Sökresultat:
1168 Uppsatser om Online games - Sida 12 av 78
Den uppkopplade enkätundersökningen : En studie av informationsvisualiseringen i Mentimeter
A new phenomenon on the Internet is the online audience response. Mentimeter is a web-based tool where you can create online polls. The users can then cast a vote and the result is shown in real time. We want to test the information visualization in Mentimeter and we base our hypothesis, that a better graph design is possible, on the work of Edward Tufte and Stephen Few. Edward Tufte is an emeritus at Yale University, where he held courses in statistical evidence and information design and has created theories about how visual information should be designed.
Sannolikheter i fotbollsmatcher : -Kan man skapa användbara odds med hjälp av statistiska metoder?
Betting under ordered forms has been around for a long time, but the recent increase in Internet betting and the large sums of money that are now involved makes it even more important for betting companies to have correct odds. The purpose of the essay is to calculate probabilities for outcomes of football games using a statistical model and to see if you can find better odds than a betting company.The data contains the 380 games from the 2004/2005 season and the variables form, head-to-heads, league position, points, home/away, average attendance, promoted team, distance and final league position from previous season. After performing an ordered probit regression we only find the variable ?form of the away team? to be significant at the 5 % level. We suspect the presence of multicollinearity and perform a VIF-test which confirms this. To fix this problem we perform a second ordered probit regression where a number of variables are combined to index variables. In the second regression we once again find only one significant variable.
Annonser i nättidningar ? kvalitet och placering i målorienterad sökning
This study investigated how banner ads, depending on its quality and placement,can capture a user's attention while searching for editorial content in an online newspaper. Furthermore, the user's search strategy was also studied to see whether it varied depending on the placement of an ad. An experiment was conducted where 20 subjects searched for articles in a Swedish online newspaper while their eye ovement was recorded with a headmounted eye?tracker. In each search task the online newspaper contained either a low quality ad or a high quality ad.
Med läshandikapp på Internet: En studie av webbportaler, online-databaser och nätbibliotek för användare med läshandikapp
TPB, The Swedish Library of Talking Books and Braille, has requested a study to investigate the organization and content of a possible future Swedish web portal for users with reading disabilities. The aim of this thesis is to conduct such a study, with an emphasis on knowledge organization. The main aspects studied are formal description, representation, search and retrieval, document retrieval, and additionally also aspects related to content. The following questions are answered in this thesis: - How are web portals, online databases and Internet libraries for users with reading disabilities constructed, from an organization of knowledge point of view? - How can these solutions for knowledge organization be incorporated into a possible Swedish web portal? - With regards to content, which additional aspects are present in the studied web portals, online databases and Internet libraries? The questions are addressed through a detailed study of ten web portals, online databases and Internet libraries from Nordic and Anglo-American parts of the world.
Aktörsanalys av svensk skogspolitik
Title: Nätdejting för olika åldrar (Netdating for different ages)Author: Henri NekmouchePurpose: The purpose of this study is to investigate what influence the medium Internethas had on building up relationships between people who have dated online, and tocompare two different age groups.Method/Material: In this study the author has conducted personal interviews with sixpeople who all have experienced Internet dating, and had their first contact with agirlfriend/boyfriend online. The questions asked were designed to help answering thepurpose of the study.Main results: This study shows that in general there is a positive view of Internet datingamong both groups. They appreciate the opportunities it provides, as they get to knowthe other persons personality first. Even so, it should be noted that they still tend to be abit ashamed to talk about Internet dating, and some don?t want to be associated with it.The communication pattern tend to be pretty much the same among both groups.
Algoritmer, flödesscheman & logik; kan de lära ut sociala färdigheter till människor med någon form av autism?
Syftet med denna studie var att lokalisera, värdera och sammanfatta befintlig litteratur som besvarar på den centrala frågeställningen. De två centrala frågorna för studien är om tv- och datorspel kan användas för att hjälpa underlätta problematiken som människor med någon form av autism kan uppleva, och hur bra denna metods effektivitet är gentemot mer traditionella metoder som terapi. Den teoretiska tolkningsramen som ligger till grund för denna studie är The Social Model of Disability, en modell som menar att samhället exkluderar människor med funktionsnedsättning via fördomar och okunskap på hur man bör inkludera människor med funktionsnedsättning. Data har samlats in via en form av litteraturstudie som kallas för Scoping Study och har därefter analyserats via analys genom uppräkning och tematisk analys. Resultatet visar på att datorspel kan användas för att lära ut språkliga kunskaper, igenkänning av ansiktsuttryck och emotioner, sociala erfarenheter, samt living skills (levnadsfärdigheter).
E-handel: en studie om konsumenters köpbeteende vid köp av böcker online
The purpose of this thesis is to increase the understanding about consumer buying behaviour when purchasing books online. In order to acquire data for the study we used a questionnaire that 75 students where asked to respond. The respondents were students at the University of Technology in Luleå. Our findings suggest that the following factors are the most commonly cited reasons for deciding to complete the purchase: trust, perceived risk, price, convenience, design of the website and experience. The following factors are the most commonly cited rea-sons for deciding not to complete the purchase: trust, perceived risk, price and the design of the website.
