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1721 Uppsatser om Perceived Zero-sum game - Sida 15 av 115
Paddan blir prins - när fast pris inte finns. En studie om prismodellen Pay-What-You-Want applicerad på en ny produkt.
The purpose of this thesis is to investigate the two new phenomena; the pricing model Pay-What-You-Want (PWYW) and the launch of daily newspapers in the iPad. A quantitative study was conducted in order to examine what would happen if the PWYW-model where to be used by a daily newspaper for its iPad product, and what this would signal to consumers about the brand in terms of brand association and brand attitude. Furthermore, we have investigated which of these factors that are affecting willingness to pay in this PWYW-situation. Moreover, a secondary purpose was to test the two possible presentations of the digital newspaper in the iPad; Product and Access ? and how the results differed between these two.
Status i grupphierarkin : om barns sociala interaktioner
In this study the author attempts to identify factors that are determinants for why some pupils in Swedish grade school have high status in comparison with their peers. The study takes on the characteristics of both an ethnographic and a literature study by comparing the findings of interviews carried out with students of a first grade class with previous research. The study identify several tools for analyzing of how status may be understood in specific situations.The study also finds that important factors for gaining high status amongst children in aschool classes might be the ability to apply access strategies to get accepted in social interactions, such as game play, have the ability to create games that are enjoyed by peers and social skills, to name a few. Overall the study shows that children's game play with each otherare crucial for their social interactions and their social position. The study also show that children that have earlier established relationships with other children in a specific group alsohave a better opportunity to establish a high status position..
Upplevd förändring av aggressionsnivåer hos svenska soldater efter utlandstjänstgöring i Afghanistan
The major part of the existing research on psychological effects on participating in war or residing in a war zone shows negative effects on the person?s mental health. However not all research, from an international perspective, shows the same results. Since we haven?t found any research regarding Swedish conditions and there has been a recent implementation of a decision from the Supreme Commander regarding commanded international service for all staff within the Swedish armed forces, the question has now become more relevant.
Utveckling av minimax-baserad agent för strategispelet Stratego
Stratego is a boardgame not very different from chess, that contains hidden information. Because of this, existing programs play at beginner level. The purpose of this thesis is to adjust a minimax algorithm so that it passes the demands of Stratego, and then build a Stratego agent around it. Tests with existing minimax algorithms leads to the development p-e-minimax. This algorithm uses two different values in its nodes to simulate the different information available to the agent and its opponent.
How Does Ego Depletion Affect Moral Judgments and Pro-social Decisions?
BACKGROUND: Today?s societal changes, including high rate of change and increasing information flows, are increasing the demand on the individual mental capacity. It becomes increasingly difficult to analytically process all the different dilemmas and everyday decisions as individuals have a limited mental capacity available to make these decisions. Thus, it has been suggested that ego-depleted relies more heavily on intuition, which is less burdensome, when making decision. However little is known about to what extent intuitive decisions differ from analytic.
Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.
Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions
I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen.
Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.
Praktisk analys av rollen som spelproducent
Jag har under mitt kandidatarbete gjort en praktisk studie av producentrollen
på det
Karlshamnsbaserade spelföretaget Black Drop Studios. I denna slutreflektion går
jag
igenom min egen process under utvecklingen av en spelprototyp av företagets
primära
produkt, plattforms-racing spelet Boingo. Under produktionen har jag som
producent
verkat för att effektivisera verksamheten och agerat som en resurs för teamet.
Jag har haft
dagliga möten och individuella samtal med medlemmarna i gruppen, samt
kontinuerligt
övervakat och utvärderat arbetsflödet genom det web-baserade
projektledningsverktyget
Redmine.
Utöver min roll som producent har jag även arbetat med marknadsföring och
presentation
av den färdiga produkten på Game Developers Conference i San Francisco.
Simulation av Xbox Live Indie Games gränssnittet
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..
Vad är ett bra reklamspel?
Reklamspel är ett verktyg inom reklambranschen, en bransch som undergått stor förändring under senare års digitala utveckling. Denna förändring uppmanar ständigt till bredare kunskap och högre förståelse hos både skapare och användare.Syftet med uppsatsen var att påbörja ett ramverk för skapandet av ?bra? reklamspel. För det krävdes att ordet ?bra? definierades och kunde förstås så att även diskussionen kring spel och reklam förbättrades.Det material som uppsatsen grundats i kommer från en två månader lång praktik där ett reklamspel producerades och från det designdokument som digitalbyrån North Kingdom lämnade efter sitt reklamspel, The Coke Zero Game.Med kvalitativa metoder samlades resultat in och jämfördes mot en teoretiskgrund byggd på kunskap inom marknadsföring, interaktions- och speldesign, användbarhet och uttryck ofta använda i spelsammanhang.
KASAM, betyg och stress : En undersökning om sambandet mellan KASAM, attityd till betyg samt upplevd stress hos gymnasieelever
The purpose of this study was to investigate the relation between SOC, attitudes towards grades, and perceived stress levels among adolescents, and whether there was any difference in this relation between gender. The first research hypothesis was: "there is a gender difference to the degree of SOC, attitude to grades, and perceived stress level". The second was that "SOC and attitude to grades, predict stress in adolescents". To answer these hypotheses, a questionnaire survey was carried out among upper secondary students, 95 boys and 89 girls. The result of the analysis showed a significant difference between the gender.
Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv
The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.
Triage på akutmottagning : Sjuksköterskors upplevelser av nuvarande triagemodell
To sort, is the meaning of the word ?triage?. Triage is used at emergency departments to facilitate prioritization of patients according to the urgency of the chief complaint. The aim of this study was to investigate how the nurses experience the triage model at the emergency department at Uppsala university hospital.Twelve nurses were interviewed. The mean age was 40 years and the mean work experience was three years and four months.
Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.
In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.
Stress och högkänslighet hos studenter : En jämförande studie mellan kvinnor och män
Syftet var att undersöka högkänslighet och stress hos studenter. Metoden var en kvantitativ jämförande studie mellan grupper (kvinnor och män). Undersökningen genomfördes genom en elektronisk enkät. Urvalet var ett tillfällighetsurval av kvinnor och män i åldrarna 19 ? 56 som studerade vid ett universitet, totalt 122 stycken deltagare, 31 män och 91 kvinnor.