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443 Uppsatser om Pervasive games - Sida 26 av 30
Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -
AbstractTitle: Interactivity and participation - a qualitative study about the making of machinima withWorld of Warcraft (Interaktivitet och och deltagande ? en kvalitativ studie kring skapandet avmachinima med World of Warcraft)Number of pages: 68 total, 50 without appendixAuthor: Peter BrandbergTutor: Else NygrenPeriod: Autumn 2006Course: Media and Communication Studies CUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories).Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis.Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points.
Datorn - vän eller fiende? : En jämförande studie mellan elevers datoranvändning utanför skoltid och betyg i engelska
Barn och ungdomar ägnar idag en betydande del av sin fritid till datoranvändning. I denna uppsats har vi valt att undersöka datoranvändningens eventuella effekter på ungdomarnas betyg i språk. Uppsatsens syfte är att undersöka om man kan se samband mellan, dvs. positiva eller negativa effekter på, betygen i engelska hos elever i år 9 och deras datoranvändning utanför skoltid. Utifrån detta har vi även undersökt vilken typ av datoranvändning som har dessa effekter, hur lång tid framför datorn som motsvarar dessa resultat, samt om det finns skillnader mellan flickors och pojkars datoranvändning och deras mätbara språkkunskaper.
Elevers uppfattningar av vad man bör uppnå efter avslutad kurs i Idrott och Hälsa A : En studie av två gymnasieskolor i årskurs 2 ? ett elevperspektiv
The purpose of this work is to see if the students, on two separate high schools, understand what skills you should achieve after completing the course in physical education and health A 100 points. The entire study is based on a student perspective. In order to best answer the purpose, the questionnaire used in the "available groups" in schools. The questions for the work are: To what extent and how students perceive what they should achieve after completing the course in Sport and Health A?, Which is the goal, based on the curriculum in Physical Education, that students feel are important to achieve? and how do a comparison like between these two schools on the basis of what students perceive that they must achieve in Sport and Health A?The result shows that the main goal that finds support in the course objectives is an assertion; Has knowledge of what to eat to maintain or improve health, which over 90% of students had checked in.
Brygder och besvärjelser : En arkeobotanisk studie av medicinalväxter och den medeltida staden Nya Lödöse
The study of medicinal plants is a popular subject that, at least in the archaeological sciences, has met a lot of criticism due to the lack of physical data. It is problematic to distinguish the medicinal plants from local flora since many herbs that were used often could be found in the nearby vegetation. The purpose of this essay is to archaebotanically analyze samples from the medieval town Nya Lödöse and compare the data with a previous analysis from the site and a literature study. The herbs meadowsweet (Filipendula ulmaria), lady?s mantle (Alchemilla sp.), sweet gale (Myrica gale), hop (Humulus lupulus), common tormentil (Potentilla erecta), St. John?s wort (Hypericum perforatum), henbane (Hyoscyamus niger), catnip (Nepeta cataria) and motherwort (Leonurus cardiaca) have been selected for closer analysis since they occur with frequency in the historical medicinal texts and in previous analysis made on the site.
Varför ska vi spela handboll i skolan? : Lärares syn på handboll i grundskolan
AimThis qualitative study will provide an insight to different teachers view on handball in two elementary schools. Handball is a competitive sport and has been played for over 100 years in different contexts in Sweden. Are there qualities in the sport that belongs in the school´s non-competitive education? How do they justify this sport according to the governing documents Lgr-11 that gives a lot of room for interpretation by the teachers?How do teachers justify handball based on the curriculum?What kind of qualities do the teachers highlight with this sport in the education?Do teachers perceive any differences with the new curriculum?MethodThe method has a qualitative approach. The interviews in this study had a semi structure character.
Delad uppmärksamhet mellan parallella världar
Datorgenererade virtuella världar har gett oss möjligheten att använda många av de kognitivamekanismer som vi använder i den fysiska världen även när vi agerar och kommunicerar i dendigitala världen. De virtuella världarna skapar platser där vi kan samarbeta och umgås, både iunderhållningssyfte och som arbetsplatser.Men de nya möjligheterna skapar också helt nya situationer. När vi tidigare använde vårainre mentala världar för att planera, simulera, minnas och fantisera var det alltid bara en av detänkta världarna som var den aktuella, där vi faktiskt befann oss just då. När man är aktiv i envirtuell värld är man samtidigt närvarande i två helt olika sammanhang.I den här uppsatsen och studien har en grupp World of Warcraft-spelare frågats om hur deupplever sin förmåga att dela uppmärksamhet mellan olika saker. Dels i vardagliga situationeri den fysiska världen och dels mellan den fysiska och den virtuella världen.Tidigare studier av spel och datorsimulerade miljöer har ofta sett avskärmning från denfysiska världen som en viktig faktor för att användaren skall uppleva sig närvarande i denvirtuella miljön.
