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1892 Uppsatser om Play patterns - Sida 38 av 127

Joharifönster och spel : att identifiera en målgrupp

This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual?s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre..

Ungdomar med smärtproblematik och deras sociala fungerande

The aim of this study is to through six interviews, with six experienced, social workers?, in three cities, understand how the child?s position in the Swedish child protective services? enquiries has change, and the factors behind it. The aim is also to compare if the social workers? view of the child?s position in the enquire has change accordingly to Socialstyrelsens intentions of BBIC. The theoretical approaches that was used is the new institutionalism, the Shier?s pathways to participation and the term discretion.

Bruksorten : Illustration om en resa.

The main focus for this essay is to describe the relationship between human and nature through a material investigation that takes its shape through sculpture. With the help of a fairytale-like story the reader can share the creation of the sculpture and how my thoughts flow through the process that will result in an exam project. Rooted in earlier projects I discuss the crash between civilization and the wilderness as well as talking about the likeness of the creative process and child play. I also discuss the body's place in the forest and the loneliness that we humans created that has cut us off from the rest of the creatures and plants in the forest. My aim is that in the final piece I will create a fiction place where these can be joined together again.

Prolog, Klimax och Katastrof - en återfallsförbrytares upplevelser och tankar om kriminalitet ur ett tidsperspektiv

The goal of this qualitative essay is to approach the knowledge of people who commit crimes. From a development psychology point of view, questions relating to childhood ang growth are some of the important subjects we choose to discuss. Our purpose is also to reveal the linkage between criminal behavior and different theories of the above mentioned perspective. To bridge the gap between the general and the individual, our survey was based on profound interviews with four inmates in prison. This offer an opportunity to capture the individual´s inner thoughts, feelings and experience about the criminal action.

Sociala nätverk och det ökade användandet : En studie om det har skett en normförskjutning av användandet samt hur det relaterar till traditionellt beroende

The internet has become an increasingly part of everyday life with digital artefacts like smartphones and tablets. We?re looking at the usage of social networks and how the usage relates to traditional addiction. We conducted a quantitative research where 84 poeple finished our web survey. Our research focused on addiction, time spent on social networks, normal and non-normal usage and general user patterns.

Flöden och processer på Fristadstorget

This thesis is about Fristadstorget in the city of Eskilstuna and how the square flow together with the user orientation could be improved. This work focuses on how public spaces best satisfy users through architecture, cognition and information interpretation. I've looked at people's movement patterns in Fristadstorget, with the help of observation from strategic locations. While I also integrated the city?s surrounding and taking in information from already existing buildings around the square.

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

En kvantitativ studie om hur kultur på recept påverkar hälsan

Abstract: Elite soccer in combination with education is a unique and demanding task. The path towards a glory career in sports takes hard mental and physical training. The objectives in this study are 6 elite focused high school students studying high school education programs in combination with football profile. They are 3 of each gender. The purpose of the study was to find out more about their perspective of motivation and what makes them keep going towards a career in football in beside their education.The study is of empiric hermeneutic survey used qualitative method and interviewing to collect data.

Mervärden inom svensk nötköttsproduktion : kommunikation och drivkrafter

Today a lot of consumer and media interest lie in food production. Food is something everyone of us has a relationship to hence foodstuff and their making is a topic of current interest.Cattle?s rearing is one of many factors that have begun to play a bigger role when consumersare selecting beef from the shops? meat counters. This may well be a result of productdiversification and greater investments towards marketing. Many cattle rearers considerseveral grounds for added values being linked to their products and consumers are becomingmore aware of these primary sector related added values.

Trombon i blodet? : Vilka faktorer påverkar trombonelevers val av sitt instrument?

In this survey I have been trying to find out which factors influence the students? choice of instrument. I hope to, through the results, gain knowledge about how to reach interested students in my future work as a trombone educator.I have let 15 students that have played trombone in the County Music Academy one to three years, answer my inquiry concerning their choice of instrument. The students? parents were also asked to give an explanation to what they think made their child play the trombone and whether they tried to influence their child in the choice of instrument.

Miljöutbildande spel : förslag till nytt spel för barn 6-8 år Gro Play AB

Kan barn leka sig till en miljövänligare livsstil?Svaret är ja, om du frågar Patricia Rawecka, vd på företaget Gro Play AB. Hon har själv designat och utvecklat tre pussel för barn i åldrarna 3-5 år som både är miljövänliga och miljöutbildande. Med tanke på dagens extrema konsumtionskultur ville hon med god design, pedagogik och via barns lek motivera nästkommande generation till en mer hållbar livsstil. Visionen för hennes företag och även för detta examensarbete har varit att ge barn en chans att genom lek skapa sig en grund för en mer hållbar livsstil.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

Högre krav men mindre tid : en jämförande studie av lärares upplevelser av fördelningen av arbetstiden

Purpose: The purpose of this study is to find out how much influence underlying factors have in connection to the internationalization of Born Global firms. Methodology: This study has a qualitative approach in which data is obtained mainly through interviews and secondary data which consists previous theories about the internationalization in small and medium sized firms and recent theories that entitle these firms as Born Global. Conclusion: Based on the existing theories and the qualitative data, we have concluded that the underlying factors for the Born Global firm?s internationalization are abilities and opportunities to create insidership in relevant networks. The most crucial underlying factors for Born Global firm?s internationalization are the ability to create processes to break old patterns of thoughts and the ability to ally with right partners. .

Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten

In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

Metod för analys av elförbrukning i hushåll

Warehouses are a key aspect of modern supply chains and play a vital role in the success or failure of businesses today. Figures from the USA indicate that the capital- and operating costs of warehouses represent about 22 % of a company?s logistics costs while figures from Europe indicate 25 % (Baker & Canessa, 2009). Because warehousing is such an important function within a company, the authors chose to focus on this in their thesis. The purpose of this thesis has been to examine the significance of a Warehouse Management System (WMS) and item identification with attention to logistic efficiency.

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