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1168 Uppsatser om Online games - Sida 10 av 78
Captr.net - Utveckling av iPhone-applikation och hemsida
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
Serious games & Gamification : En studie av hur användare motiveras i en lärandeapplikation
SammanfattningEftersom e-lärande applikationer används i både skolan och på fritiden är det viktigt att dessa är både effektiva och roliga att använda. Gamifiering och serious games som handlar om att implementera speldesign i andra typer av applikationer, är viktiga koncept för detta syfte. Denna kvalitativa studie bidrar med kunskap inom detta område genom att utvärdera en applikation som lär ut körkortsteori. Syftet var att analysera tekniker som driver motivation baserat på spelmekanismer, teoretiskt ramverk och analytisk modell. Undersökningen bygger på kvalitativa intervjuer och författarnas egna observationer.
Nätdejting : Personlig marknadsföring på Sveriges största dejtingsajt - Match.com
ABSTRACTTitle: ?Dating Online. Self-Marketing Through Sweden's Biggest Dating Site ? Match.com?Number of pages: 34Author: Joanna StokowskaTutor: Amelie HössjerCourse: Media and Communication Studies CPeriod: Autumn term 2005University: Division of Media and Communication Studies, Department of Information Science, Uppsala UniversityPurpose/aim: The aim of this paper is to study the online dating phenomenon. The questions to be answered are: how do people form their personal profiles? Does the method of how one markets him/herself, within an online dating service, vary among different age groups?Material/method: 100 personal profiles have been downloaded and analysed from Sweden's largest dating website, Match.com.
Online Brand Community in Action. A Constitutive netnography: Advancing a Wholesome Ethnomethodological Perspective on Brand Community
This thesis advances an explicit, consequent, and wholesome ethnomethodological perspective on brand community. It recognizes brand community as a social problem ? something to be continuously solved and achieved. The two main perceivably stable features of the Nikonian community are (1) practical usefulness and (2) the social link. The authors suggest that both features are constantly accomplished through three types of aggregate behaviour (1) lurking, (2) ordinary membership, and (3) community citizenship behaviour (CCB).
Försvinner med ett klick? : En studie om vad kunder efterfrågar för att de ska bli lojala online.
Andelen svenskar som handlar online växer vilket skapar en stor potential för företag att öka sina intäkter på internet. Konkurrensen är dock hård vilket innebär att webbutiker måste arbeta med att få konsumenter att handla från just sin butik. Syftet med denna studie är att förklara vad kunder i Sverige efterfrågar för att de ska bli lojala gentemot webbutiker. Studien utgår från ett konsumentperspektiv och en enkätstudie har använts för att tillfråga konsumenter med varierande bakgrunder. För att besvara syftet har olika faktorer inom de fyra lojalitetsattributen, e-upplevt värde, e-kvalitet, e-tillfredsställelse samt e-förtroende använts.
Bakslag och handslag: En fallstudie över Nordirlands process mot provinsregering
This essay is about the Northern Ireland Conflict and the Belfast Agreement. Its focus is on the development in Northern Ireland politics after the implementationof the Agreement which was ratified in a referendum. The essay is a case studywhich analyzes the progress towards an Assembly Government and powersharingbetween the unionists and the nationalists/republicans. The development is analyzed with Robert D. Putnam's theory of Two-Level Games? The essay first analyzes the changes in the unionist society where the opinion towards the agreement has been negative which depends on the concessions made by the unionist.
Filmspridning och ny teknik i samband med huliganvåld : En studie om hur filmklipp sprids och hur dagens teknik används av svenskafotbollshuliganer och supportrar
We have in this study preformed a quantitative examination on how hooligans use film and new technologies to spread private videos on the Internet. With today´s technologies it is very easy for hooligans to publish their videos. In this study, we have choosen to do a questionnaire poll based on seven questions about what people think of hooliganviolence on online video sharing sites. We have also conducted an online interview with a former swedish hooligan. The people who participated in our study are all anonymous, and therefore we have no age or gender included in our study.
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..
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.
"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
Ett kommentarsfält blir till : När sociala föreställningar sammanflätas med digitala material
Many people perceive a division between an online world and the ?real? world outside of the World Wide Web. However, this view often leads to a reduced sense of importance ascribed to what takes place online, even though it affects life in very real ways. In our study we aim to explain the importance of how meaning is built in to sociomaterial compositions. By analyzing comment fields hosted by a Swedish IT-journal we illustrate how what is being said interplays with the technological platform in various ways.
Microsoft Visual Studio och osCommerce - en jämförelse mellan två verktyg
This report represents a comparison between two different tools used to create an online store that was developed by two students at the Technical University in Jönköping. The web shop will be of great benefit to both customers and administrator in a food firm known as Mattias' Livs. The company wanted an online store that facilitates the sale section and gives a full control of their stocks. The aim of this thesis is to create an online store that offers customers the ability to shop online and help the staff to operate the company in a simpler and more efficient way, which reduces the need for human resources and thus leads to less costs for the company. The aim also includes a comparison between the two different tools used to create the online store.
Native Advertising - En Ulv i Fårakläder
Along with the increasing trend of online advertising comes an increasing avoidance behaviour from the observers. The marketing communication now requires a valuable content, which leads to the creation of new online advertising forms; including content marketing, advertorials, online ads and the latest rising star - Native Advertising. The last-mentioned also constitutes the basis and object of study for this paper. The purpose of this study is to shed light into this relatively unexplored topic and concretize the true effects. There are many examples of how Native Advertising is framed and implemented, but little hard facts and real figures.
Flipp eller flopp?: En kvantitativ studie om bloggens potential som marknadsföringsmedium
The blog has become a widely discussed subject, but while marketers do invest in blogs, there is little evidence on the how the blog works as a marketing tool. Therefore, we thought it would be interesting to create a greater understanding of the blog's potential communication effects. To demonstrate the potential of the blog in comparison with more traditional media, we decided to compare the communication effects achieved by a blog with those achieved by an online magazine. We pursued an experiment where we exposed an identical text about a brand to respondents in seven blogs and in seven online papers and measured the resulting communication effects in terms of attitudes and intentions towards the exposed brand. The quantitative study showed that the blog in some basic aspects works as a more traditional media; when the consumer forms positive attitudes toward a text in a blog, the attitude spills over to the attitude toward the brand, with higher buying and w-o-m intentions as a consequence.
Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare
During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.