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1168 Uppsatser om Online games - Sida 49 av 78

Säg att du är min syster : En narrativ analys med feministisk kritik av berättelserna i Genesis 12, 20 och 26 och av den utsatta kvinnan som motiv.

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

Kriminaljournalister och Flashback : En intervjustudie om pressetik i ett nytt medium

The aim of our study was to examine Swedish crime reporters? approach to the social medium Flashback. Our main focus was the crime reporters? use of the medium Flashback, and attitude towards their own use of media ethics in relation to the medium Flashback.Flashback as a medium is not obliged to any media ethics and lacks a legally accountable publisher. In the search for information about committed crimes people tends to visit Flashback for the information that the traditional media cannot offer.

Varumärken i idrottsgymnasiers marknadsföring - Vilka passar din idrott bäst?

The upper secondary school 2011 (Gy 2011) was a reform which created large changes in the Swedish educational system. One of the major changes was the requirement of certification for sport schools. Schools in Sweden have historically used sports in their marketing, this opportunity was impaired by the reform. This thesis aims to investigate how brands are applied on webpages of sport schools that are certified in football and/or cross-country skiing. Content analysis was used as method of data collection.

En kritisk diskursanalys av svenska dags- och kvällstidningars framställande av ADHD

The aim of this study is to examine how ADHD is discussed in the Swedish mass media. We have examined 21 articles from Aftonbladet, Expressen, Dagens Nyheter, Göteborgs-Posten and Svenska Dagbladet. All articles are reviewed from the newspapers online edition.Theories used are Erving Goffman?s theory of Stigma and Michael Foucault´s theory of categorization as well as Göran Palm's, Renée Skogersson's and Anders R. Olsson's theories about mass media.

Open access och spridning : En kvantitativ analys av hur open access-publicerade artiklar citeras och sprids pa? webben

To publish research articles by the means of open access is to provide them for free to the reader. An increasing number of universities around the world have begun to institute open access policies regarding their researchers academic output, requiring them to primarily publish in open access journals and / or archive their pre- or post- prints in institutional archives.The aim of this this thesis is to explore how the adoption of the open access policy at the Swedish Universi- ty of Agricultural Sciences in 2008 has affected how their researchers publish and if this has had any effect on how their academic output are cited and distributed online. To reach this goal a combination of bibliometric and altmetric methods were used as well as cross-referencing between Scopus, Altmetric.com, Google Scholar and the SHERPA/RoMEO database.The results points towards a mostly open access positive trend with an increase in articles published in jour- nals that allow archiving of both pre- and post-prints. There also seems to be a correlation between these journals and which kind of articles gets the most mentions in social media..

En kollektiv retorik : Om konst och kvalitet i fanart-communities

The main purpose of this essay is to study ideas concerning the concept of ?art? within the discourse of the exhibition space that is part of a fanart community. In order to do so I have used a hermeneutical and to some extent structuralistic, discourse analysis. I have examined structure and rhetorics in two established and popular communities, Fanart-Central and deviantART.My conclusions states that personal ideas regarding artistic value are undermined the joint policies, because of a collective rhetoric somewhat inherent in the community structure.When a lot of works are being based on internal knowledge of symbolics and historical narratives, this may to some extent have consequences where unfamiliar observers might fail to notice elements of possible significance. Moreover, certain interests in keeping a united front of ?quality art? may also affect a general idea immediate to what signifies fanart.

Självbedömning i religionsundervisning

I uppsatsen ställs frågan hur lärare i religionskunskap på gymnasiet kan använda sig av självbedömning samt om det används på ett sätt som är speciellt utformat för ämnet. Utgångspunkten är litteratur om formativ bedömning och självbedömning, samt om självbedömning i religionskunskap. Fyra lärare i religionskunskap intervjuas över mejl, med en metod som Alan Bryman kallar för kvalitativ forskning med personliga intervjuer online. Uppsatsen resulterar i en inblick i hur religionslärare använder sig av självbedömning, till exempel genom lärarledda diskussioner och uppföljningsmoment i samband med arbeten i skolan. Dessa självbedömningsmoment finns också beskrivna i litteraturen som föregick undersökningen.

Folkbiblioteket och föräldrarollen: En studie om småbarnsföräldrars användning av och uppfattning om folkbibliotek samt bibliotekets funktioner

The purpose of this thesis is to investigate what functions the public library has for parents of small children. If and how they make use of the library and what their opinion is about it. The research questions are: Which functions does the public library have for parents of small children? How do parents of small children use the library and what opinion do they have about it? Which factors have an impact on the parents of small children and how do they influence their use of and opinion about the public library and the functions of the library? The theoretical approach is based on Henrik Jochumsen and Casper Hvenegaard Rasmussen?s model of the social room and the lifestyles and Marianne Andersson and Dorte Skot-Hansen?s model of the public library?s functions. To answer our research questions we have made seven qualitative interviews with parents of small children.

