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486 Uppsatser om The Hunger Games - Sida 4 av 33

Handikappad eller frisk? : - två tidskrifters perspektiv på idrott

AbstractPurpose/Aim: The aim is to investigate if there are any differences in the reporting from the Olympic games and the Paralympic games, according to different periodicals or magazines, with focus on Paralymics and sports for handicapped. If so, what are those differences?Material/Method: The material consists of two periodicals, or magazines; Svensk idrott which is the official paper for the swedish Riksidrottsförbundet, and Handikappidrott, which is the official paper for the swedish Handikappidrottsförbundet. Articles considering the summer games in 1972 and 1976, 1984, 1996 and 2000 was studied with regard to models developed by Algirdas J. Greimas.

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.

"Lets Play!" : En studie av kunskapsöverföring mellan digitala spel och musikinstrument.

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Motivation for eating roughage in sows : as an indiction of hunger

Today?s feeding methods can determine the domestic pig?s abilities to fulfill basic behavioral needs, such as foraging, and the way in which pigs are feed is an important aspect. Feed does not only provide the energy and nutrients critical for survival, but feeding is also associated with a number of other factors contributing to well-being and reproduction. Today the feed for gestated sows is often composed by high energy and low dietary fiber grain products such as wheat. Three kg of this kind of feed can often be consumed by the sow within 20 minutes.

Hej, kom spela med oss! (Hi, come play with us!)

People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games. How do we create a tool that further builds upon those strengths? The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.

Den lokala påverkan av ett mega event : London 2012 med vision London 2040

The topic of this essay is the expected effects that can come during and after a mega event and how the local impact may affect the local community and the citizen. This essay concerns a forthcoming mega event, the Olympic Games that will be held in London 2012. The area that the Olympics will be held in is Stratford that is located about twenty minutes from the central of London by the underground. The Olympic Games is one of the largest mega events with its millions of visitors. The purpose of this essay is to study what is expected after the mega event has taken place in London.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

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.

Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.

The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.

Hunger indikerar inte akut energistatus hos friska människor : En måltidsintervention

BakgrundEn mer stillasittande livsstil med ett högre kaloriintag ökar riskerna för övervikt och andra metabola sjukdomar. För att förebygga och behandla dessa sjukdomar behöver vi bland annat förstå hur hungerkänslor regleras hos människan. Hur stor inverkan blodglukosnivåer har på hungerregleringen är dock omdiskuterat.SyfteSyftet med denna studie var att undersöka hur hungerkänslor och blodglukosnivåer förändras efter en måltid, jämfört med fasta. Kan den upplevda hungern påverkas genom periodisk fas-ta? Hur påverkar en invand måltidsrytm hungern? Hur påverkas hunger och blodglukos i för-väntan på en måltid?MetodTolv friska testpersoner (7 män, 5 kvinnor) där sju stycken var vana vid periodisk fasta och fem inte var det, randomiserades in i två grupper där ena gruppen (Pi) fick äta en 600 kcal pizza medan den andra gruppen fick fasta (F).

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.

Kan havregrynsgr?t till frukost p?verka aptiten hos vuxna? En systematisk litteratur?versikt

Syfte: Syftet med den h?r systematiska litteratur?versikten ?r att unders?ka det befintliga vetenskapliga underlaget g?llande om havregrynsgr?t till frukost p?verkar aptiten inf?r n?stkommande m?ltid hos vuxna. Metod: I den h?r systematiska litteratur?versikten har en litteraturs?kning genomf?rts i tv? olika databaser, Scopus och PubMed. Datum f?r litteraturs?kningen var 2023-01-25. PICOTSS formulerades f?r att systematiskt inkludera relevanta artiklar.

Kvinnor med bröstcancer : deras upplevelser och behov av information och stöd - en litteraturstudie

SAMMANFATTNINGSyfte Att studera om det förelåg skillnader i hunger, sug, motivation, koncentration samt törst beroende på andelen protein i kosten vid negativ energibalans. Metod Som en del av en större interventionsstudie användes enkäter i form av självskattningskalor för att studera de olika faktorerna (hunger, sug, motivation, koncentration och törst) vid normalt respektive lågt proteinintag vid negativ energibalans. Den större studien innefattade bl a moment så som fysiska arbetsprov, biokemiska tester, direkt ?och indirekt respiratorisk kalorimetri. Resultat Studien visar att ett proteinintag på 2,5 gram per kilo kroppsvikt varken ger minskad hunger eller minskat sug jämfört med vid ett proteinintag på 1.0 gram per kilo kroppsvikt.

Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten

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.

Spela dataspel på biblioteket? ? En argumentationsanalys av bibliotekariers blogginlägg om dataspel i biblioteksverksamhet

This paper discusses how ten blogs written by librarians talk about using games in the library. What do they talk about and what are their arguments for using games as a learning tool, and what does this say about their views on the library?s role in society?It is examined by using argumentation analysis together with a model for identifying different roles within the library on the blog themselves. By identifying the most important arguments used and placing them within the model, the paper aims to see how the bloggers view the library as a whole and as a part of society.It showed that the reasoning among the librarians varies, but most emphasis was on seeing the library as a meeting space together as an inspirational space, and the use of games can greatly help with that. Especially when viewing the library as a meeting space with room for everyone regardless of their interests..

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