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3738 Uppsatser om Role-playing games - Sida 15 av 250

Fritidspedagogens ansvar inför den fria leken

As a leisure time pedagogue I find it hard to have an insight into what children are playing, and how they play when it comes to free play. My experience is that in some free play, conflicts arise, which reveal hierarchies and power structures containing violations, whereas other occasions of free play suddenly come to an end as the pedagogue interferes. In this essay I investigate my responsibility as a leisure time pedagogue during children´s free play, based on two differing play situations. I also investigate the play as a phenomenon by looking into previous research on children?s play and development psychology.

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

I jakten på flow : Gameplay Progression i Pervasive Games

Hur kan svårighetsprogression användas i skapandet av Puzzlehunts med syfte att uppnå en ökad upplevd känsla av flow hos spelaren? Denna frågeställning behandlas i uppsatsen och problemet som måste lösas är hur man kan bygga upp en ackumulerad kunskap om något vars syfte är att hela tiden tvinga dig att hitta nya lösningar på problem. I mer traditionella spel kan upprepning lära spelaren hur spelmekaniken fungerar. I puzzlehunts kan upprepning av spelmekanik inte användas eftersom målet för varje pussel är att hitta mekaniken som löser problemet. Uppsatsen visar att man genom inlärning av hur man skall tänka för att hitta lösningarna till pusslen kan bygga upp en ackumulerad kunskap hos spelaren och därmed även ha en svårighetsprogression och öka upplevd nivå av flow hos spelaren..

They shoot each other? : Våldet i en adaptationsstudie av Hungerspelen och Battle Royale

This thesis presents a qualitative, comparative study of the violence in the adaptations of Hunger Games (Tony Ross, 2012) and Battle Royale (Kinji Fukusaku, 2000). By analyzing the function of violence in a single scene in each of the movies, and comparing it to the literary original, the study aims to explore if there are any differences in the representation of the violence in the two media. The study also briefly discusses whether the violence has any function in bringing the story forward in both the literary sources and in the films and what the motivation for the violence is. "The study also includes a brief analysis of the narratives in relation to the monomyth established by Jospeh Campbell. Specifically, I discuss the similarities between Hunger Games and Battle Royale, which are two stories that have been created in two different cultural traditions, and whether or not we can say that the stories derive from this monomyth." The result concludes that the monomyth can be found in both stories, but that the scenes which is analyzed has to be put into the context and furhter story of the film to be of any relvance to the theory.

Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress

Computer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at computer- and videogames.The purpose of this essay is to look at how the portrayal of computer- and videogames has changed in Swedish Newspapers during the period 1994-2014. How the player is being portrayed is also relevant. The method was the discourse analysis founded by Laclau andMouffe and the material was chosen from the two biggest newspapers in Sweden, Dagens Nyheter and Aftonbladet. Theories that were used in the analysis were mainly framing, cultural studies, moral panics and theories based on gender.The result shows that there has been different kinds of portrayals of computer- and videogames from the beginning, though it was mostly negative in 1994 and 2004.

Att vara anhörig eller anhörigvårdare

The purpose of this essay is to describe and analyze experiences of how the daily rounds and a persons role is changing when you go from being a family member to being a family member as well as being a kinship carer.Essential questions at issue was:- Which feelings are associated to the roll as kinship carer?- What are the motivations for the relative/family member to become a kinship carer?- What is the change of the role like before and after the disease.Six persons have been interviewed on the subject and symbolic interactionism and role theory has been our theoretical perspective. The essay has been related to the ideas of Meads on social interaction and to Goffmans theatre theorem.The result of the essay showed that feelings and motivations as regards to the daily rounds and the role of the kinship carer were individual, where similarities and differences occurred. When ones partner, parent or child got a disease/functional disability it generated in some changes regarding their daily rounds and it led to altering of roles. To assume a role was a natural result and often happened when a relative/family member got a disease or an injury..

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.

Skolmognad utifrån förskollärares perspektiv

Preschool belongs to Lpo-94. School readiness can interprets in different kind of aspects, then you can not found any goals to reach in Lpo- 94 for the pre-school, which preschool teachers can relay to. There are comprehensive goals for the nine-year school in Lpo- 94, about which knowledge the student should have for the fifth grade. Purpose of the studie is to examine preschool teachers understanding of the phenomenon school readiness. Qualitative interviews by preschool teachers in south and middle of Sweden has been carried out and a hermeneutic analyse has been used for a deeper understanding of pre-school teachers interprets of school readiness.

