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1212 Uppsatser om Online game - Sida 18 av 81

Universe-defining rules

Abstrakt I detta arbete undersöks hur konceptet lek går att applicera på digitala spel och hur man presenterar ett fiktivt universum och de regler som definierar det universumet. Syftet med denna undersökning är att öka kvaliteten på digitala spel för spelare genom att öka förståelsen för hur sådana regler introduceras. Frågeställningen som ämnas att besvaras är ?hur kan man introducera realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen baseras delvis på analyser kring varför vissa introduktioner av regler ofta accepteras och andra inte, dels på utvärdering av en gestaltning och dels på tidigare forskning. Denna undersökning är indelad i två delar; en researchdel och en produktionsdel.

Does it matter?

Swedish: Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet finns representerade i digitala spel och hur dessa framställs. Arbetet har även fokus på de reaktioner samhället har visat i samband med att spel som behandlar ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur diskussionen av detta kan leda till en utveckling inom spelmediet. Informationen som användes för att undersöka ämnet och dess reaktioner finns sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera noveller. Dessa noveller har sedan användes i en undersökning som genomfördes av 11 stycken deltagare. English: This bachelor thesis investigates if characters with non-normative sexuality are represented in digital games and how these are portrayed.

Opera i Stockholm, Stadsgårdskajen

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

Posthumanism i förhållande till digitala spel

Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.

Kreativ produktexponering inom e-handeln

This study investigates whether creative online product exposure within the clothing industry has a positive effect on the behaviour and attitude of today's consumers. Product exposure is the most important stimulus in the online marketing universe, yet few studies exist on this topic. Thus, this study pioneers in this specific research field. Through empirical analysis this study reveals that product exposure has a significant and direct effect on the perceived corporate ability and consumer involvement. Moreover creative product exposure indirectly increases the perceived product quality, intention to buy and the overall attitude towards the brand.

Den relativa arbetsförmågan : En undersökning av begreppet arbetsförmåga i sjuk-,arbetslöshets- och arbetsskadeförsäkringen

This paper is based on a quantitative survey. The study aims to answer the questionwhich media young people rather use to take part of the news. The results showthat young people today in Kalmar preferably and often read newspapers on theInternet and mobile phone.The questions asked was about which media they usually use, the level ofconfidence they had in various media, how interest was in different newscategories, willingness to pay for online news and background issues relatedsubjects. The survey was aimed at high school students in Kalmar and weredistributed and collected on-site at the schools. What was remarkable among theresponses was that young people largely had access to a morning newspaper athome and said that they would consider subscribing to one in the future.

Döden och livet därefter enligt en berättelse om liemannen : En kvalitativ undersökning av uppfattningar om döden och livet efter detta i Grim Fandango Remastered.

The purpose of this paper consists of examining the different ways of thinking about death and life beyond death conveyed in the game Grim Fandango Remastered. This was done by using a theoretical framework consisting of a self invented definition of death called "Bodily death". This definition consists of common notions about death such as cessation of life functions like movement, metabolism, respiration and overall cessation of brain functions. It also included cessation of vital processes, which includes the ability to make energy transfer, making reparations, for example by cell replication, as well as the waste system of the body.  Besides this, the study examines the prevalence of dualism, a conception that views the soul essential to the individual's mental state. Two kinds of dualism were investigated, simple dualism with the assumption that the individual is made up of the soul, and compound dualism, where soul and body are dependent on each other for the survival of the individual.

Kundlojalitet : En ja?mfo?rande studie mellan ett offline- och onlinefo?retag i deras arbete med att skapa lojala kunder

Utifra?n relationsmarknadsfo?ringsperspektivet har va?rdandet av relationen till kunder uppma?rksammats inom marknaden fo?r detaljhandel. Inom detta omra?de a?r lojalitetsskapandet en viktig del och forskning visar tydligt pa? att fo?retag som a?r verksamma offline respektive online arbetar med detta.Studiens syfte a?r att med hja?lp av ja?mfo?relse och analys beskriva offline- och onlinefo?retags arbete med lojalitetsskapande och da?rmed bidra till o?kad kunskap inom omra?det. Detta leder till underso?kningens fra?gesta?llning, vad finns det fo?r skillnader mellan hur svenska online- och offlinefo?retag inom detaljhandeln arbetar fo?r att fa? lojala kunder?Fo?r att ta reda pa? det har vi genomfo?rt sju intervjuer med totalt sex ansta?llda pa? tva? olika fo?retag som dagligen arbetar med relationsmarknadsfo?ring.

