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13402 Uppsatser om Social network games - Sida 2 av 894

Simulation av Xbox Live Indie Games gränssnittet

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

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.

Dataspel, en naturlig del av folkbibliotek? ? En fallstudie på Helsingborgs stadsbibliotek

This paper aims to investigate how Helsingborg?s city library?s visi-tors feel about computer games being available for lending and in which way computer gamers see Helsingborg?s city library as a resource. This was examined first with a study of 100 of the library?s visitors and then with five interviews with computer gamers and an interview with the librarian responsible for purchasing games.The study showed that most visitors were neutral to having games at the library and of the ones that were not neutral many more were positive than negative. Of the five gamers who were inter-viewed, there were several who had borrowed games in the past.

Familjen är den enda vägen tillbaka hem. : En kvalitativ studie om personalens syn på familjens delaktighet i behandling av ungdomar.

ÖREBRO UNIVERSITYDepartment of Behavioural, Social and Legal SciencesProgram of social workSocial Work CC-essay in Social Work, 15 creditsAutumn term 2013The family is the only way back home? A qualitative study on staff?s view on family involvement in the treatment of adolescentsAuthors: Cakici, Nahrin and Claesson, SandraAbstractThe aim of this study is to investigate how the staff at residential treatment centers works to involve the family and the social network in youth?s treatment and how they experience that the involvement affects the young person. The aim is also to study the difficulties the staff experience in their work to involve the family and the social network. In this study, staff from two residential treatment centers in Sweden participated. The study is conducted based in on qualitative method in which four semi-structured telephone interviews and one group interview have been conducted.

"TV-spel är inga konstigheter!": En enkätundersökning om tv-spel på folkbiblioteken

The aim of this bachelor thesis is to investigate the lending of video games at the public libraries in Sweden. The thesis focused around a web survey, which was sent out to all public library directors, as its research material. The results were compared with those found in a master thesis by Olle Berg and Thomas Nyström from 2008. This was done to gain a better understanding of why the libraries provided video games. The other results of the survey were analyzed with a quantitative method.The results indicate that half of the responding libraries provide video games for borrowing.

"...i en macho-stämpel så ingår det väl inte att plugga.." : En studie om betydelsen av genus och klass i en arbetsökningsprocess

The aim of this thesis is to study a job-searching process and elements that affects it. The elements I have focused on are gender, class and social network. The study is based on interviews and a survey study with students from the educational program of Social work (Socialomsorgsutbildningen), that graduated 3 years ago. Through the survey I have examined their social-background and their job-searching process. The interviews are the main focus in the study.

OS i mänskliga rättigheter Sommarolympiaden i Peking 2008

The eighth of august the Olympic games in Beijing started. The chinese regime promised to improve the human rights situation in the country if awarded the Olympic games 2008. The decision to place the games in Beijing arouse severe critique and many questioned how the International Olympic Committe could place the games in a country that so obviously violate basic human rights.The main purpose of this essay has been to analyse what consequences the Olympic Games has given the human rights situation in China. In order to accomplish this I have studied some specific human rights, which I consider to be directly linked to the games. I found that the situation for these human rights has infact worsened since 2001 when China was awarded the games.

Hela min själ är fylld utav sår : En studie utifrån kvinnors egna upplevelser av att leva med självskadebeteende

This study intends to illuminate women?s experiences of their own self-harm. Self-harm is mostly associated with women and research shows that women mostly are over-represented. This study describes women?s experiences about their self-harm but also how they perceive the elements around them during their illness.

"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..

Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.

In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.

En kvalitativ studie om före detta kriminellas upplevelser av stöd och hjälp.

The aim of this study was to examine former criminals? experiences of help and support of importance to leave a criminal life style. The study consists of six interviews with former criminals and earlier studies on the subject. These studies show that relapse in crime are most common among those who are socially excluded from society. They also show that important factors to end a life in criminality are for example a supportive social network.

?Man bara är en vanlig människa tillsammans med andravanliga människor, och det är väldigt skönt.? : Erfarenheter av det informella sociala nätverket hos personer med en psykosdiagnos

Purpose:mental illness and the effect it has on individuals social network and relationships, and vice versa.The purpose of this study is to shed light on the rarely mentioned subject of severe Method:analysis was performed on a total of 15 interviews, which consists of three individuals with severe mental illness. The focus of the study was the subjects? description of the social network, excluding clinicians and other professionals.This study is inspired and conducted in a Grounded Theory manner. A secondaryFindings:may it be with specific individuals or groups. They describe the importance of surrounding themselves with people who do not judge them and it is through them they get validated.Places have been emphasised as having special meaning for the social interaction and overall wellbeing for the subjects.There is active actions for social interactions/relationships taken by the subjects,Conclusion:their social network.

Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns

For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.

Våld- och kvinnoskildringar i TV-spel

ABSTRACTTitle: Violence and women representation in video games (Vålds? och kvinnoskildringar i TV?spel)Number of pages: 42Author: Karolin BodlingTutor: Göran SvenssonCourse: Media and Communication Studies DPeriod: Autumn 2005University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose/Aim: The aim is to investigate how violence and women are presented in video games and in game reviews.Material/Method: The study includes theories that consider violence and gender in media and video games. The material of the essay exists of two games and five reviews. The method that is being used is a content analysis. The games that are being analysed are Jade Empire and Grand Theft Auto ? San Andreas.Main results: The video games are often connected to brutal violence but the analysis of the game Jade Empire shows that it is possible to hve control of the violence in the games and that the player has a possibility to choose the outcome of violence.

Stopp! Jag har ett förslag! : - en undersökning av Forumspelets demokratiska potential -

AbstractPurpose/Aim: The aim of this essay is to examine the democratic potential of Forum Games.The main focus of the essay is if working with forum games can help the participators to better communicate their thoughts and ideas and through this take better part in a democratic society.Material/Method: The material to the study has been gathered through three interviews with persons using forum games in their work and one enquiry with 21 students in Teacher education at Uppsala University, who had recently tried the method for the first time.Main results: The conclusion of the study is that forum game has a democratic potential. Ability to communicate is important for a democratic society and participating in forum games can improve the participators communication abilities. Furthermore forum games seem to have other positive effects on a democratic society, apart from helping the participators to improve their communication skills.Keywords: Forum Games, Forum Theatre, Communication, Democracy, Drama.

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