Vem säger ni att jag är? : Kristologiska titlar i de synoptiska evangelierna

Prisons are for many an unknown world, and few know about the prison culture which includes unwritten rules, power structures, interactions and relationships between inmates and correctional employees.While many think that Swedish prisons are too comfortable,inmates are facing extreme stress due to surveillance and detention, by depriving inmates their possibility to shape their own lives. When the inmates is deprived of control over their own life?s the penal system have great power to shape and to influence the inmates.The purpose of this paper is to investigate prisoners' experiences of treatment and exercise of power in prisons. Starting point is to examine what are the kinds of relationships between prison officers and inmates from a power perspective, if there is any difference between the closed and open prisons and how the inmates affected by the structures that exist.Based on my overall purpose, and with my informant´s stories which revealed a number of similar points, four main headings were developed; Mass media and society´s view, and unknown world, interaction between inmates and prison officers and consequences.Prison officers with the role as a contact persons as well and other staff which work close to the inmates play a significant role by supporting through motivational interviewing and can help the inmates to gain insight about their life situation and actions. My informant?s underlined that a good contact person can either help or discourage.Inmates who contributed with their experiences express that there is a big difference between open-and closed prisons.

Djurplågeri enligt BrB 16:13 med fokus på djurs lidande

Interaction is an important part of children?s development. The school is a main arena in which children learn to interact, mainly through their playing. This study aims at investigating the role of interaction in a leisure school didactic setting. The aim of the study is to gain a better understanding for how the pupils develop though use of social interaction.

Posthumanism i förhållande till digitala spel

Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.

Jag kanske är lite nörd... : En uppsats om genus, spel och identitet

Denna uppsats har som syfte att, genom kvalitativa intervjuer, belysa fem kvinnors intresse för spel (dator- och tv-spel) och hur dessa kvinnor i sin tur talar om spel som en del av sin identitet. Frågorna som ställs till empirin handlar om vilka erfarenheter informanterna har av spel som intresse och vilka slutsatser om deras spelande man kan dra av detta. Vidare får vi en inblick i hur det normala ser ut inom spelvärlden, utifrån informanternas berättelser. Sist men inte minst så ställs frågan vad föreställningarna om det normala inom spelvärlden får för konsekvenser för informanternas identitet, och därmed vad detta leder till gällande de möjligheter och begränsningar som dessa kvinnor ställs inför, i relation till sitt intresse och den värld som omger det. Uppsatsen visar på att det inte bara finns en norm för hur en kvinna ska vara som Gamer utan det finns också en normativ femininitet som man bör förhålla sig till.

Pekplattan leksak eller didaktiskt verktyg?

The information technique is developing at a fast pace and almost all new technique is being welcomed with opened arms. The newest on the market is the tablet device, it´s a device used for surfing the web, sending email, watching movies and playing games. It is now also being used in some schools for educational purposes. My research goal has been to find out how the teachers feel about using the tablet device for educational purposes. I have conducted interviews to find the answers to my questions.

REX DVD : Om framställningar av kung David spelande på stränginstrument i bilder från tidigmedeltida manuskript

The purpose of this work was to investigate the early medieval view of the Bilical king David through the analysis of ten illuminations found in early medieval manuscripts in which he is depicted playing string instruments. First, a description of medieval manuscripts and king David and string instruments was presented, second, an analysis and a discussion of images as source material and an interpretation of the mythic and symbolic significance that is based on ideas presented by Paul Ricoeurs and Roland Barthes of the ten illuminations followed. The results showed that king David often was portrayed as a musical king, a dancer and a prophet that incarnated wisdom and justice; that king David served as a role-model for the Western regents, and that he was portrayed in an idealised and estethically appealing manner..

Med Varumärket som konkurrensmedel i Kina : En studie om svenska företags varumärke på den kinesiska konsumentmarknaden

This paper examines the function of narrative discourse in television talk shows. Basing our analysis on five episodes of the Swedish talk show Skavlan, we illustrate how narratives are initiated and elaborated by the participants of the show. The analysis shows that the institutional roles are challanged and that the roles vary between the host ant the guests. The analysis also shows that when guests introduce and elaborate stories they use the same discursive actions and resources as the host. When participants enter an actvie role in their storytelling the hos takes a more restrained role in which he lets the the conversation evolve spontaneously.

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