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222 Uppsatser om Players - Sida 8 av 15
Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle
In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore Players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..
Kommunikationsstrategi för Renbruksplan : är det en fungerande modell för samebyarna vid samråd?
The reindeer planning system (Renbruksplanen, RBP) is a communication and planning tool designed for Sami groups. A key purpose of this is that it will act as a tool in consultation with other market Players, including forestry. Sami groups have asked for a model of how this can be used in a flexible manner. With the Swedish Forest Agency as a project manager, a communication model for how to use the RBP has been designed. It consists of a number of points divided into ?before?, ?during? and ?after? the consultation.
Hur ser män på kvinnliga karaktärer i dataspel? : En kvalitativ intervjuundersökning
My choice of topic for this essay is the habits of television and computer gaming among young men; mostly their opinion of male and female objectives. My vision of this, being a woman, I often think of the possibilities men have of choosing games where the female characters, in my opinion, often are exposed in a degrading way. To my help I have earlier works on the topic by media scientist Mary Flanagan as the leading authority. She writes much of the character of Lara Croft, and the way she could be an icon for the computer gaming girls of today, despite she is having a stereotypical body shape. I even want to briefly share my thoughts of the always imminent discussion about media panicking; and whether gaming giving the Players positive or negative influences.
Pedagogers arbetsmetoder kring elever med dyslexi : en kvalitativ studie av pedagogers syn på hur man arbetar med elever med dyslexi
Dyslexia is a disability faced by an extensive amount of students in the current educational system. No medical alternatives have been found to improve the cognitive processing challenges presented with dyslexia. Therefore today?s educators are required to make instructional adjustments in their schooling, to ensure dyslexic students an academic future. The purpose of this qualitative study was, firstly, to discover how teachers work with dyslexic students, and secondly, to find out which practices are being used in this field.
En stad, ett lag och en fotbollsmatch : En etnografisk studie av Kalmar FF:s lag för ungdomar med funktionsnedsättning
As a soccer coach for youths with disabilities and as active soccer Players, our thoughts regarding the basic principles of sports where awakened and how it corresponds with the possibilities of disabled youths participating in club organized sports. From that thought came the idea that, with our team as the point of original we should contribute with increased knowledge regarding the experiences of disabled youths doing sports. Using ethnography and co-operative observations we have researched both including and excluding factors that contribute to the possibilities of disabled youths opportunity to do sports. We have been able to distinguish that the youths in question feel that sports can be identity-building as well as give a sense of community. The study shows that the basic principles of sports does not correspond with reality because the lack of availability is the determinant factor. .
Den lilla kommunen : En fallstudie av Torsås kommuns arbetsmarknadspolitik
The essay's purpose is to find out why municipalities engaged in local labor market policies and the study focused on a smaller survey unit. In the paper an analysis is made of the Torsås municipality's labor market policy. The work also intends to structure the political organization and their cooperation with other Players. The survey methods used were interviews and a case study. The essay results are based on two interviews.
Aftonbladets/Sportbladets bevakning av det svenska herrlandslaget i fotboll : En jämförelse av EM 1992, EM 2004 och EM 2008
The aim of this master´s thesis is to investigate how Aftonbladet/Sportbladet is describing the Swedish national men team in football during the European Championship years 1992, 2004 and 2008. Reading over 200 articles gave me an excellent overview of the differences and similarities between the three chosen periods. The theoretical framework has three key terms which circulates around the paper. The terms are discourse, stereotype and national identity. Several results are presented and discussed; some are included in this abstract.
Valet av Renegade och Paragon i Mass Effect : Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse
The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the Players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.
Valet av Renegade och Paragon i Mass Effect - Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse
The purpose of the study was to examine possible aspects concerning the choice
to play as good or evil with a focus on the Players´ subjective experience. A
form was constructed and the material was interpreted according to
Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II
were used as an example of the choice to play as good or evil since the choice
between Renegade (evil) and Paragon (good) is present. The sample consisted of
individuals who had played Mass Effect I and/or Mass Effect II and were over 18
years old. The end result concerning who played a Renegade or a Paragon came to
be very uneven (15 out of 16 participants played a Paragon) which means that
the result mostly relates to possible aspects concerning the choice to play a
Paragon.
Alternate Reality Games : Framtidens Marknadsföringsform
An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The Players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.
The Digital Content Era
In order to become even more competitive, a partnering with other niche Players is essential in achieving a competitive advantage and it enables opportunities for reintermediation. From an intermediate perspective, there are great possibilities for those who become content coordinators to enter the market. By becoming a bundler of services and products, the content coordinators will become the actors that will capture the most profit in the value web. The value creating drivers that have been identified in the business landscape of intermediates concern owning the content or owning the customer relationship. We find the possibilities of an intermediate actor, such as a content coordinator to achieve competitive advantage through strategic fit is subject to the context and the ability of creating more innovative and co-creative distribution systems.
Bolibompa-draken behöver inte springa hem längre : En studie i hur anställda på Barnkanalen upplever anpassningen till det nya medielandskapet
Today?s media consumption and viewing behavior has led to an expansion in the marketand resulted in a media convergence. The competition gets fiercer with each player andthe outcome for the linear TV channels has to be to change in some way. This is aqualitative interview study with producers at Sweden?s leading children channel?Barnkanalen?, how they experience the adoption to this new media landscape.
Värdeskapande och värdefångade i mobila applikationer
Development of services that?s provided through mobile application technology in today's modern IT society has become a full-fledged market where numerous Players trying to make themselves heard in everything from innovative new services to the further development of existing services. In these services actors wants to find new areas of use by taking advantage of the mobile technology.We have investigated how value is created and how the value is captured in the services provided through mobile applications. Through this, we wanted to identify the critical success factors in how a newly developed service should be designed to create value. This has been done through a thorough literature review, together with an indepth evaluation of existing applications.
Kulturproduktion och makt : En intersektionell analys av candombespelande kvinnor i Uruguay
This is a study of the way power relationships change when women start to play candombe in Montevideo, Uruguay. Candombe is a type of music, which is traditionally played by men within the black minority in the country. This study has been done with an intersectional point of view, taking the social categories gender, class and ethnicity in account. The method used was participatory observation in a field study made in Montevideo between November 2008 and February 2009.This study?s main conclusions are that the power relationships change with the participation of women in candombe in several important ways: The women legitimize an alternative way to be a woman when they take the men?s role as a drum player.
Spinn i det nya medielandskapet : Nya medieaktörers inflytande på den traditionella journalistiken
Aim With this study we want to highlight and analyze the media spin of the PR campaign Miss Skinny by clarifying; a diffusion pattern which covers posts published by bloggers and journalists; a framing pattern from the first audited post to the last; how journalists are influenced by user generated content, and what consequences this may have for the news coverage.Method We have conducted a studied of news posts and blog posts about the Swedish PR campaign Miss Skinny through content analysis, diffusion analysis and mapped direct links between blog posts and news posts.Main result We found that a surprisingly large amount of news postings contained direct links to previous blog posts and that the former media serial no longer can be applied on today's modern media where journalists and other Players come together on the converged media arena. .