Hälsofrämjande ur ett folkhälsoperspektiv : - en litteraturstudie

Today is one of the reasons that Sweden works for improved public health to reduce the incidence of the most common diseases. The eleven objectives are the key determinants of public health work and are thus assigned as the common positions for players to work towards the same goal. The purpose of this study was to examine which aspects of health promotion in Sweden examined in the scientific articles. The method is a literature review based on scientific articles. Searches have been conducted in the databases SAGE Journals Online, ASSIA and Cinahl.

Undersökning & Utvinning av Smartphones : En djupgående analys av positionsdata

The ordinary phone of today is not the same as it was 10 years ago. We still use them tomake phone calls and to send text messages, but the ordinary phone of today has muchmore uses, it is essentially a computer. To put into context to 10 years ago, it is a verypowerful computer, capable of processing wide array of information and presenting it tothe user. Nearly every single device today has a wireless connection, which makes everyuser connectable and able to use online services and internet at any time and place.This gives the user the possibility to integrate his or hers everyday actions with socialmedia and different search functions. Being able to search the internet for persons,restaurants, public transportation and a lot more is very useful to most.

Spelifiering ? ett nytt sätt att motivera

To have motivated employees is important for companies so that they are able to keep valuable competence within the organization. This report treats a relatively new concept for increasing the motivation of employees. It is however, a concept that gets more and more attention. It is called gamification.Gamification is defined as ?using game design elements in non-gaming contexts?, i.e.

Nyheter på sociala medier : Twitters påverkan på användarnas nyhetskonsumtion

Our digital society encompasses nowadays different channels, which includes social media where many users consider it as a platform where they can fetch news or exchange news and information. This leads to a large spread of news exchange in a very fast speed, which involves the global users within social media to be a part of this social interaction. This study is focused on how Twitter affects the usage of the user?s news consumption. By reaching out to our specific target audience, which includes Twitter users in Sweden, we made a web based survey with a content of relevant questions.

Effekt av gameplay på lärande

Syftet med uppsatsen är att försöka determinera vilken effekt mer avancerade gameplaymoment i serious games har på inlärning. Bakgrunden går igenom nyckelbegreppen gameplay och varför mer avancerat gameplay kan leda till mer effektiva lärospel tack vare förbättrat flow. Skriftspråket kanji förklaras kort och de problem som människor som försöker lära sig det ofta stöter på.En studie har utförts med hjälp av fyra olika spel med syftet att lära ut kanji. Tre av dessa spel har designats så att de endast skiljer sig i hur avancerat deras gameplay är. Dessa spel har testats mot varandra för att se om de var olika effektiva på att lära ut kanji.

MedImagerWeb - Utveckling av webbapplikation för sökning och hantering av bilder ur bilddatabas

1995 startade medlemmar ur Swedish Oral Medicine Society tillsammans med Institutionen förData och Informationsteknik på Chalmers tekniska högskola projektet MedView. Projektets syfte äratt utveckla modeller, metoder och datorbaserade verktyg för att stödja kliniker i deras dagligaarbete och forskning. 2005 lanserades webbcommunityn SOMWeb och projektet gick in i sin andrafas med fokus på nätbaserad kunskapshantering. Den virtuella mötesplatsen togs emot väl och detbeslutades att satsa vidare på ökad funktionalitet via Internet.Denna rapport beskriver utvecklingen av en webbapplikation som möjliggör åtkomst av denmedicinska bilddatabas som byggts upp under MedView-projektet. Som utgångspunkt förapplikationens funktionalitet och innehåll står skrivbordsapplikationen MedImager.

Den mobila marknadsföringens utveckling - Sociala medier som plattform för mobil marknadsföring.

Företag har sedan länge varit intresserade av mobil marknadsföring och då speciellt medplatsbaserade tjänster (Location Based Services ? LBS) som fokus. Ett stort hinder för denna nyamarknadföringskanal har då varit att hantera kundens acceptans till reklam i mobilen. Vårt syfteär att identifiera faktorer som visat sig vara kritiska och idag hanterbara för att uppnå en lyckadmobil marknadsföring. Den utförda empiriska studien pekar på att en stor del av befolkningenäger tillräckligt avancerade mobiler för att hantera en mer anpassad mobil marknadsföring.

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