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3800 Uppsatser om Offline-role-playing games - Sida 4 av 254
Våld- och kvinnoskildringar i TV-spel
ABSTRACTTitle: Violence and women representation in video games (Vålds? och kvinnoskildringar i TV?spel)Number of pages: 42Author: Karolin BodlingTutor: Göran SvenssonCourse: Media and Communication Studies DPeriod: Autumn 2005University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose/Aim: The aim is to investigate how violence and women are presented in video games and in game reviews.Material/Method: The study includes theories that consider violence and gender in media and video games. The material of the essay exists of two games and five reviews. The method that is being used is a content analysis. The games that are being analysed are Jade Empire and Grand Theft Auto ? San Andreas.Main results: The video games are often connected to brutal violence but the analysis of the game Jade Empire shows that it is possible to hve control of the violence in the games and that the player has a possibility to choose the outcome of violence.
Stopp! Jag har ett förslag! : - en undersökning av Forumspelets demokratiska potential -
AbstractPurpose/Aim: The aim of this essay is to examine the democratic potential of Forum Games.The main focus of the essay is if working with forum games can help the participators to better communicate their thoughts and ideas and through this take better part in a democratic society.Material/Method: The material to the study has been gathered through three interviews with persons using forum games in their work and one enquiry with 21 students in Teacher education at Uppsala University, who had recently tried the method for the first time.Main results: The conclusion of the study is that forum game has a democratic potential. Ability to communicate is important for a democratic society and participating in forum games can improve the participators communication abilities. Furthermore forum games seem to have other positive effects on a democratic society, apart from helping the participators to improve their communication skills.Keywords: Forum Games, Forum Theatre, Communication, Democracy, Drama.
Barns samspel i rollek : En studie om hur barn i rollek utvecklar social kompetens
this paper is a study on children's social interactions in role-play. The aim is to try to highlight how children with other develop social skills and how to further motivate children tosee, understand and manage their reality in role-play by highlighting the characteristics of afunctioning role-play. I would also highlight the importance of pedagogue´s role in relation tochildren's social skills in role-play. The purpose flows into these issues, what distinguishes afunctioning role-play? Can the children in role-play influence their thinking to developunderstanding of others and the environment and if so, how? What significance does pedagogue´s role in children's role-play? I used out of a qualitative methodology to carry out this investigation.
Genreblandning i digitala spel
Genreblandning har de senaste fem åren blivit en allt större del i hur
datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan
appliceras i en spelproduktion och hur denna produktion och dess genreblandning
uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som
studeras är den mellan genrerna role-playing game, dual-joystick shooter och
minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att
genreblandning mellan de valda genrerna fungerar trots deras olikheter
sinsemellan, men att det är mycket viktigt att spelets övriga element inte
försummas till förmån för genreblandningen. Det framgår även att den grad till
vilken de tre genrerna blandas i spelet respondenterna testar inte är den
maximala..
Våldsamma, sexistiska och rasistiska tv-spel på folkbiblioteket ? en undersökning om bibliotekariers syn på och hantering av kontroversiella tv-spel
The aim of this thesis is to study the views of public librarians on the subject of controversial video games and how they work with them at the library. The purpose of the study is to answer these questions: What content is controversial in video games according to the librarians? How do the librarians handle the controversial games at the library? Does it exist a conflict between the users and the librarians about the controversial video games? Is it possible to see any underlying reasons or tendencies in the librarians answers? Five qualitative interviews were performed to answer these questions and the collected data was analyzed using the terms, value rationality and instrumental rationality which were collected from a theory by Geir Vestheim. The results showed that the librarians see violence, sexism and racism as controversial content in video games. They handle the games at the library by limiting the access for children with age limits and by not buying the most controversial games in some cases.
Spelreferenser i akademiska publikationer. En kartläggning av referenspraktiker inom spelvetenskap.
This is an empirical study mapping out different citation practices to games in the fieldof game studies. From an analysis of 7 journals, 3 conferences and 22 canonical bookswithin game studies, 5 different strategies for game referencing have been identified.Games scholars can either totally refrain from referring to the games they discuss, onlyreference some specific games, cite them as something special and deviant from othersources, refer to them in accordance with other sources or refer to games with regard totheir unique properties as a reference. For the reference librarian working with issuesrelating to game studies the diverse reference practices among game scholars pose aspecific challenge. A challenge that partly can be overcome by knowing how gamescholars frame games and how these frameworks are in conflict with the ways librariansframe and classify sources due their physical properties..
Från bok till film - The Hunger Games : En karaktärs- och miljöanalys
Syftet med denna uppsats är att jämföra boken The Hunger Games (2008) av Suzanne Collins med filmen The Hunger Games (2012) regisserad av Gary Ross och försöka ta reda på vilken sorts adaption som är gjord. Jag arbetar med boken och filmen The Hunger Games var för sig för att eventuella skillnader ska framträda tydligare vad gäller karaktärer och miljöbeskrivning. När jag gått in på djupet och jämfört boken The Hunger Games med filmen märker jag vad som är förändrat. Till exempel saknas vissa karaktärer och scener i boken i filmversionen, medan andra scener har lagts till i filmen. Samtidigt är det förståeligt att en del måste göras om och tas bort för att en bok på flera hundra sidor ska kunna visas i en film på cirka två timmar.
Digitaliserade möjligheter för skolan : En studie av två spels pedagogiska potential för historieundervisning i grundskolan
This essay examines computer and video games and their capacity of being useful in teaching sessions. Focus is being put at a possible pedagogical potential and how it is being expressed in games mechanics. To get answers on these subjects? studies by Professor James Paul Gee and Jesse Schell is used together in creating a model for analysis. With this model together with a narrative analysis this essay hopes to give clarifications on if a pedagogical potential is present and if so, how it is being expressed.Studies in this paper shows that a pedagogical potential is overall present in used material.
Ensemblespel : Ett socialt redskap främjar såväl interaktion som integration
Being an immigrant in a Swedish school today might not be easy. It´s quite difficult to be accepted and becoming a part of an already functioning group. Difficulties with the Swedish language doesn´t make it easier. Besides that the requisites of the school curriculum program are very demanding and Swedish students are often in advantage already being a part of the system for many years.By following five immigrant boys in grade 6 during ten ensemble lessons, one concert and individual interviews with the boys as well as with their teacher, this study aims to investigate how ensemble playing can function as a social tool and promote interaction as well as integration.The results in this study show that ensemble playing in fact can function as a social tool. The boys developed abilities in playing an instrument as well as cooperating and analyzing by using the social tool of ensemble playing.The results even show that ensemble playing can promote interaction as well as integration.Above everything was the concert where the boys acted in front of their classmates and were treated with great respect and acceptance..
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.
Uppkopplad eller nedkopplad? -Konflikt mellan förnuft och känsla : En etnografiskt inspirerad studie av fyra studenters vardag online och offline
Purpose: The aim of this thesis has been to study and obtain greater understanding of the consequences of active social media use. Specifically, in terms of social identity, social life and the sense of belonging. Secondly, the thesis studies the consequences of disconnecting and for a limited amount of time opt out of the social media context.Method/material: The study is based on an explorative, cultural ethnographically-inspired method, in which four respondents were studied: two men and two women, all frequent users of social media. This was done in three steps: initial interviews, followed by social media diaries and finally a focus group. By allowing these methods to complement each other, the goal was to create an overall picture of the importance of social media in their everyday lives.The study's focus lies on the week in which the respondents kept social media diaries.
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).
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.