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1731 Uppsatser om Perceived Zero-sum game - Sida 34 av 116

Operationsklinikers riktlinjer och arbete med oavsiktlig anestesiinducerad hypotermi.

Background: Students, at a secondary upper school, attending a practical programme have a lower physical capacity than students from theoretical programs. Our physical self-esteem has a great significance for our motivation in being physically active and thereby also for our health. The purpose: of this study is to find out if there is a difference between perceived physical self-esteem and objectively measured physical activity between students attending a practical programme and a theoretical programme. Method: Four classes, in a medium-sized town in the southeast of Sweden, participated in the study, two classes from practical programmes and two classes from theoretical programmes. All the students were in their final year at the upper secondary school, when they were part of the study during the autumn of 2011.

Robothandel ? En rättvis arena? -En litteraturstudie om Robothandeln med aktier

The purpose of the thesis is to demonstrate how high frequency trading affects the stock market. The growing high frequency trading is affecting the game plan on the financial markets and concerns have grown about the high frequency users intentions with their business. It is difficult to receive an overall picture of the subject because the lack of previous research and even the research that exist do not show the entire picture. The thesis contributes to the research through a comprehensive picture of the present debate as well as the previous research through a literature study. Our results showed that high frequency trading provides liquidity to the market, there is a statistical connection between high frequency trading and volatility, no price manipulation is being used and there is a need for a supervision of the high frequency trading..

En färgglad studie om spelarbeteenden

This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..

YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN?S EXPERIENCES OF COMPUTER- AND VIDEO GAMES.

Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel.

Val av källor : En studie av de anställdas informationssökning inom företaget Viking Line

Nine out of ten larger companies have an intranet today which is supposed to improve the communication withinthe company and save money. A great part of these intranets were established in the beginning of the 1990?swithout giving any thought to the users and their needs. How does the communication inside the corporationslook like when the intranets that are supposed to be the source for every information request, aren?t usable? Whatother sources do the users use and how much?The aim of this master thesis is to examine information source selection at a specific company.

Måltiden som symboliskt kapital - en etnologisk studie av mat, medelklass & identitetsskapande

This paper aims to investigate how human beings uses food to found an identity, with regards to how social class affects their choice of food and if trends play a part when it comes to cooking and purchasing food. The paper applies theorist Pierre Bourdieu's concepts such as habitus, capital and field.The main part of the material is composed of four interviews with seven informants; all of which is middle class. The paper also looks at how lifestyle, taste and attitudes to consumption are used when the informants build identity. The empirical part is split into three main subjects, where I first seek to find each informants food habits. What do they eat, and what do they not eat?It showed that a large part was due to their varied lifestyles, however generally speaking the day to day meals should be quick while meals during the weekends could take longer and also cost more.

Spelutveckling, problem och utmaningar

Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska potentiella lösningar och designfilosofier genom att påbörja utveckling av ett spel. Problem som uppstår, lösningar som tillämpas och val som görs dokumenteras varpå resultat analyseras. Undersökningen tar upp design av både spelmekaniska och grafiska element samt produktionen av spelet och dess resurser, saker som är viktiga att tänka på och några saker som kan gå fel..

"Man kan säga att båda sänder signaler men på olika frekvenser" : en kvalitativ studie om partners upplevelse av att vara i ett parförhållande där den andra partnern har Aspergers syndrom

Being in a relationship where the partner has Asperger's syndrome makes you indirectly affected by their disability as it affects not only the disabled but also the partner. The partner may be faced with a lack of understanding from their partner with Asperger's syndrome and from its surroundings, where the syndrome including causes, limits ability in social interaction and communication.The study is a qualitative study based on six asynchronous interviews conducted via email with partners who are in a relationship with a partner who has Asperger's syndrome.The aim of the study was to increase understanding and to highlight partners experience to be in a relationship where the other partner has Asperger's syndrome and how outside support from the environment is perceived. Results of the study showed that all six partners felt that everyday life was structured around the partner with Asperger's syndrome. There was a perceived feeling of loneliness because of the partner with Asperger's syndrome not caring about the partner and of being the one taking the greatest responsibility in everyday life for it to work. There was a feeling of stress, anxiety, lost confidence and frustration but there was also a strong desire and commitment to their partner with Asperger's syndrome.

En persona i frihetstidens politiska rum : Bonden i ridderskapet och adelns tankevärld i 1740-talets Sverige

This essay is a contribution to the process of reconstructing the meaning of a concept that has been long forsaken and somewhat forgotten. It examines the way in which the Swedish nobility perceived the politically active peasantry during the 1740s as an expression of the prevailing political culture of the period. The aim of this study is thus to understand a bygone world of thought that once existed in a very turbulent political culture. I focus on the words formed and articulated in the halls and rooms of the Swedish estates by which the thoughts, opinions and power of the Swedish government came to the fore. In doing so it is possible to say something about how the nobility, in their relationship with the peasantry, constructed an object which represented their perception of the Swedish peasant and what this meant.

