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820 Uppsatser om Online gaming - Sida 2 av 55

Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013

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.

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.

Eco2Trainer möter serious gaming

Arbetets syfte är att studera om en ansats baserad på serious gaming kan göra ett datorbaserat träningsverktyg mer självständigt och mer motiverande för användaren.  I detta arbete beskrivs erfarenheterna från en fallstudie där ett speciellt träningsverktyg, Eco2Trainer, utvärderades med hjälp av användartest. Eco2Trainer är ett träningsverktyg för sparsam körning med buss. Träningen görs framför en dator med en ratt och pedaler. Arbetets syfte är att med hjälp av serious gaming göra Eco2Trainer självständig och mer motiverande för användaren. Arbetet baseras på ett uppdrag av StageIT AB och innefattar flera intressanta och aktuella delar.

Den virtuella dejtingvärlden : En studie om användandet av nätdejtingsajter

The purpose of this study has been to investigate the virtual world that people are part of on online dating sites. To do this we have investigated two different research questions, which are the following: What functions do the online dating sites provide? Why and how are the online dating sites being used by their members? In order to gather information about these matters, we have used a qualitative method consisting of participating observation, scrutinizing and single person interviews. Our results indicate that people have different goals with their usage of online dating sites; some are looking for love, a long-term relationship while others are looking for sexual contact. There are many different online dating sites to choose from depending on the users? objective.

Recensioner och Nätgemenskapskvalitet : En studie om metod för betygsättning i spelrecensioner och dess inverkan på produktengagemang och nätgemenskapskvalitet.

The goal of this essay was to study if the way gaming review sites presented their review evaluation has any influences the level of product involvement in the users it attracts. The assumption we did during the essay was that there was a connection between user?s level of product involvement and the quality of the community. To test this assumption we started out by performing observations on the comment sections in three gaming news sites which varied in their method for evaluating games. The result of these observations showed a significantly higher community quality in one of the websites.

En Plats på nätet : Deltagande Observation i den virtuella miljön Ragnarök Online

Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.

Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden

Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .

Från TV-TV till Social-TV : En studie av strategier för Webb-TV och Sociala Medier

This study explores how online television works and how it is integrated with social media such as Facebook, Twitter and blogs. Through three qualitative interviews with representants from different fields of work regarding online television, we have concluded how online television is being used in Sweden today and concludes with examples of what the future of online television could look like. Representatives from the following companies have been interviewed: SBS Media Group Sweden, Strix Television and Mediamätning i Skandinavien. The use of social media for marketing of online television is a fact for the companies in this study. However, the result of the study shows that theres room for development in the integration between online television and social media.

Lek och allvar : Om pokerspelande på nätet

This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold?em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature.

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

Sms-lån - Färdigreglerat?

Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.

Släktforskning på nätet : Onlinetjänsters påverkan på släktforskares informationsbeteende

With the technological development of the last decades, an increasing number of genealogists are carrying out their research online. The purpose of this master?s thesis is to examine how and why genealogists' information behavior has been influenced by the use of online services for genealogy. Using a conceptual model of genealogists' information behavior as theoretical basis for the study, I examine how the use of online services affect genealogists? search process, what information they are looking for and what information resources they use.

Data och Tv-spel : Data och tv-spels påverkan på ungdomar

The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that Online gaming provided and also the intellectual stimulation that certain games offered the player.

En portal till frihet? : - En studie av www.scientologi.se

Uppsatsens undersökning bygger på en studie av den officiella Scientologikyrkans hemsida: www.scientologi.se. Den frågeställning varpå uppsatsen främst baseras på är: På vilket sätt förmedlar Scientologikyrkan sitt budskap via www.scientologi.se? Tidigare forskning kring ämnet är väldigt knapphändig vilket motiverar valet av uppsatsämne. Uppsatsens teoretiska utgångspunkt baseras på Christopher Hellands begrepp religion online och online religion. Studien lägger därför stor vikt på huruvida Scientologikyrkans svenska hemsida är en religion online eller en online religion.

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