Extrapoäng till de som skriker "han är inte true" : en netnografisk diskursanalys om gother och deras symboler
The aim of this study is to identify and analyze the discourse within a gothic online community and examine how they use significant symbols to create themselves as goths and being part of a community. In order to achive this aim, eleven different forum threads were examined to amalyze how the goths created their significant symbols within the online community and through interaction with each other. The results implies that the discourse within the community describes the goths as either true or false goths and that it is important to maintain this boundary.
Den så kallade kvalitetslitteraturen: En studie av språkspel med ordet kvalitetslitteratur
This masters thesis is a study of how the expression quality literature is used in widespread newspapers and magazines. Wittgensteins idea of language games is used as a theoretical starting point. The analysis of 37 articles draws a picture of five language games that are called; the taking over, the polarising, the example giving, the gender critical and the ironic language game. The expression that quality literature is most often put in relation to is popular literature. The line between the two is sometimes distinctly drawn in the articles and sometimes quite vague.
?Tärningen är kastad?: Rollspelslitteratur i samhället och på bibliotek
The role-playing game attracts a growing number of practisers. The aim of this master?s thesis is to examine role-playing literature as phenomenon in libraries through librarians´ attitudes. The paper is based on qualitative interviews with eight librarians: one personal interview with two librarians and six e-mail interviews with six librarians at different libraries. The paper starts with a definition of the term ?role-playing game?, its different categories and genres and a description of its background.
?Nätdejting för olika åldrar? : En studie om Internet och dejting
Title: Nätdejting för olika åldrar (Netdating for different ages)Author: Henri NekmouchePurpose: The purpose of this study is to investigate what influence the medium Internethas had on building up relationships between people who have dated online, and tocompare two different age groups.Method/Material: In this study the author has conducted personal interviews with sixpeople who all have experienced Internet dating, and had their first contact with agirlfriend/boyfriend online. The questions asked were designed to help answering thepurpose of the study.Main results: This study shows that in general there is a positive view of Internet datingamong both groups. They appreciate the opportunities it provides, as they get to knowthe other persons personality first. Even so, it should be noted that they still tend to be abit ashamed to talk about Internet dating, and some don?t want to be associated with it.The communication pattern tend to be pretty much the same among both groups.
Som att hälla vatten på en gås! : En kvalitativ studie om att vara religiös på sociala medier
Denna studies huvudsakliga syfte har varit att undersöka och kartlägga hur unga vuxna frånkristna minoritetsförsamlingar i Västerbotten och Norrbotten upplever religiösa kränkningarpå sociala medier. Som bakgrund till denna studie ligger forskning kring sociala medier ochinternets nya status, web 2.0. Metoden för studien har varit kvalitativa forskningsintervjuer,en enskild intervju och två fokusgruppsintervjuer. Till hjälp under intervjuerna har memesanvänds som material. Resultatet av intervjuerna har framställts med ett fenomenologisktteoriperspektiv och visar på att dessa unga kristna upplever religiösa kränkningar online, mensällan gör något åt det.
Förtroende för socialtjänsten
The purpose of this essay is to examine trust, or lack of trust, in the social services. Previous research considering this topic is limited, which, in our point of view, implies the need of further studies. A quantative method was used, consisting of an online questionnaire containing statements about the social services. The statements were designed using a five level Likert-scale which required the respondent to rate their level of agreement. The questionnaire was published on five webcommunities directed to parents.
Hur fungerar egentligen ko?pbeslutsprocessen inom e-handel? : En kvalitativ studie om konsumenternas beteende vid konsumtion pa? Internet.
Title: How does the buying decision process really function within e-commerce? - A qualitative study of consumer behavior when they consume on Internet.Institution: School of Economics, Linnaeus University, Va?xjo?.Course code: 2FE16E.Authors: Sara Hja?rne, Mathilda Perem, Ewelina Wallin.Tutor: Dan Halvarsson.Examiner: A?sa Devine.Key words: Buying decision process, purchase decision process need recognition, information search, evaluation, purchase decision, postpurchase behavior, consumer decision making, E-commerce, E- commerce channels, online shopping, online purchase, e-retail, internet shopping, electronic shopping, consumer behavior, online appereal shopping, social media, decision making, online retailing, website design, customer satisfaction, webshopping, perceived risk, convinience, price, online consumption behavior.Background: Buying decision process is a model that marketers use to get a better understanding of their customers and their behavior when purchasing a product. This process consists of five different steps; need recognition, information search, evaluation of alternatives, purchase decision and evaluation. Buying decision process has for a long time been an accepted model but scientists argue that the introduction of Internet as a channel for consumption has changed this process. The Internet has also led to a change of power in which customers today have greater influence, which greatly affects the buying decision process in e-commercePurpose: The purpose is to explore how consumers perceive their behavior when they consume through e-commerce.Research questions:How do consumers perceive the buying decision process they experience when they consume through e-commerce?How do consumers perceive different factors that are important to them when they consume through e-commerce?Methodology: Qualitative study, cross-sectional design, semi-structured interviews.Conclusion: This thesis shows that the traditional model of the buying decision process is not consistent with consumers' perception of how they are undergoing the process when applied to an e-commerce context.
Design av interaktionsmoment för spelarmotivation
The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.