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8086 Uppsatser om Public Good Game - Sida 6 av 540

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

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.

"Förtroende till det läsande folket!" : Folkbiblioteket och folkbildningen under sekelskiftet 1900

The purpous of this master?s thesis is to explore how the swedish public library evolved between 1890-1911, before the state implemented the library reform in 1912. The material used to cunduct the study concists mainly of texts published during the time frame of the thesis in the form of books, booklets and articles from Folkbiblioteksbladet, a journal dedicated to the subject of the swedish public library.Drawing upon Habermas theory of the structural transformation of the public sphere and Bourdieus theories about taste as social distinction and symbolic capital, the thesis seeks to show how the public participated in the evolvement of the public library and which aspects of society that contributed to the public library?s establishment as an institution. The findings are also discussed in relation to previous research of the history of the Swedish public library.

Ensam är aldrig stark : En kvalitativ studie om samverkan under arbetet med Lokala välfärdsbokslut

Welfare is every person's right. To create conditions for a good welfare it requires coordinated strategic interventions at national and local level. Efforts must be politically supported to be able to strengthen public health. Local welfare management is a measure used to control and monitor public health. The purpose of this study was to investigate local actors perceptions of collaboration in strategic public health efforts with local welfare management in a municipality in central Sweden.

Arbetsmiljö och säkerhet på arbetsplatsen

The purpose of this study was to describe and analyze youth community service in the Kalmar municipality. Our focus was on juvenile offenders and predecessor of public authorities. The juvenile offenders in our study have completed youth community service. A qualitative study was undertaken which include seven interviews. Our empirical data were compared and analyzed with previous research data.

Undersökning om spelares uppfattning om latency i realtidsstrategispel

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.

Karaktärsskapandets potential och begränsningar

This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation.

Revisorers skadeståndsansvar : En studie av vad som krävs för att revisorn ska bli skadeståndsskyldig

The purpose of this study was to describe and analyze youth community service in the Kalmar municipality. Our focus was on juvenile offenders and predecessor of public authorities. The juvenile offenders in our study have completed youth community service. A qualitative study was undertaken which include seven interviews. Our empirical data were compared and analyzed with previous research data.

Den deliberativa mötesplatsens vara eller icke vara - En studie om Forumteaterns inverkan på det medborgligt goda samtalet

The theory of deliberative democracy believes in collective decision-making to achieve an expanded legitimacy and rationality in the political process. It is argued that those good public dialogues best take places in public spheres between citizens, where the common interest is carefully thought about. This thesis was done with the assumption that theatre can strengthen the idea of the public sphere and create a meeting place in the civil society, where a good public dialogue can appear. To create a good public dialogue you need citizens that are corresponding and participatory. Citizens who participate in the political process develop an increased knowledge about the society and the more knowledge about the society the larger reason to participate.

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..

Heuristiker för digitala spel : En studie om Game Approachability Principles

Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.

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.

Skattefrågor, opinionsmätningar och militärskämt : Hur Aftonbladet och Svenska Dagbladet gestaltade den amerikanska valrörelsen 2012

During a political election the public?s interest in politics and political journalism increases significantly. During the American presidential election in 2012 a big amount of articles on that topic were published in two of Sweden?s largest newspaper, Svenska Dagbladet and Aftonbladet. Political journalism tends to frame politics as sports, game and scandals rather than focusing on the political issues.

I ett förhållande med Ving : En studie i relationsbyggande interaktion på Facebook

Purpose: Social media is a global phenomenon that has developed from an opportunity of contact between people, into a platform for contact between organizations and people. This essay aims to investigate the public relation strategies of one organization on a popular social network.The main question that this study aims to answer is how the travel agency Ving chooses to create and preserve relationships to the public on Facebook in order to maintain a good reputation. Asub-question explores whether any patterns exist in Ving?s approach of interaction with its stakeholders.Method/Material: This study consists of a quantitative content analysis in which the interaction between the organization and the audience has been studied. Posts published by the public as well as replications from Ving have been categorized and then analyzed using two analytical models.

Heat Maps : En metod för att uvärdera banor

Denna rapport har undersökt om game metrics genom heat maps kan användas för att hitta en choke point i en bana gjord till spelet Team Fortress 2. Game metrics och kvantitativa  metoder  erbjuder  ett  objektivt  och  nästan  automatiserat  alternativ  till kvalitativa metoder när det kommer till balansering. En bana har konstruerats med en choke point och har speltestats för att generera en heat map. För att undersöka om det går att hitta en choke point med hjälp av en heat map så har en enkät gjorts där respondenter   bads   hitta   choke   pointen   med   hjälp   av   den   heat   mapen   som genererades från speltestningen av banan. Alla respondenter lyckades hitta mitten av choke  pointen  med  hjälp  av  heat  mapen.  I  framtiden  skulle  arbetet  kunna  utökas genom  att  undersöka  om  användandet  av  bottar  eventuellt  skulle  helt  kunna automatisera  balanseringsprocessen.  Det  skulle  också  gå  att  undersöka  hur  olika klasser rör sig i en bana..

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