Upplevelsen påverkar budskapet : En receptionsanalys av hur anställda inom handikappomsorgen uppfattar utbildningsfilm

Film is a medium which is mainly used for entertainment. It is a medium that is constantly expanding, and beside from it being a relaxing activity it can also be used for educational purposes. This is an aspect of film that should be valued, since it has the possibility to engage, educate and move its viewers. This is a study which aim is to analyze how employees within the care of disabled in Umeå have perceived educational movies. The movies that the staff has watched are a part of a basic training program, which all employees are required to fulfill.

Bibeln och interaktivitet : Om arbetet att skriva manus till spelet Testament

Testament är ett actionrollspel baserat på Bibelns Gamla Testament. Spelet utvecklas tillsammans med Svenska kyrkan i syfte att användas i konfirmandutbildningar.Denna uppsats är en reflekterande rapport som behandlar verket Manus till spelet Testament - Spelmoment, dialoger och mellansekvenser. Verket och denna uppsats är en produkt av ett examensarbete i medier och innehåller en beskrivning av arbetsprocessen att skriva manus till fyra av sex segment i spelet Testament. Rapporten innehåller även analyser och diskussioner om arbetsprocessen och det slutgiltiga resultatet. Verket innefattar detaljerade översikter över spelets interaktiva spelmoment såväl som de texter som representerar spelets dialoger och mellansekvenser.Genom detta arbete undersöks området speladaptation närmare för att ta reda på hur litteratur kan omvandlas till spel och hur interaktiva spelmoment identifieras och utvecklas från en text.Under arbetet har en metod skapats för att identifiera och utveckla interaktiva spelmoment ur Bibelns texter och för att skriva mellansekvenser och dialoger till spelet Testament.

Försäljningsmetoder för spel på Android Market

Smartphones med Android som operativsystem har under de senaste åren blivit en allt större del av vår vardag. Kandidatarbetet undersöker vilken försäljningsmetod man som utvecklare ska använda sig av för att få största möjliga förtjänst, när man säljer ett spel på Androids marknad. De försäljningsmetoder, som studerats, är reklam, prissatt och in app billing. Från insamlad statistik av Google och enkäter har en förståelse kring vilken metod att föredra tagits fram. Resultaten visar att alla fungerar trots deras olikheter sinsemellan.

Annedal ? Boendekostnader i en helt ny stadsdel och sambandet med upplevd stadskvalitet

Annedal is a brand new neighborhood in the Bromma part of Stockholm. The neighborhood construction has now reached its halfway point. When finished, 5000 people are estimated to live in Annedal. The focus for the new area is variation. Both housing co-operatives and rented apartments have been built and more are under construction.A study about the valuation of town quality in the Stockholm region was produced by the Stockholm County Council in 2011.

Sverigedemokraterna i skolan : En undersökning om mellanstadielärares förhållningssätt till Sverigedemokraterna i samhällskunskapsundervisningen

A majority of conducted studies connected to democratic socialization and the party-political education has primary affected students in higher education. In this study I intend to find out how primary school teachers handle controversial issues in social science connected to the political parties.  The Swedish Democrats are by many perceived as a controversial party and while the school?s mission is to educate students to think independently another mission implies that certain views are not to be uttered if they stand contrary to the basic democratic values. The aim of this study is to obtain knowledge in and about the teachers view on the dilemma between the more nurturing assignment versus the knowledge assignment and in connection to this how they approach the Swedish Democrats in the classroom. For further immersion the research treats the following questions:  How do teachers view their own role as intermediaries in democratic education?  How to teachers portray the Swedish democrats in education?The survey was conducted by using qualitative interviews.

Angel Thesis - En spel produktion

Detta projekt har varit ett som har haft både sina höga och låga punkter. Vi påbörjade detta projektet med viljan att skapa ett spel som var vårt, som representerade oss och som vi vill spela. Vad vi slutligen bestämde oss att göra var ett spel som fokuserade på story och spel-känsla som hade en mystisk stämning och sin egen stil. Detta tillsammans med ett par bra koncept och idéer så påbörjade vi att arbeta på Angel Thesis, ett action RPG. Vi har under projektets gång stött på många svårigheter, något som om och igen testat gruppens moral. Vår största svårighet har varit vårt byte utav utvecklingsplattform och spel-motor, som har skett två gånger under projekts gång.

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