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620 Uppsatser om Player choices - Sida 3 av 42

Hur ser min bok ut? En kvalitativ studie om sex läsares upplevelser av skönlitteratur i olika medieformer

The purpose of this thesis is to examine how reading different media forms can lead to different experiences for the reader and how they choose which media form to read. Two questions are posed in the study. Question number one is: How does the media form influence the reading experience of the book and question number two is: What reasons can be seen behind the different choices of media forms?The study is based upon qualitative interviews with six readers using different media forms. Two different theories are used for analyzing the result.

Lek och allvar : Om pokerspelande på nätet

This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold?em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature.

Akademiska studier - En väg in på arbetsmarknaden?

Our society has become a society of knowledge. The answer to the question of how to reduce unemployment has become more and more unified: education. In this case, higher education, meaning college and university. With this disposition in our society, how does it affect the students? How does this change of society and our universities affect the students of these institutions? In this study we have chosen to examine the choices of students in universities in several Swedish cities.

Borta bra men hemma billigast? : En studie av vad som påverkar socialsekreterares val av insatser i Karlskrona och Karlshamns kommun

The purpose of this essay was to investigate and analyze affecting factors concerning social workers in two different municipality social services, Karlskrona and Karlshamn, working with cases of youth drug abuse. We wanted to see what affects social workers in their choices of assessments of youth drug abusers. We wanted to find out whether the organizational aspects or the cliental qualities affect the social workers more than the other in the choices of assessments. Among the cliental qualities we used in this essay, gender was the most important quality and therefore the quality we wanted to pay special attention to. When it came to the organizational aspects we paid special attention to the social workers boundaries of agency.

När stjärnor flyttar på sig : -En intermedial studie av läsprocessen som den relaterar till Codex, det digitala uppslagsverket i tv- och dataspelet Mass Effect

This study examines the in-game encyclopaedia Codex as it appears within the videogame Mass Effect. The purpose of this study is to analyse the Codex with emphasis on how the reading process is affected by the videogame medium. In this regard the study seeks to uncover what characterises the Codex as a fictional encyclopaedia, what it entails and how it interacts with the rest of the game. The theoretical basis of this study is derived from a combination of the writings of Wolfgang Iser concerning the process of reading, Jesper Juul's writings on the relationship between games and narratives, and the concept of intermediality as discussed by Hans Lund and Jørgen Bruhn.      This study is based on a close examination of the PC and Playstation 3 versions of the videogame Mass Effect, created by Bioware, with particular emphasis placed on the Codex. Mass Effect is a science fiction third-person shooter and RPG set in a future where mankind has begun interacting with aliens civilizations and colonising new planets.

Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Lagsammanhållning, roller och spelaromsättning i ishockey

Syftet med studien var att skapa en bättre förståelse för hur några juniorishockeyspelare och deras tränare ser på hur faktorerna lagsammanhållning, spelaromsättning, roller och prestation förhåller sig till varandra och hur de arbetade med dessa faktorer. Instrumenten som användes var GEQ (Group Environment Questionnaire) och två helstrukturerade intervjuguider. Deltagarna i studien var ishockeyspelarna i ett J18-lag (n=18) och deras tränare (n=1) i en medelstor klubb i Sverige. Resultatet visade att samtliga intervjudeltagare upplevde ett positivt samband mellan lagsammanhållning, spelaromsättning, rollklarhet och prestation. Sambandet beskrevs dock som cirkulärt, att alla faktorerna var beroende av varandra och påverkades av varandra.

Optimal spelstrategi för yatzy

This report intends to analyze the difference between the original rules and a modification of the rules for the Scandinavian version of the world famous dice game yatzy (yahtzee). Several works are made previously existing strategies for yatzy and Yahtzee.The study was conducted using the optimal strategy calculated and implemented in the programming language Java. The execution of the application to create the file containing the optimal strategy was running on leased powerful servers from Amazon and took just over six hours each.A simulated player played 100,000 games based on the strategy, to obtain data which then was used to plot graphs and analyze the expected score and its standard deviation. The expected value (mean) and standard deviation of the score for the possibility of three or four throws were 233.00 ± 44.82 and 280.07 ± 41.25.In view of the results drawn the expected conclusion that the four possible throws provides increased probability of getting a high score, unlike the case where the player may only be able to throw the dice three times. The fact that the variance is lower in the case of four throw session is equivalent to that the likelihood to get close to the expected value increases..

Letandet efter en ny Zlatan : En kvalitativ undersökning av tv-programmet I Zlatans fotspår

The aim of this study is to find out how the tv-program I Zlatans fotspår (English: In Zlatan's footprints) broadcasted on Swedish public service television represent the participating young players and the Swedish football player Zlatan Ibrahimovi?. Our question formulation reads as follows:?        How is the participating youths being represented in the tv-program I Zlatans fotspår??        How is the football player Zlatan Ibrahimovi? being represented in the tv-program I Zlatans fotspår? Our thesis is qualitative and in order to find out how the participants are being represented we used a discourse analysis. We have focused on the theories discourse, identity, representation, stereotypes, discrimination and the perspective social constructionism.

Framtida förändringar i det förebyggande diskrimineringsarbetet : Med utgångspunkt i gällande rätt

The purpose of this study is to investigate the reading methods that pedagogues, active in classes 1-3, use in the first stage of learning to read and how they consider their own choices of methods. In the theoretical background I sort out the basic differences between synthetic and analytic methods of acquiring the skills of reading. The analytic reading method means that the skills of reading starts with the complete text in order to later analyze the parts of the text. The synthetic method approach is based on a reading method where the parts are linked as a whole. The two methods are considered antipodes but can also be looked upon as complements in the current governing documents.

Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel

This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.

När verkligheten sätts ur spel : En kvalitativ studie om profesionella socialarbetares förhållningssätt till problematiskt datorspelande som ett beroende

This study examines how professional social workers relate to problematic computer and video gaming as an addiction. It is a qualitative interview study aimed to describe and analyze how professional social workers, who in some way work with problematic computer gaming, relate to the player?s problems in terms of a concept of dependency. The theoretical approach is based on social constructivist theories of discourses, normality, the definition of dependency and diagnoses. The study was conducted through five qualitative half structured definition interviews with professional social workers that work directly or comes in contact with problematic computer gaming.

Socialisation och livsval : en hermeneutisk, fenomenologisk intervjustudie inriktad på socialisationsprocesser inom jordbruksfamiljen

The aim of this study is to increase the knowledge and understanding of the early process of socialization and its influence on the choices in life, with the example taken from the agricultural family. The question is considering how the process of socialization within an agricultural family has influenced on the choices in life of four women. A qualitative method with a hermeneutic, phenomenologic perspective is applied and four interviews have been done with women who all grew up in an agricultural family. The results have been analysed through social constructive-, psychodynamic-, attachment- and cognitive theory. The results indicate that socialization is a complex process.

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.

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