala medierna valdes fyra stycken nätverk på Internet ut; Facebook, Deviantart, MySpace och Youtube.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

En kategorisering av våld i dator och tv-spel

This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement for game age limits.

Kända Varumärke - Större, Starkare, Säkrare

In todays high-technological society where the Internet plays a central role in our day-to-day life, many e-retailers are not able to attract customers to complete a transaction on their website. In order to succeed, many e-commerce sites must improve several safety aspects regarding online payment, in order to be perceived as a reliable and secured retailer. The purpose of this paper is to investigate if increment in various combinations and aspects in online payment will in fact improve the customer's perception of the e-retailer and result in completed transactions. In order to investigate this aspect, an experiment was conducted to be able to compare eight independent groups, that each had been exposed to a different security scenario on the online payment website of either a known or unknown retailer. Our results clearly prove that perceived security of the retailer's payment website increases willingness to purchase from the retailer.

Språkstimulerande arbete i förskolan

AbstractMy purpose with this essey is to study how they work in preschool whir language- stimulation. I will try a way to work with this trough intervjus whit teacher at preschool. My main questions are: Way dose teachers use language- stimulation? How dose teachers use language- stimulation when it comes to there way of working and methods? Do the teachers think that language- stimulation help the childrens development?To answer these questions I interviewed 6 teachers I central Sweden and used this as data. I have written about language, language- development in a biologik and theoretical aspect, teachers plan, language- stimulation, playing by language sounds and TRAS (early registration of language development) in my literary review.My result shows that working whit language- stimulation helps children in there language- development, it also develops there self-image and identity.

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen

Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.

We've both said things you're going to regret : En undersökning av dagspressens framställning av TV-och datorspel perioden 1995 till 2012

The use of computer and video games has increased immensely over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. With such a large number of frequent users, the media reporting on the subject of games becomes interesting and important. How are games represented in the media, and has there been any change in the way they are portrayed as their popularity has grown? ­The aim of this study is to determine if and how the portrayal of computer and video games in Swedish newspapers has changed during the period 1995?2012. The study was conducted with the use of quantitative content analysis and the empirical data was collected from the two most widespread newspapers in Sweden ? DN and Aftonbladet.

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