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3800 Uppsatser om Offline-role-playing games - Sida 2 av 254
Flickor och elektroniska spel: Fokusgruppintervjuer med flickor om deras syn på och användning av elektroniska spel
The aim of this Masters thesis is to examine what part and importance electronic games play in the life of girls, how the girls use electronic games and what the girls think and say about their use of electronic games. We also intend to examine what girls have to say about electronic games at the public library. Our attempt is to illuminate and bring knowledge to those who work within the library with the selection, purchase and conveyance of electronic games. Method used in the survey is focusgroup-interviews with girls in the age between 12-14 years in three different schools. The findings are related to four different perspectives, theory of child development, from a gender perspective, theories of understanding how young people use computer games and theories to understand the purpose of public libraries.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?
Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkarspelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog.
What can change the nature of a grade? : A study of computer games and how they affect English grades.
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..
Läs: spela!
Abstract
Svanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspel, skönlitteratur och lärande.
Svanvik, Robin (2013). It Reads: Play! A comparative study of students' beliefs about computer games, fiction reading and learning.
This essay is part of a masters degree of pedagogy and investigates the experiences of 10 high-school students concerning playing computer-games-off-the-shelf (COTS) on the one hand, and reading fictional, printed novels on the other.
The aim of this study was to learn more about the students' thoughts about playing COTS and reading novels; also, what differences and similarities there might be between these activities. Furthermore, I wanted to know what they thought they might learn from these activities. The theoretical point of departure for the study is twofold: Firstly, a theory of learning as expressed by Illeris (2007) and, secondly, a sociocultural perspective on learning, represented by Säljö (2000, 2005/2010) which includes the educational benifit of both playing COTS, represented by Gee (2007), and reading fiction, represented by Probst (1990) and Langer (1995).
The method used in this study is mainly qualitative by nature.
Barnens fria lek
This thesis is based on research and observations of children on a preschool when playing in the free-play. What do the children choose to play with, when they get to choose for themselves? And how do they play? Do boys and girls together or do they divide themselves up? How important is the free-playing for the development of the child? Genus is also an important element which is interesting to observe and to see different patterns in. The abidance?s have been made while the children have been playing, and from discrete observations notes have been taken.I have been working with material, and literature from distinguished researchers within the subject.
Skolans information om alkohol och trafik : En utvärdering av rollspelet Leka med Döden för påverkan av skolungdomars attityder till alkohol och trafik
In this study I have investigated how role playing may change young students´ attitudes and behavior. According to the Swedish National Agency for Education´s governing document, Läroplanen för de frivilliga skolformerna, 1994, the principals at Swedish schools are required to inform students about the risks connected with alcohol and traffic. Scientists bring to our attention the need for emotional information to change attitudes and behaviors. The Historical Wine- and Sprits Museum in Stockholm has arranged a role play that gives emotional information to school students in order to affect their attitudes towards drunk driving. My study is a qualitative examination of this role play.
Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan
The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.
Ungdomssexualitet on- och offline
Microsoft Word - Ungdomssexualitet on- och offline.docxInternet a?r en relativt ny arena fo?r ungdomar och kunskap saknas fortfarande om hur ungdomars beteende i denna nya miljo? ha?nger samman med vad de go?r i traditionella miljo?er. Syftet med fo?religgande studie a?r att underso?ka ungdomars sexuella aktiviteter online respektive offline. Materialet som analyserats kommer fra?n de tva? fo?rsta insamlingstillfa?llena i en trea?rig pa?ga?ende longitudinell underso?kning i Va?stra Go?taland.
Lek och lärande : en studie om fyra pedagogers syn på den fria leken och dess påverkan på lärandet
The purpose of this study is to find out how four preschool teachers view children?s free playing and its impact on their learning. My main questions are:How do the teachers view the children?s free playing?In what ways does the children?s free playing affect their learning, according to the teachers?This essay is based on a qualitative study in which I have interviewed four female preschool teachers of different ages. I highlight various theories of children?s playing and learning in preschool, by theorists such as Vygotsky, Lillemyr, Knutsdotter Olofsson, Lindqvist, among others.
Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext
For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..
Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel
This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..
Leken : En studie om pedagogernas syn på lekens betydelse inom förskolan
The aim of this study was to investigate whether teachers are involved in children´s play, what their perspectives are on the importance of play and what conditions teachers have to stimulate children in their playing. In this study, I?ve been able to verify that play has a great value for children?s learning development. My method have been interviewing four teachers at a kindergarten in order to examine educators? perspective on the importance of play.The results of my investigation showed that teachers believe that play and role- play have a major impact on children's learning.
Spel som ett berättande medium : Att kartlägga narrativets utveckling inom Tv-spel
This essay is about the use of narrative in video games, and the discussion surrounding it. For years ludologists (game researchers) and narratologists (narrativity researchers) have been arguing about how to analyze narrativity in games. While ludologists have chosen to see games as a product by itself, and therefore something to be analyzed separately, narratologists instead see games as a narrative medium alongside film, theater and books. This essay starts by taking a look at the arguments from both sides, and then introduces three questions regarding narrative in games, and how this phenomenon has changed over the past 13 years. To answer these questions, five case studies are carried out, analyzing games with the help of a new framework built on narrative theory.
Folkbibliotek och TV-spelande ungdomar en studie i bibliotekariers attityder och värderingar när det gäller ett nytt medium på biblioteket
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when computer games were introduced at the library. In order to answer our questions we conducted nine interviews with librarians working with children and youths, in eight libraries. By analysing their statements, using Maj Klassons theory where she defines the librarians role in three different strategies, we could demonstrate how the librarians reason when it comes to video and computer games, youths, quality and purchase.