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222 Uppsatser om Players - Sida 7 av 15

Funktionell och aerob träning för U16 ishockeyspelare

The aim of this study was to examine if it was possible to improve fitness and strength in young ice hockey Players with help of a training programme based on functional training and aerobic training. The training programme was performed on Halmstad Hockey U-16 team where 17 boys participated in the study. We performed the training in a period of sex weeks with three training occasions each week. These consisted of two functional training sessions and one fitness session. In the beginning we emphasized the importance of a correct performance and technique.

Marknadsföringsstrategier - ett sätt att synas

Konkurrensen inom klädbranschen är hård och det finns många stora aktörer på marknaden. Småföretag har begränsade resurser till skillnad från de stora aktörerna, det blir därmed viktigt för dem att använda sig av kostnadseffektiva metoder för att kunna nå ut till kunderna. Marknadsföring är en avgörande del när det gäller överlevnad och expandering. Många aspekter spelar in när det handlar om företagens framtid, allt från hur man positionerar sig till hur effektivt man använder sig av marknadsföringsmixen. Det gäller att synas och att få kundens uppmärksamhet samt få kunderna till återköp.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that Players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that Players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Applikationsutveckling i språket Objective-C för iOS

Applications for mobile devices, also known as apps, are today the backbone of a huge market where the company Apple is one of the key Players. Apple develops, among other things, handheld electronic devices, which are powered by the operating system iOS. Through iOS, millions of customers get access to Apple?s App Store.During a period of two months, an app in the form of a game has been developed for iOS in the programming language Objective-C. The user of the app is presented intuitive menus and interactive graphical objects that seemingly obey physical laws.

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 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.

En del av spelet : En studie av fotbollsdomarnas tillvaro i Gästrikland

There is a clear difference between the way football Players and leaders regard the role of the referee, compared to the way the refereeing body looks at it. The refereeing body regard themselves as fundamental for the existence of the sport, while the other mentioned parties merely see them as functional justice makers. This view places the referees outside the field of football. This establishes a football culture, which is conflicted when it comes to the role of the referees on the field. The conflict comes to its edge in youth football, where the referees are under severe pressure.

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that Players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.

In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to Players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on Players stuck in this virtual world, ceasing to play a part in the real world.

Intentionen till generositet - Hur den påverkas av gener, hormoner och religiositet

Many studies have pointed out that generosity depends on different things like gender, age and nationality. We wanted to see if predetermined factors like genetics also had an effect on the intention of generosity. There is a ratio between the index finger (2D) and ring finger (4D) that is determined by the levels of testosterone in the amniotic fluid and that have had some significant effect on personality attributes like musical and leadership skills. We wanted to see if that ratio had any effect on the intention of generosity. We experimentally examined a group of priest student and two groups of young handball Players and let the groups answer a survey that included a sort of dictator game and we photo copied their hands to get their 2D:4D-ratio.

Utveckling och tillämpning av det muskelstyrda datorspelet EMG Track Game.

Electromyography (EMG) is a technique that measures muscle activity, whichmeans detecting the electrical signals that travel through the muscle in connectionwith muscle contraction. This project deals with how EMG can be used tocontrol a computer game.The project is centered around the game 'EMG Track Game' which has beenconstructed as part of this work. 'EMG Track Game' is controlled by twoelectrodes fastened on the player. These are attached to two selected musclesand control the motion in one direction each, one up and the other one down.The game is constructed in the purpose of being used in several elds of application.Among these are as entertainment, training equipment and a tool inresearch related to EMG and muscles.To highlight a possible application a study concerning muscle control has beenconducted. It answers the question of whether Players score better with theirdominant arm in comparison with their non-dominant one.

Maskulinitet : en kvalitativ studie om hur maskulinitet kan konstrueras bland unga män, som är aktiva inom lagidrotten fotboll, analyserat ur ett genusperspektiv

This is a qualitative study about how young men in the age of 16-18 years can construct their masculinity. How do these young men describe a ?real man?? What are their thoughts about themselves as adults? The purpose of this study includes a gender perspective in surroundings that cope with the sport football. To answer this study, six young men in the age of 16-18 years, whom are active football Players in different levels, have been interviewed. The findings showed that the young men seemed to construct their masculinity in cooperation with the surroundings and the nearest family members seemed to have a very strong influence of the boy?s development to become a man.

Interaktion mellan män på Internetforumen Sekreterarakademin & Flashback : där sambandet är köp av sexuella

In this study I will analyze how men who buy sex interact with one another on two different Internet communities: ?Sekreterarakademin? and ?Flashback?. This analysis is carried out in an attempt to challenge the conventional image of the man who pays for sex.The aim is to examine the role of Internet forums for men who buy sexual services related to cross-border, both in terms of standard borders, gender boundaries, boundaries of sexuality and masculinity. I will also attempt to investigate what opportunities that are available to overrun different borders and how these opportunities affect the conditions of the various Players. I will evaluate theories such as homosocialtet, hegemonic masculinity and normalization used by KAST (Köpare Av Sexuella Tjänster, the Swedish public support for clients of sexual services) and which are partially consolidated in studies published by KAST concerning issues related to internet based prostitution..

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