Mass Ethics : En undersökning om att använda spelserien Mass Effect inom etikundervisningen i religionskunskapen på gymnasieskolan
Skolverket menar att populärkultur, däribland dataspel, är användbara verktyg för att nå elevernas livsvärldar i religionskunskapsundervisningen.Den här uppsatsen undersöker den religionsdidaktiska potentialen hos Mass Effect-spelen i gymnasieskolan utifrån följande frågeställningar:Får rätt och fel handling något utrymme i Mass Effect? På vilket sätt? Vad är rätt och fel i spelkontexten?Kan Mass Effect fungera som stödstruktur för att arbeta med stoff och förmågor som är en del av religionskunskapens etikundervisning och i sådana fall på vilket sätt?Spelkontexten utforskas genom en analys av hur spelens Paragon/Renegade-system bedömer olika handlingar. Systemet jämförs med plikt-, konsekvens- och dygdetiska förhållningssätt; dessa är etiska modeller som tas upp av styrdokumenten. En av spelens beslutssituationer granskas också utifrån en beslutsmodell och styrdokumentens etiska modeller bidrar här med teoretisk och kursplanemässig förankring.Undersökningen visar att flera av de områden som ska ingå i gymnasieskolans etikundervisning kan beröras genom att låta olika element i Mass Effect-spelen möta ämnets stoff. Processen verkar ur ett didaktiskt perspektiv både berikande för spelkontexten och illustrerar komplexiteten hos etiska modeller och fattandet av etiska beslut.
Wittgenstein och skepticismen
In his book Wittgenstein on Rules and Private Language (1982) Saul Kripke claims that Wittgenstein argues for a certain form of scepticism in his book Philosophical Investigations (1953), namely a new form of philosophical scepticism, a result of Wittgenstein´s idea of language as language games. Nihilism, scepticism of meaning or of concept, constitutive scepticism are other commentators´ different names of the same phenomenon. The philosophy of Wittgenstein accounts for how our words, including the words of mathematics, have no meaning and there are no a priori justified objective facts as to what I mean about a word. We follow the rules blindly and without justification. We are unable to find any facts against this proposal.
När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006
This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.
Wii Sports och Sport : En jämförelse av fysiska och emotionella skillnader och likheter i träningsspel jämfört med riktig träning
AimThe purpose of this study is to compare the level of activity between playing wii Sports Tennis and wii Sports boxing, and the usual sports, and to see how the two variants are perceived.Issues:- How much strain ratio and energy consumption it gives to exercise wii sports compared with the playing of sport for real?- How do the test participants experience the different tests?- How are the two wii sports games against each other in terms of activity and fitness in the school environment?MethodThis is an experimental study in which 10 test participants (5 men and 5 women) have carried out four different physical tests. The tests consisted of either playing an exergame or playing a sport for 25 minutes. Physical activity was measured during the test using a heart rate monitor. All test participants completed all tests in the same order.
Intryck,avtryck och uttryck : Skolbiblioteket och dess litteratur som en pedagogisk resurs i det dagliga skolarbetet.
In his book Wittgenstein on Rules and Private Language (1982) Saul Kripke claims that Wittgenstein argues for a certain form of scepticism in his book Philosophical Investigations (1953), namely a new form of philosophical scepticism, a result of Wittgenstein´s idea of language as language games. Nihilism, scepticism of meaning or of concept, constitutive scepticism are other commentators´ different names of the same phenomenon. The philosophy of Wittgenstein accounts for how our words, including the words of mathematics, have no meaning and there are no a priori justified objective facts as to what I mean about a word. We follow the rules blindly and without justification. We are unable to find any facts against this proposal.
Du slåss ju som en hel karl, tjejen! Tankar om kickboxning i skolan som en väg till att nå ökad jämställdhet
The purpose of this thesis is to, based on interviews and document studies, critically discuss how the introduction of kickboxing in Physical Education (PE) could affect gender equality in society. Based on a queer feminist and norm critical perspective on the prevailing teaching of PE, which, despite official efforts to challenge and modernize PE, persists in reproducing gender norms by e.g. spending 75% of class time on ball games. The hypothesis is that girls accessing violence (empowerment) through a bodily awareness in the form of kickboxing, positively would challenge the power imbalance that gender norms create. Girls are brought up, even today, in accordance with gender norms arguing against girls/women wanting to use their bodies as powerful tools to set limits.
Företagsvärdering : En fallstudie av Betsson AB
The online gambling market has during recent years experienced high growthmostly due to the popularity of online poker. Today other games such as casinoare growing in popularity and more customers are turning to the onlinegambling market instead of the regular gambling market. As with all growthmarkets more and more companies establishes on the online gambling marketeven though high external risk factors such as regulations and nationalbans. Companies such as Betsson connected to the online gambling marketsuch are experiencing high growth which has made them interesting objectsfor investing.This bachelor thesis intends to study competitive advantages, investigate possibilitiesto keep and increase market share, and use this information combinedwith a financial analysis. The purpose of the thesis is to describe andanalyze the future of Betsson AB from the perspective of an investor.
Att leva av produktionsmusik - möjligheter och förutsättningar
Title: To make a living by library music; Opportunities and prerequisites. The purpose of this essay is to investigate how a music producer or composer can achieve placement of his or her music in commercials, TV-shows, computer games, and other media. What is required to make a living by composing and producing music today? This is a qualitative study made by interviewing six persons, who all in some way work with this kind of music. The result shows that in order to reach out and place the music, an active net working, a deep knowledge in music production, in a wide range of music genres, is crucial.
Talande Toner : En studie om förskollärares uppfattningar angående tidig språkutveckling.
Abstract The purpose of the study is to examine how children perceive the relation between play and sex and analyse it from a gender perspective. This by answering the questions: "Is the children?s choice of place, materials and company in play dependent on gender?" and "Is there a significant difference between the sexes and/or ages?" The study was done through twelve focusgroup interviews with three children in each group except two groups of two children in each. Eight boys and nine girls of six years old and nine boys and eight girls of nine years old were interviewed. Boys and girls were interviewed in separate groups and the questions were open ended and followed up.