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860 Uppsatser om Platform Game - Sida 15 av 58

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.

Att kommunicera eller icke kommunicera : Att utforma platscentrerade mobila sociala plattformar för att främja interaktion mellan främlingar

Communication between people who already know eachother, and who use a social online platform to do so, have been thouroghly studied for years. Thus, the majority of the people we connect with on a day to day basis are friends and acquaintances. As children we were taught not to talk to strangers, and as we grew older we learned to avoid people who act suspiciously. These and many other factors are part of the reason we avoid strangers, but are we doing so wrongfully? Studies have shown that there are many benefits in everyday interaction with strangers, some of which are an estimated increase in happiness and letting people seemingly forget about previous grievances.

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..

A?r det egentligen inte bara ett slo?seri med tid och pengar? : En kvalitativ studie i anva?ndandet av sociala medier som kommunikationsverktyg 

Social media has become an important marketing and communication tool worldwide, mostly through the largest social platforms Facebook and Twitter. With two-way communication via Internet companies has gotten the opportunity to interact and communicate directly with their customers. Facebook has been the focus point through the study because it has shown to be the most efficient and frequently used platform for communication. Our study aimed to confirm how communication via social media actually looks like. To be able to reach the best results, we have conducted the study from a phenomenological approach, which means; usage of qualitative semi-structured interviews to reflect the respondents experience on the phenomenon social media as a communication tool. Social media has shown to be a great way of communicating externally for companies who are willing to spend time engaging in the platform.

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.

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.

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.

Erfarenhetsåterföring  På Skanska  Installation

The purpose of this master thesis has been to explore how Skanska Installation can be organized and managed from a Feedback of experience perspective, and define how an IT solution for knowledge management can be designed by identifying the company's current needs in communications, structural capital and information management.The study follows a deductive approach with a qualitative starting point. Using the literature  studies  the theoretical references were built, which is of great importance when using  a deductive approach.Furthermore the report is based on a case study on two different projects: Herrgården and Nattsländan. With the collected empirical data from the case  study the analysis was carried out with the theoretical framework as a basis. This finally led to the conclusions of the study.The purpose of a communications plan is to show how the communication between employees must be managed to best move the project forward. Emphasis is placed on the formal and informal communication of the company.

Det politiska spelet bakom betygskompromissen år 2015 : En spelteoretisk analys av regeringens och Alliansens överrenskommelse gällande betyg från årskurs fyra

The essay?s main focus has been to investigate and analyze the political actions behind the 2015?s grade compromise; an agreement to introduce grades from the fourth year in primary school. Through a game-theory analysis, mainly based in Leif Lewin?s and Jörgen Herman's research on rationality in politics, this study examined the grade debate  during a fifteen year period. The primary task has thereby been to explain the grade compromise through game-theory.

Androgynitetens betydelse för det kreativa uttrycket i To the Lighthouse

A growing need to strengthen ones position on the market, even as a city in competition with other cities, has resulted in an increasing number of municipalities developing brand platforms. When the city of Umeå developed their platform, they identified decision makers and investors as one of four important target groups.The aim of this study is to explore the portrayed image of the city of Umeå in two Swedish trade journals which addresses the specific target group decition makers and investors in both public and private sector. The aim is also to compare the image of Umeå in the two papers, to the ambition of the municipality, expressed in the brand platform.In order to make the observations as firmly established as possible, the method of the study is a combination of a quantitative content analysis and a qualitative text analysis. The study draws on the theories of Eli Avraham and Philip Kotler, concerning how to improve city images and how to market a specific city among others. The study shows that the city of Umeå in large extent is portrayed in accordance to the ambition which the municipality expressed in the brand platform.Umeå is displayed as an expanding city.

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. .

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