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3738 Uppsatser om Role-playing games - Sida 14 av 250

Ecklesiologi och arbetsmiljö

Abstract: When playing in teams, communication is important, not just communication with words but also non-verbal communication such as gestures and body languish. The purpose with this study is to see how there is a co-op among communicating players , between leaders and players and to examine what meaning communication and culture got  in a youth team. The ambition with this study was to increase our knowledge about communication and communicationculture in the youth floorball team. This study is qualitative and was inspired by an ethnographical method so we got the information from observations of a youth floorball team, totally we made four observations. The result were analyzed and categorized from our observation papers.

Möjligheternas skolgård : om att skapa förutsättningar för en välanvänd utemiljö. Exempel från Luleå.

Children's need of a good environment of playing outdoor at schoolyards is, both from a perspective of commonly public's health and from the children themselves, indisputable. Children who have a good and varying playground develop physically, psychologically and socially. As an instrument of pedagogic a playground also is valuable for example in teaching the round, periodical successions and understanding of democratic processes. The conception playground means here in my work the environment outdoor for children at schools up to about twelve years old. What is a good playground then? How is it possible for a landscape architect to contribute improvements? The purpose of my work has been to enlarge my knowledge about playgrounds, understand more of the profession as a landscape architect and apply a perspective of children in the planning. To sum up, the shaping of playgrounds has great importance for the activities of the children and if the teachers make use of it, the teaching. A good playground gives the delight, the excitement and the curiosity free spaces and stimulates new challenges.

I spänningsfältet mellan kontroll och stöd : en kvalitativ studie om hur socialsekreterare kan uppleva sin yrkesroll

This is a qualitative study based on two focus group interviews with a total of six social workers who work with assessing financial aid in two municipalities. The study aims to examine how the social workers experience and handle their ambiguous professional role, on the basis that they are expected to support and control the client. The theoretical framework is the theory about discretion and role theory. The results show that social workers find it difficult to combine these different approaches. Two different groups of strategies that social workers use to manage their professional role have been distinguished, the first is used to combine the different approaches (combination strategies), which are: empathy, to be distinct and to "blame" the organization.

Skolbiblioteket : om skolbibliotek i och utanför Sverige med fokus på Svenska skolan i Berlin

The focus of this thesis is the library at the Swedish school in Berlin, Germany. Being a school in a foreign country, and playing a role also as a public library, the conditions for the library are somewhat unusual. Considering those conditions, how should the library be organised and developed to meet the users' needs in the best way possible? To put the library in Berlin into a greater perspective, the first chapters of the thesis are dedicated to the issue of school libraries in Sweden; their historical development, their importance in the school curriculum and their present situation. Swedish research in the field of school libraries is presented and includes descriptions of theoretical analysing models.

Design av interaktionsmoment för spelarmotivation

The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.

Läsa spel. En analys av Alice-böckernas adaptation till spelformatet

The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.

Trädgårdsmästarens roll i en rehabiliteringsträdgård :

The aim of this essay is to find out how different factors influence the occupational role in a rehabilitation garden. The study is based on two qualitative interviews with and shadowing of the gardeners in the rehabilitation gardens of Alnarp and Gröna Rehab in Gothenburg. The result shows that the main factors that influence the occupational role is the gardener?s background, the garden/place, the participants, the team and the possibilities for development. The occupational role appears to consist of several different roles; the team-worker, the activity and project manager, the source of inspiration, the educationalist, the informer, the therapist and the fellow human being.

Förutsättningarna inom flick/dam ishockeyn i Sverige 2005 : flick/damishockeyn på den manliga arenan.

AimThe purpose with this work is to examen the conditions in Sweden, for beinge a girl and exercise a sport as icehockey. Icehockey seems to be a sport for men and were it still has deep manly traditions and norms.MethodThe method I have used in this work is to do a questionnaire. I decided to send my questionnaire to 20 girl/womens icehockey team in Sweden. Outside from the questionnaire I took parallels from gender research and in sport history, to be able to answer the aim of the study.ResultsThe average age of the girles playing icehockey is 21 years and the everage years of playing icehockey is 7 years. Of 158 girls 149 said that they are not getting any financial suport from there home club.

Kusliga hemligheter : En undersökning av Hyun-Jin Kwaks bildvärld

In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.

En cowboy, en krigshetsare eller en världsledare till president? : Svenska mediers relation till president George W. Bush

In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.

FLYKTEN FR?N VARDAGEN. Om fantasy, eskapism och verklighet

This paper investigates the relations between the fantasy genre and the phenomena of escapism. It also delves into the factors which motivates consumption of various fantasy mediums. This is done through interviews with six different fantasy-consumers, along with two observations; of which one is performed at a science fiction convention and the other at a table-top role playing game. The study resulted in a basic understanding of escapism ? it is not limited to the fantasy genre, and fantasy consumers do not deny that fantasy is a form of escapism.

Tv-spel ? självklart: Hermeneutisk studie om inställningen till tv-spel på fyra svenska folkbibliotek

The purpose of this thesis is to attain a deepened understanding concerning views on videogames at four Swedish public libraries, especially in relation to library practice and how videogames fit within this context. It also aims to provide insight as to why these libraries have included videogames in their collections and what thoughts were behind it. To fulfill this aim we conducted a qualitative hermeneutic study, using interviews as the main source of research material, but also written materials and a lecture on the city library of Malmö and how they work with videogames. The theoretical framework of the study is founded on Dorte Skot-Hansen?s and Douglas Raber?s theories on the values, roles and functions of public libraries.

Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept

In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.

"Andra människors krig" : En analys av rapporteringen kring det första Tjetjenienkriget sett ur tre svenska tidningar

Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

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