E-handel med Kläder - en marknadsundersökning

ABSTRACT Purpose: The purpose of the thesis is to examine and explain which consumers who choose to, or not choose to, shop for clothes via Internet. This will give businesses, and the reader, a better understanding on the views, of customers, on E-business with clothes. Procedure: A quantitative market research has been performed through a survey. Also the gathering of the material and the analysis is done with quantitative methods. The primary sources dominate the thesis. Conclusion: The Swedish consumers with experience from buying clothes online have a high level of satisfaction and 96 % will consider doing it again. 85 % have done it more than once.

I huvudet på framtidens konsumenter. En studie om negativ kategorisering av konsumenter och sökords potential som marknadsföringsredskap.

This thesis examines effects that occur when consumers are placed in a negative category by the sender in an internet marketing context. The effects studied are attitude towards the ad, attitude towards the media, sense of being monitored and sense of being categorized. The authors argue that consumers will become increasingly aware of the fundamentals of internet marketing and how advertisements online are being directed towards them. Consumers will thus, to a larger extent than today, analyze advertisements and how they have been individually categorized by the sender. This will affect the way advertisements are perceived.

Bara en flickvän som bor långt bort : En studie av tjejers datormedierade relationspraktiker

In this study ? Just a girlfriend who lives far away? ? I interview fifteen girls about their experiences with computer mediated relationships. From a queer theoretical perspective I examine how these girls do and talk about their relationships, in relation to norms about relationships and sexuality as well as notions about online and offline.My aim is to discuss in which ways the performing of these relationships both reproduce and challenge norms about relationships and sexuality. The girls I interview attempt in different ways to show that doing relationships online is just as ?normal? as doing them offline.

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.

Kommer traditionell TV att dö och vad är egentligen TV? : En studie av hur företrädare för TV-branschen ser på play-tjänsternas betydelse för TV

Since a few years back television has been on a verge of an enormous digital change. Web-TV is now growing at an incredible rate and is said to completely change the way we consume TV. The purpose of this essay is to determine and gain an understanding of how representatives of the broadcast industry looks at the phenomenon of web-TV and especially the different kinds of online video services and how they believe this will affect the television. Methods used are qualitative interviews which we compared with previous studies on the subject and acknowledged communication theories. The respondents were people with good insight and understanding of the media and TV industry.

Svensk Dagspress - Dressed for Success? : En kvalitativ undersökning om dagstidningens framtida utveckling i sökandet efter en fungerande affärsmodell

The digitalization of the media industry has involved great changes for the Swedish daily press. Instead of subscribing on a daily newspaper, more people tend to read newspaper's free edition online.  The recent recession has contributed to strike hard against the newspaper's economy. This is the problem our research is based upon. How will the newspaper develop and which measures have to be done to get a well functioning business model that is suited for future conditions?We have made qualitative interviews with Swedish newspapers: Göteborgs-Posten, Norrköpingstidningen, Sydsvenskan and with the danish newspaper Politiken.

Borde Sverige gå från ett spelmonol till ett licenssystem gällande EMV lotterier? : En kostnadsnyttoanalys

The gambling industry goes from a national matter towards an international market. Since more and more members of EU does liberalise the gambling reforms and introduces a license system more participants will get an EU license for online gambling. With an EU license it is difficult for members of the EU to refuse a company to offer a gambling supply on the Internet if they don?t have an open license system. This paper tries to acknowledge the problem regarding the monopoly Sweden has today and calculate the effect if Sweden would move to a license system regarding online gambling by doing a cost benefit analysis.

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