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140 Uppsatser om Movies - Sida 7 av 10
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.
Film distribution and exhibition in the EU
This paper examines the film distribution and exhibition sector in Europe. The general analysis of these sectors? situation was made. Moreover, the comparative and more in depth analysis of three countries by the Porter?s five forces model was made; These were United Kingdom, France and Denmark.
Downloading and filesharing through Peer-to-peer networks: the copyright versus the free access to the cultural products
The ?peer to peer? (P2P) is a technology of downloading and filesharing between online - Internet - users by the mean of specified software. Since June 1999, the Napster software has made the happiness of millions of individuals who used it to obtain and share free audio files Mp3. Rapidly, the major recording companies have prosecuted the Napster Company and managed to force it to close down. They were arguing against it for it is supporting the development on a large scale traffic of files protected by copyright and thus was threatening the whole music and Movies economic world.
"Ett växande verktyg" : En studie hur pedagogisk dokumentation kan synliggöra barns lärande i förskolan
The aim of this study is to investigate and analyze the potential effects on a number of social workers that may arise from listening to stories of domestic violence, and how these social workers deal with the potential effects. The study is based on qualitative interviews with seven social workers that work with domestic violence. The theoretical perspective that we used was the theory of coping. The results of this study have indicated that the respondents have been affected of listening to the stories of domestic violence. Examples of different impacts that the work has had on some of the social workers is that they avoid Movies and/or books with elements of violence, they are more aware of the domestic violence in the surroundings and there has also been changes in their cognitive schemas.
SLASH : en kvalitativ undersökning om vad homoerotisk fanfiction kan vara ett uttryck för
The following study is a qualitative combination of textual analysis and interviews concerning the subject of slashfiction. Slash is a sub-category to fanfiction, which essentially means non-professionally authored short stories about already existing characters and environments, for example from TV-shows, Movies or books. These stories are available on the internet. The main point is to pair two of the male characters together in a sexual relationship. According to previous studies, 90 percent of all fanfiction writers are female and this percentage is probably even higher when it comes to slash.I have looked into what these stories can be an expression of, by analyzing the construction of gender, sexuality and relationships using the following three questions:Is slash a quest for an ideal equal and romantic relationship?Do these stories represent a resistance against established norms regarding gender and sexuality?What role does transcendence of boundaries play in slash? I have used stories that are derived from the American TV show Supernatural, which generally try to explore the relationship between its protagonists, the brothers Sam and Dean Winchester. The result gives a somewhat divided picture of slash, as some stories clearly break with traditional gender norms while others seem to uphold them..
Förmedling och framställning av historia i Tv-spel : En analys av den historiska miljön och atmosfären i Red Dead Redemption
This bachelor´s thesis analyzes the video game Red Dead Redemption and the historical use of the environment and atmosphere in the game. The theory and method used is media research and social memory studies. Two questions were asked: how does Red Dead Redemeption convey and produce the historical environment and the historical atmosphere. Furthermore subqueries/criterias were used to help answer the main questions.The analysis was divided into two parts, the first part we analyze and discuss the games historical environment and the second part analyzes and discusses the historical atmosphere of the game.The conclusion is that both the historical environment and the historical atmosphere is present in the game through picture and sound, the text only works as a guide. The picture and sound live in a symbiotic relationship and depend on each other to fully immerse the player to the game.
Censur och urvalsbegränsning ? En undersökning om hur bibliotekens urval begränsas och de som önskar göra detta
This bachelor thesis has as its aim to investigate theSwedish librarians? views and opinions about censorshipof their libraries' collections as well as buildinginformation about the context of challenges against thesame collections. In Sweden the public can't, unlike in theUSA, formally challenge material and are forcedto?complain? the subject with a librarian. What is deemedas controversial, both by the public and by the librariansthemselves are explored through qualitative interviewswith six librarians.The librarian's find that they rarely experience anythingthat can be called aggression or organized protests likethose found in the USA.
