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157 Uppsatser om Player turnovers - Sida 5 av 11
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.
Oreglerad=Fri? En studie om Läkarkliniken
The discrepancy in the rights for healthcare between undocumented migrants and the citizen in Sweden is a prerequisite for the existence of Läkarkliniken. Because of the chosen patient group the clinic stands outside the regulations from the National Board of Health and Welfare. The aim of this study was, from an institutional perspective, to investigate how such a unique player is designed and where the influences to the design origin from. The task was conducted thorough a qualitative case study with base in depth interviews. High levels of isomorphism were observed between Läkarkliniken and the general healthcare, however differences were seen as well.
Produktionsanpassad tvärkraftsarmering för betongplattor
AbstractThe project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers.The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group.The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy.
"Varumärket är ingenting utan personalen" : Intern kommunikation av varumärket inom hotellsektorn
The purpose of this paper is to examine the correlation between hotels, their brands and the frontline staff within the industry. A competitive, international environment characterizes today´s hotel industry where brands are one of the strongest sources for a successful position amongst competitors. In the brand delivery, the front line staff is of utmost importance since they in many ways incorporate the brand values and the projected identity of the hotel. Hotels can use a variety of ways to communicate the brands identity to the front line staff in order to create the desired brand behavior, some more effective than others. At the same time the Swedish hotel industry, as many other, is characterized by a high percentage of staff turnovers.
Samhällsansvar i konkurrens : En jämförande studie om den reglerade och oreglerade spelmarknaden
Background Svenska Spel is a regulated company run by the state and government, where CSR, community and social responsibility is in focus. The highly regulated Swedish gaming market has in recent years become more exposed to competition by foreign unregulated betting companies thru Internet.Problem discussion There are two views regarding CSR and how they are affecting competitive advantage and profitability. On one hand, it suggests that companies foremost shall focus profits and act in the best interest of the shareholders. On the other hand, it connects CSR to be a contributor to competitive advantage that increases the company?s profitability.Problem formulation Svenska Spel is competing with other betting companies who doesn´t act under the same conditions, betting companies that don´t have a responsibility to the state.
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel
programmerat och designat helt i flash. Jag diskuterar svårigheterna för de
olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda
karaktärer och vad man, som speldesigner, bör och inte bör göra för att få
spelare att känna sig manade att spela vidare.
In this text I discuss the production of Hearty Horrors, a game programmed and
designed completly in flash. I discuss the difficulties of diffrent parts in
the making of a game. Thoughts and comparances are made between evil and good
characters and what you, as a gamedesigner, should and should not do to make
the player want to continue playing..
Utvärdering av Kvarnholmens silotorn inför ombyggnad till flerbostadshus
AbstractThe project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers.The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group.The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy.
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.
Sound and Play
AbstractThe project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers.The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group.The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy.
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.
Lärbarhet och mentala modeller : En observationsstudie med fokus på nybörjaranvändare och moderna användargränssnitt
Då elektronisk musik och video alltmer tar sig in i våra hem framkommer också fler nybörjaranvändare av de relaterade produkterna. Detta ställer krav på exempelvis mjukvaror som är riktade till en stor generell användargrupp så att de för nybörjaranvändare blir enkla att använda. I denna studie har därför mentala modeller studerats hos nybörjaranvändare av MS Windows Media Player 11 för att undersöka hur väl användargränssnittet stödjer lärbarhet. Det framkom ett antal problem under observationerna. Dessa var bland annat att användare kan ha andra förväntningar av funktioner än de som ges i gränssnittet.
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.
Enkätundersökning hos markägare inom SCA Skog Jämtlands förvaltning
This report is a joint venture with SCA Skog AB in the Jämtland forest management area. The company is a major player in the timber market in northern Sweden, and also a large business globally with offices in over 100 countries. The purpose of the study was to find out how timber suppliers want feedback/follow-up after completion of timber business. To determine this, a questionnaire survey was sent out to 75 landowners who supplied the wood for the company during the past year. The questionnaire consisted of a total of 15 questions with the opportunity to comment on certain issues.
Utveckling i Java av ett pedagogiskt spel i kvantfysik
The game QuantoJump is developed in the programming language Java to be an educational game in quantum physics. By illustrating quantum mechanical laws of electron transitions with shapes and colours, QuantoJump hopes to spark interest and create a more intuitive understanding of quantum physics. The result is a game where the player plays as an electron in the outermost shell of an atom, with the goal of getting to the innermost shell. This while not making forbidden jumps by following the laws of electron transitions dictated by quantum physics. The programming of the game was done in the integrated develpoment environment Eclipse.
Design och konstruktion av kaross till ögonstyrt arkadspel
Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.