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5812 Uppsatser om Media play - Sida 12 av 388
Valet av Renegade och Paragon i Mass Effect - Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse
The purpose of the study was to examine possible aspects concerning the choice
to play as good or evil with a focus on the players´ subjective experience. A
form was constructed and the material was interpreted according to
Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II
were used as an example of the choice to play as good or evil since the choice
between Renegade (evil) and Paragon (good) is present. The sample consisted of
individuals who had played Mass Effect I and/or Mass Effect II and were over 18
years old. The end result concerning who played a Renegade or a Paragon came to
be very uneven (15 out of 16 participants played a Paragon) which means that
the result mostly relates to possible aspects concerning the choice to play a
Paragon.
Barns kulturskapande : En etnografisk studie om förskolebarns interaktion
AbstractThe aim of the research presented in this thesis is to study how interactional strategies are used by children and what these strategies mean or imply in the preschool cultural context. The theoretical point of departure in the study is the socio-cultural perspective (William Corsaro, Roger Säljö, Jim Wertsch). The study is a contribution to the field of research that focuses upon contextual issues and an overall way of seeing the child. This is in opposition to the strong traditional psychological perspective in the development of the child, where a focus upon the individual dominates in special education. This ethnographic study aims to answer the following research questions; What interactional strategies are co-constructed by the children in preschool play? How do the interactional strategies influence the creation of culture in preschool play? The children, 3-5 years olds, and their play situation were in focus.
Svininfluensan : en kritisk diskursanalys av medias rapportering
Media has the power to influences society. Some call them the third power of a state. Through amongst others, the agenda setting theory and the framing theory, this report seeks to understand how media describes the swine influenza and how it uses its power to influence people to vaccinate. As this report will show, there is no doubt that media has had an impact on the Swedish population of which 60 per cent followed through with the vaccination. Media used an information discourse and attempted to present its articles in an impartial manner and used governmental authorities and experts to support its arguments.
Att lösa sudoku med SAT-lösare
Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.
Sverige klätt i aska : En studie om kriskommunikationen under askmolnskrisen 2010
The purpose of this essay is to investigate how the crisis communication was perceived between SAS, massmedia and citizens during the volcano crisis in 2010. The questions posed are: - How did the communication between SAS, media and citizens function during the crisis? - How did senders, intermediaries and beneficiaries experience the information and communication during the crisis? - How important was the internet communication for SAS, media and citizens during the crisis?The collected material consists of interviews and desktop research of material from Internet.The study shows that the communication between SAS, the media and citizens worked well on the social medias but was weaker in all other mediachannels. SAS was also weak in following up information received by media and travelers, and they therefore they had a different picture of the situation during the crisis. SAS thought that the communication worked fine between the parties involved.
Ensamkommande flyktingbarn i media : - en diskursanalys
This research intends to study the media's representation of unaccompanied refugee children on the basis that the media has a power in the construction of society. The focus is on whether children's vulnerability and needs are presented in the media and whether the children?s voices are heard. It is also of interest to study the agents that speak in the media concerning unaccompanied refugee children. The study is based on a theory that social reality is a construction of interaction between individuals and groups. Furthermore the study also incorporate the idea that the media, through its control of language, has power to create discourses which may affect the way different groups in society are looked upon.
Man eller kvinna - Låt myter om förövaren försvinna : En diskursanalytisk studie av hur personer som begått sexualbrott mot barn framställs i svenska dagstidningar
The aim of this study is to identify the dominating discourse in Swedish newspapers concerning perpetrators who committed sexual offence against children. The study is based on the idea that the media representation play a significant role to the public opinion and awareness of the perpetrators. The study is based upon a selection of 103 articles published between January 2003 and November 2013, taken from four of the biggest daily newspapers in Sweden; Aftonbladet, Dagens Nyheter, Expressen and Svenska Dagbladet. The methodological and theoretical approach in the study has been the one of discourse analysis through which one dominating discourse along with two subsidiary discourses could be identified. The discourse considered to be dominating is the one who presents the perpetrators through the discrepancy between the actions committed and the description of the perpetrator.
