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1721 Uppsatser om Perceived Zero-sum game - Sida 9 av 115
Implementation & utvärdering av spelmotor i WebGL
This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work.The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript.In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with..
1+1=3?: En studie om kundtidningars värde för varumärkesinnehavare
Breaking through the clutter and getting consumers? attention is a constant battle for marketers. Could consumer magazines be the solution to the problem? It is not a new marketing method but consumer magazines do not look like traditional marketing and they offer consumers value. Since these are qualities that could increase consumers? will to take part of commercial messages, it might be a method that deserves more attention.
Retrospel: En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi
undersöker hur retro
blivit en erkänd stil och varför den har blivit det. Vi undersöker dess
koppling med nostalgi,
hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när
man ska utveckla
ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till
digitala spel, vi
undersöker hur retro verkar i andra medier och hur medierna blandar
retroelement med
varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel
eller rent av
utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi
gestaltar i vår
produktion av ett digitalt spel.
Att arbeta laborativt : Ett arbete om laborativt material riktat till addition
Abstract The purpose of this degree project is to examine what impact working with physical objects has on children?s learning process concerning addition. We want to explore what addition strategies can be exercised using the game ?Twice as much?. We have observed children in school year 1.
Vem finns med på framtidståget? -En studie av Karlskronas kollektiva identitet, såsom den upplevs av stadens befolkning, jämfört med hur den framställs av stadens makthavare
The first purpose of this thesis is to investigate if, how, and why the perceived collective identity in the town of Karlskrona has changed. Collective identities can due to their socially constructed nature change rapidly in light of new collective experiences. The reason for suspecting such a change in Karlskrona is the immense impact that the change in the global economy, according to Saskia Sassen, has on cities. By interviewing politicians and media representatives from Karlskrona the perceived identity is drawn. The second purpose of this thesis will then be to test if the identity as it is perceived by Karlskronas habitants differ from the one that town officials present through city marketing.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Hej, kom spela med oss! (Hi, come play with us!)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.
How do we create a tool that further builds upon those strengths?
The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.
Ungdomars syn på kvalitet vid inköp av kläder
Teenagers are the group that spends most money on clothing. When choosing clothes, the so called internal and external signals could affect the perceived quality of the teenagers. The external signals are for example price, brand and place of purchase while the internal signals are the physical composition of the product as for example garment and size. The perceived quality is the attributes that the teenagers perceive that the specific article of clothing has. Today?s marketing, within the fashion line, is mostly to present the design of the product and aim the marketing for curtain segments and to keep a distance to others that are not within the segment group.
Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch
The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.
Att hitta fram till tillit : En studie av kartapplikationen i iPhone och användares tillit till denna
Trust is a concept used throughout our daily lives. We give trust to friends, colleagues and strangers. We also give trust to the technical artifacts we use in our everyday lives. We must also rely on the services we use to work the way we expect them to. There is plenty of research on trust in e-commerce and online banking on website based platforms.
Brand extensions ? the influence of the parent brand
The purpose of this investigation is to come across the associations of consumers who are being exposed to a brand extension from a different product category. Moreover, our aim is to contribute to the knowledge of how consumers respond to these extended products, by investigating the influence of the parent brand. To fulfill our purpose, this study was conducted through qualitative interviews with consumers. In order to carry out our investigation and analyze our findings the following theoretical framework has been used: Customer-based equity, Parent brand affect and Perceived fit. Our data was collected through ten semi-structured interviews including consumers of Fiat and Marlboro brand extensions.
Vana texturerare : En uppsats om minsta motståndets väg, invanda mönster och liknande gränssnitt
This essay brings up how experienced texture artists in game development can get comfortable in their workflow and therefore not spend time on learning new techniques that in the end could be more efficient. We base this on theories that people often choose the path of least resistance, which in the case of an experienced texture artist would be the path they have learned and are comfortable with. We also talk about the popularity of Photoshop and that many of today?s texture artists in the game industry are using it and that this could be because Photoshop was one of the first programs that could be used well for texturing. Because of this many learned to use it and stuck by it and then taught Photoshop to new texture artists because that is the program that they know.
En kategorisering av våld i dator och tv-spel
This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement for game age limits.
Illusion av val i spel
Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares
fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som
spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos
båda parter. Problemet med spelares oförutsägbarhet i sina val är något som
spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som
syftar till att diskret manipulera möjligheten till val inom spel och samtidigt
låta spelare vara ovetande om detta.
Träningsberoende och dess orsakssamband : En uppsats om orsaker till träningsberoende
Background: Exercise dependence is a behavior where some people get very strong feelings for their training. This dependency becomes a problem when it affects individuals? life in a negative way. Individuals with low self-esteem have been found to have an increased risk for exercise dependence. Self-estem is associated with Self-compassion, which is to have compassion with oneself in pain and difficult periods.