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524 Uppsatser om Non-player characters - Sida 2 av 35
Kvinnligt eller manligt? ? En genusstudie av karaktärsgestaltningarna i några av dagens populäraste bilderböcker för barn
The aim of this Master?s thesis is to examine how gender is described in some of the most popular children?s picture books in year 2007 and 2008. The theory used is based on Berger?s and Luckmann?s theory about Social construction, Bjerrum Nielsen?s and Rudberg?s theory about Gender socialization, Gens? theory How girls becomes women and boys becomes men and Hirdman?s theory about Gender contracts. The method used is an analysis of ideal types.
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.
Art of Balance : In context of complexity
Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..
Genus i barnböcker
The purpose of this essay is to examine and compare how womanliness and manliness reveal themselves in different children?s books, mainly focusing on the concept of gender, in both text and images aspects. The questions I have chosen to interrogate are the following:How is the male and female role represented in children's books from a gender perspective, in both images and texts? What gender is generally the main character in children's books? What clothes are the characters wearing in children's books? What kind of occupations do the characters practice in children's books? What kind of qualities or attributes do the characters possess in children's books?When it comes to the selection of the method, I have chosen the use a qualitative method, where I use both a text and image analysis. The essay is based on Hirdman's and Hardning's gender theories and alsow on Nikolajeva's theorie about male and female.
Riskkapital kopplat till handel med spelarkontrakt inom svensk elitfotboll
The aim of this paper is to examine venture capital in football player contracts in Sweden. This is a phenomena that have existed in Sweden since 1999 when the company Djurgården fotboll AB was founded, since then eight other companies have been started. These companies form an alliance with a football club and invest in player contracts. These contracts have high risk since it is valued by the performance of the contracted player. The venture capital firms have no formal control over their investments and they are showing negative results.
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel
programmerat och designat helt i flash. Jag diskuterar svårigheterna för de
olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda
karaktärer och vad man, som speldesigner, bör och inte bör göra för att få
spelare att känna sig manade att spela vidare.
In this text I discuss the production of Hearty Horrors, a game programmed and
designed completly in flash. I discuss the difficulties of diffrent parts in
the making of a game. Thoughts and comparances are made between evil and good
characters and what you, as a gamedesigner, should and should not do to make
the player want to continue playing..
iPod - Var mans leksak? : Den sociala bakgrundens betydelse för användning av och attityd till Apples mp3-modell
AbstractPurpose/Aim: My study aims to analyse, using Pierre Bourdieu´s theory, whether the social background plays a significant part in the attitudes and use of Apples mp3-player iPod. The study also aims to determine whether it is possible to group the focus groups used in my study and iPod into Bourdieu´s model.Material/Method: The reference material used in this paper is mainly gathered from books concerning Pierre Bourdieu´s theories. I have also had four focus groups of two different characters, to study their attitudes towards Apples mp3-player iPod. I have then applied the results of the focus groups to Bourdieu´s theories and models concerning habitus, social fields, capital and lifestyles, and studied whether there are any divergences in attitudes between the groups.Main results: My findings are that the focus groups as well as iPod can be put into Bourdieu´s model. According to the responses from the people in the focus groups, the attitude and usage of iPod do not mirror people?s social class or background, which goes against Bourdieu´s? theory.
Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare
This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..
Färgkonnotationer i spel : Hur val av färg påverkar hur vi upplever en spelkaraktär
The purpose of this bachelor thesis is to identify the relationship between color and semiotics and how a person?s opinon, regarding a game character?s different characteristics, can be affected by the use of various colors. Prior to this study people were asked, through an online survey, to write down words that they associated with different colors. The colors were then divided into four different groups depending on whether they had been associated with positive-strong words, positive-weak words, negative-strong words or negative-weak words. In order to further shed light on the effect of colors, the four palettes, consisting of the colors associated with the different words, were then used separately to give color to two characters: a man and a woman.
Frihet i datorspel
A game designer has to consider several aspects when he or she is designing a game. One of those aspects is the perceived freedom in the game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the game. This thesis presents, in a qualitative methodology, a number of these methods a game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..
The Disney Cliché : Relationsdynamik i Disneys animerade filmer från 2000-talet ur ett genusperspektiv
Disney is one of the largest media companies in the world. They have been critizied for portrayting men, women and love relationships with stereotypical behaviours and attributes. This may lead to negative effects on childrens and adolescents perception of reality. The purpose of this study was to investigate how Disney portrays the dynamic between the characters within the love relationship in their movies launched in the 21st century. This study has examined four movies released in the 21st century containing a love relationship between a man and a woman.
Tal, text, handling. En undersökning av viljor och hur dessa uttrycks i handling i Tjechovs Tre systrar
In this essay I have examined text, speech and action in Chekhov's Three sisters, as well as how the characters express their wills in action and in speech. I have used different methods such as action analysis, the five W questions and BSI (background, situation and intention). These methods are similar to those actors use to uncover situatedness of characters and to find motivated and intentional patterns behind their actions.I have used these techniques to identify the plot, explore what happened before the plot begins and to read the text in terms of action. The aim was also to find the counter points where wills expressed in action are contradicted by wills expressed in speech. Using these methods I found that the characters in Three sisters manage their lives dreaming about the future or recalling the past, except the character Natasha.
Skillnader och likheter mellan kvinnliga actionhja?ltar under 1970-, 1980- & 2010-talet : En analys av kvinnliga karakta?rer i actionfilmer
Laura Mulvey was the first to suggest that women and men have different positions on the screen; men drives the plot forward, and the women are objects of masculine desire and lust.The purpose of this report was to look at and compare the two characters from the 70?s - and 80's with two characters from the 00?s - and 2010?s to gain a deeper understanding and insight into how female action heroes are presented. This will be done with the help of the questions; How is the female action heroes that are analyzed in the paper?What are the differences and similarities between the past and the present-day action heroes? Just how stereotypical are the women in their genre? The four female action heroes that were analyzed were; Princess Leia Star Wars, Sarah Connor Terminator and Lisbeth Salander Men Who Hates Women and Katniss Everdeen The Hunger Games.The four female action heroes were analyzed based on Rikke Schubarts categories (Moderarketypen, Amazon, Dotterarketypen, Ha?mnerskan and Dominatrix), the character's personal development, the character's violence and the reason for the character's.Characters from the past were more often presented as more uncertain and fragile than the modern confident characters. The female action heroes of modern times was more independent, strong, and in no need of a man in comparison with contemporary female action heroes.
Ett ord säger mer än tusen meningar. En studie i yakuwarigos förhållande till visuellt material.
This thesis examines and attempts to develop the theory of yakuwarigo as introduced by Kinsui (2003) by integrating both the visual and linguistic aspects of characters found in manga. We seek answers to what extent Japanese native speakers are capable of matching linguistic and visual characteristics of characters in manga. As well as whether they are consciously aware of how yakuwarigo affects their choices. Furthermore, it aims to present a framework capable of classifying, and categorizing different types of characters by their language use. This is accomplished by analyzing the motivation behind choices, by natives, whom were asked in a survey to match lines and artwork of characters in manga to form pairs.
Kontraster eller anpassning?
Should new buildings blend in or contrast from the older buildings around?
Could contrasts even emphasize different characters? This report is a
discussion on that theme. I´ve studied different architects wiev on the
question and studied different of examples of where new buildings contrast to
the context in a successful way. In part two I´ve done a proposal on a new
housing settlement next to Hammarbyhöjden in Stockholm. The new buildings
contrast to the existing and the aim is to emphasize the characters in
Hammarbyhöjden as well as in the new structure.