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9590 Uppsatser om Swedish Game Awards - Sida 3 av 640

Utveckling i Java av ett pedagogiskt spel i kvantfysik

The game QuantoJump is developed in the programming language Java to be an educational game in quantum physics. By illustrating quantum mechanical laws of electron transitions with shapes and colours, QuantoJump hopes to spark interest and create a more intuitive understanding of quantum physics. The result is a game where the player plays as an electron in the outermost shell of an atom, with the goal of getting to the innermost shell. This while not making forbidden jumps by following the laws of electron transitions dictated by quantum physics. The programming of the game was done in the integrated develpoment environment Eclipse.

Spelkomponenter i World of Warcraft : En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft

We have chosen to focus this paper on the importance of game-components in the MMORPG-game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this game. But this is a big area and it has therefore been difficult to find a way to satisfy and make those who have answered on our survey to feel that the game-component they enjoy most has been a part of our questions.To solve this problem we did a survey that included 200 persons and two interviews. When both the survey and the interviews had been completed, the result was being compared against each other and together to see if there was any difference between them or if they had any similarity to the attraction and motivation.

Assassin?s Creed 2 : - En analys av spelets historiebruk och dess skapande av historiemedvetande

This essay analyses the use of history in the video game Assassin's Creed 2. How have the developers used history in their game? The paper also analyses how the game can stimulate, arouse and mobilize the historical consciousness of the player. The essay presents a theoretical analysis of the uses of history and historical consciousness. This analysis is then linked with the results.

TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv

This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity.

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.

Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel

This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..

Interaktiv vittneskonfrontation : Utvecklandet av ett Directorspel för Internet

This final-year project has been performed at Strix production Efterlyst. The task has been to make a page under their homepage, with a game application that?s supposed to be interesting and also have a strong connection to the TV- program. In the first part of the report, the reader will learn about the preparing work that was done before the work with the final game began. It is in these two test versions all the technical problems were tested, to finally be used or thrown away.

Spelet om spelandet : En medieetnografisk studie av barns dataspelande på en fritidsklubb

AbstractTitle: The game of playing: A media ethnographic study of children playing videogames on a Swedish after school recreation centre. Spelet om spelandet: En medieetnografisk studie av barns dataspelande på en fritidsklubb.Number of pages: 46Author: Peter BrandbergTutor: Amelie HössjerPeriod: Spring term 2008Course: Media and Communication studies DUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim with this study is to describe how children play video games in an everyday context. In this study this context consists of a Swedish after school recreation centre. By combining three different aspects on the activity this study tries to understand how both the video game and the social and cultural context in which the activity takes place in influences it. This by taking one analyse of the specific game that the children played at the time of the study and how the overall environment is structured into account.

Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats

Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Designa Koncept för Spelvärlden

The process of producing a video game is one that goes through a number of phasesduring the span of the entire production. One of these phases is the concept design phase,which is part of the pre-production. This phase is an important aspect of the productionas it is where all the different parts and ideas concerning the game are brought togetherto define what the game is going to be. Though a clearly important part of the videogame production surprisingly little research have been done on the subject of conceptdesign. This thesis presents what place concept design has in the overall game productionand how the design process is handled.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing..

Ekonomiska konsekvenser för skogsbruket vid avsättning av mark för viltvårds- och jaktändamål : en fallstudie på Svenska Jägareförbundets fastighet Öster Malma

The value of game for hunting from a social economic viewpoint is an interesting topic that is currently being investigated in a Swedish research program. The amount of damages that the game stocks cause to the forestry is, and has been in focus for a longer period of time. Something that I saw as missing was an investigation of how much an active game keeping measure might cost in lost incomes for forestry in terms of reduced acreage for forest production. This question was the foundation for this investigation, which purpose is to give interested persons with decent knowledge of forestry an example of how cost estimation for forestry resembling the example that is studied can look like. The measures that has been taken is a felling of forest in different ages on both sides of a forest dirt road to create increased asset of forage for the game, and at the same time give hunters that have their post along the dirt road a better chance of seeing passing animals early and increasing the possibility to shoot good shots. The area, which is a part of The Swedish Association for Hunting and Wildlife Management estate Öster Malma, is also used as an example for guests who wish to learn more about managing ungulates. These guests have now got the opportunity to get information on how big the costs are for the measures that have been taken. The main conclusions of this work is that changed timber prices and foremost a change of interest rate makes big differences on the result of the calculations.

Spelreferenser i akademiska publikationer. En kartläggning av referenspraktiker inom spelvetenskap.

This is an empirical study mapping out different citation practices to games in the fieldof game studies. From an analysis of 7 journals, 3 conferences and 22 canonical bookswithin game studies, 5 different strategies for game referencing have been identified.Games scholars can either totally refrain from referring to the games they discuss, onlyreference some specific games, cite them as something special and deviant from othersources, refer to them in accordance with other sources or refer to games with regard totheir unique properties as a reference. For the reference librarian working with issuesrelating to game studies the diverse reference practices among game scholars pose aspecific challenge. A challenge that partly can be overcome by knowing how gamescholars frame games and how these frameworks are in conflict with the ways librariansframe and classify sources due their physical properties..

GAME OVER

En studie av svensk e-sportjournalistik. Undersökning av DN, GP, AB. Vi har genomfört en kvalitativ studie av Dagens Nyheter, Göteborgs-Posten och Aftonbladet. Genom att använda oss av Mediearkivet och dess sökfunktion plockade vi fram de artiklar som behandlade e-sport och dataspel..

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