?Det är svårt att hinna med allt?- : en studie av synen på ett vidgat textbegrepp i samband med skönlitteraturundervisningen
The purpose of this study was to examine the usage and occurrence of media literacy in relation to literature studies in the senior level of the nine-year compulsory school. The questions at issue were;How do teachers and students look upon media literacy and how is this attitude reflected in their education?How do teachers incorporate media literacy with literature studies?What attitudes do students have towards their teachers? education of media literacy and literature studies?The study took place in two cities in Sweden. It consists of eighteen qualitative interviews with six teachers and twelve students. The study shows that teachers have different attitudes towards media education in relation to literature studies.
Kontinuitet eller nyskapande? : en historisk studie av Svenska kyrkans handboksarbete, åren 1997-2012
The main purpose of this paper is to examine how students in school year nine in the Swedish school come in contact with history outside of the school context. The paper also focuses on, if and how the students consider the contact with history as something different than, or similar to the history education that takes place during school hours, the student´s interest in history will also be examined. To gather the student?s opinions on these subjects, I have done interviews with eight students divided into two groups, with one group consisting of four girls and one group with two boys and two girls. The interviews took place at the students school located in a smaller city in Värmlands län, Sweden.
Kulturtanter : En studie i kvinnlig kulturkonsumtion
The aim of this study is, using the Swedish expression ?kulturtant? (cultured lady) as starting point, to understand how and why women consume the products of the culture industry more eagerly than men. The study is using the concepts put forward by Pierre Bourdieu; fields, capital and habitus. It is a qualitative study based on discussions in focus groups, interviews and material gathered through Google Alerts. In the literature this gap between the sexes with regard to the higher consumption on behalf of women has been referred to as the ?puzzle? of women´s cultural consumption.The empirical results show that the women in the study are well aware of what they want to gain by participating in cultural activities like reading, going to concerts, watching plays or going to the Movies.
En tung historia : En undersökning om metalbandet Sabatons historiebruk.
The purpose of this paper has been to examine the heavy metal band Sabatons use of history and to relate it to societal trends in today?s Sweden. I have examined Sabatons music, album covers and music videos in order to define a certain use of history. To do this I have used a use of history theory and a heavy metal theory. My results showed that some of Sabatons use of history could be defined as commercial and that the societal trends in today`s Sweden have in some cases affected the selection and presentation of events and characters that`s been portrayed by Sabaton.
Assassin?s Creed 2 : - En analys av spelets historiebruk och dess skapande av historiemedvetande
This essay analyses the use of history in the video game Assassin's Creed 2. How have the developers used history in their game? The paper also analyses how the game can stimulate, arouse and mobilize the historical consciousness of the player. The essay presents a theoretical analysis of the uses of history and historical consciousness. This analysis is then linked with the results.
Låt oss inte glömma Lady Macbeth! : En komparativ studie av Lady Macbeth i Shakespeares tragedi samt i tre moderna TV- och filmadaptioner.
The work of Shakespeare has been popular to make film adaptations of from the birth of cinema. Macbeth, one of his most often played tragedies, is no exception. But how did Shakespeare portray Lady Macbeth in his play, and how do directors in the 21th century choose to portray her for a modern audience? I will try to find the answer to these questions by analyzing Shakespeare´s play as well as three modern adaptations. I will begin the thesis by looking at scholars´ view in questions regarding gender, free will, adaptations and genre before analyzing the play and the three Movies.
Flow i fokus : processen att göra ett spel genom research through design
Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, Movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers.
Dagens amerikabrev : Det är precis som på TV
This master thesis is looking into the stories on the internet forum www.resedagboken.se. The stories of Swedish teenaged exchange students in the U.S. are studied and the main purpose is to see both what they are writing about and the reason for why they are spending their time writing down their experiences in a public forum.Even though most of the teenagers here are writing with a specific audience in mind, all the stories are free to anyone to take part of and this causes a difficult position for the teenagers who often seem to forget the public point of view when they are telling about their personal lives.The study is divided into two parts. The first one looks into the content of the stories and the other one focuses on the storytellers and their reasons for writing. The teenagers are writing both a lot about their everyday lives in their new environment, but also a lot of things to keep in touch with what their friends and family in Sweden are doing.