Kunddriven supportverksamhet
Social media constitutes an increasing part of organizations and businesses today, regardlessif its segment is B2B (Business to business) or B2C (Business to consumer). The use ofsocial media has been self-evident for many companies, especially throughout the B2C area.The study examined attitudes towards Web 2.0 and social media in the B2B-segment, andwhat advantages and disadvantages that might exist with the use of the implementation. Inorder to answer the research question a qualitative case study on the company IFS (Industrialand Financial Systems) was made..
Hedgefonders avkastning gentemot Stockholmsbörsen : Hur presterar Hedgefonder under olika marknadslägen, åren 2005-2009
Title: ?When The Line Between Transmitter and Receiver Blurs? ? A Study of how organizations look at social media as part of their external communication and how they respond to the environment in the new media toolNumber of pages: 49 (51 including enclosures)Author: Ida Hansson KällTutor: Cecilia StrandCourse: Media and Communication Studies D 30hpPeriod: Spring 2010University: Division of Media and Communication, Department of Informatics and Media,Uppsala UniversityPurpose/Aim: The aim of this essay is to study how five organizations look at social media as part of their external communication and how they respond to the environment in the new media tool.Material/Method: A qualitative method has been used. Five interviews as primary sources have been conducted with representatives from each organization.Main results: The main results of the study is that organizations have to integrate social media as part of their external communication plans in order to face and respond to their surroundings in a new interaction and multi-way communicative platform. Results also show that organizations are well aware of the importance of making use and participate in social media.Keywords: blogs, external communication, facebook, respond to the environment, social media.
Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Patienters upplevelser av att leva med stroke - en litteraturstudie
Background: Living with stroke not only means coping with physical limitations, but a stroke also leads to other losses, which in various ways may change an individual?s life. A nurse can play a significant role in regards to consequences in the ordinary day of life for patients with stroke. Aim: The aim of this literature study was to describe patients? experiences living with stroke.
Kommunpampen och media En studie av ledande svenska kommunalpolitikers mediekontakter
The purpose of this study is to examine the mediatization of Swedish politics on a municipal level. We live in a world were media affects many aspects of life. One of those aspects is the communication between the citizens and the politicians.Our main research questions are:To what extent do politicians communicate with journalists and who initiates these contacts?Do politicians talk to some types of media rather than others?What factors make a politician choose to speak to media?To what extent do leading Swedish municipal politicians use media strategies?To answer these questions we have used various theories to help us understand media?s role oftoday. First we explain the transformation that has taken part in Swedish media over the last century, from political party press to independent media companies.
En finansiell transaktionsskatt - lösningen på finanssektorns dilemma?
Interaction is an important part of children?s development. The school is a main arena in which children learn to interact, mainly through their playing. This study aims at investigating the role of interaction in a leisure school didactic setting. The aim of the study is to gain a better understanding for how the pupils develop though use of social interaction.
En datadriven Play- och online video-marknad : SVT Plays mo?jligheter till sto?rre utnyttjande av data
Big data och datautnyttjande blir allt mer popula?rt bland videotja?nster pa? internet. SVT Play a?r en av de Play-tja?nster som har mo?jlighet att utnyttja mer data a?n de go?r fo?r tillfa?llet. I detta arbete var ma?let att underso?ka hur SVT kan fo?rba?ttra sitt datautnyttjande och genom det utveckla SVT Play.
Elevers helhetssyn av rörelseapparaten uttryckt genom begreppskartor
The purpose of this essay is to investigate how the crisis communication was perceived between SAS, massmedia and citizens during the volcano crisis in 2010. The questions posed are: - How did the communication between SAS, media and citizens function during the crisis? - How did senders, intermediaries and beneficiaries experience the information and communication during the crisis? - How important was the internet communication for SAS, media and citizens during the crisis?The collected material consists of interviews and desktop research of material from Internet.The study shows that the communication between SAS, the media and citizens worked well on the social medias but was weaker in all other mediachannels. SAS was also weak in following up information received by media and travelers, and they therefore they had a different picture of the situation during the crisis. SAS thought that the communication worked fine between the parties involved.