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10382 Uppsatser om Two-Level Game Theory - Sida 11 av 693

Kvalitetskontroll och kvalitetsutveckling i Utredningshemmets utrednings- vård- och behandlingsverksamhet : Vad tycker socialtjänst, föräldrar och ungdomar?

Utredningshemmet in Hässleholm, Sweden, is a special residential home for acute management and investigative evaluation of juvenile delinquents.Utredningshemmet has, since 1991, used an investigative model, which is based on systems theory. The investigative work is done in close co-operation with social workers, youths and their parents.This study takes into account the youths, who have had a commissioned placement to carry out an investigation of their needs of care and treatment, 71 juvenile delinquent cases. They are divided into three one year intervals: 17 cases in 1993, 28 cases in 1998 and 26 cases in 2003.The purpose of this evaluation is to illustrate changes in the social workers, parents and youth's level of satisfaction during the development of the special residential home's investigative model.Approximately one to three months after discharges social workers, youths and their parents completed a level of satisfaction questionnaire. The results demonstrate no significant difference in the level of satisfaction between different time periods. There are, however, differences in satisfaction levels between social workers, who have the highest level of satisfaction, parents, who have the next highest level and finally the youths level of satisfaction..

Optimism & Känsla av Sammanhang : En Jämförelse Mellan Tjänstemän och Kollektivanställda

We set out to compare two different categories of workers: the, so called, white- and blue collar workers. The studies aim was to measure if there were any observable differences between the two in means of optimism and sense of coherence. There are two tools created for measuring optimism and sense of coherence, the Life Orientation Test ? Revised (LOT-R) measures an individual?s level of optimism and Aaron Antonovsky devised a test for measuring an individual?s level of sense of coherence (SOC). Optimism is best explained like a way to measure anticipation, how an individual expect future events to fall out.

Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen

The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.

Forage production and summer use by ungulates on game fields and surrounding areas

Ungulates are causing conflicts between stakeholders due to browsing damage on forests and agricultural crops. At the same time there is a big demand of keeping high ungulate densities for sports hunting and recreational purposes. Movement patterns of ungulates are strongly correlated with forage availability. Therefore, measures affecting forage quantity and distribution might be a tool to reduce the economical losses in forestry without decreasing the ungulate densities and thereby decrease the conflict between different interest groups.This study investigated the potential biomass production and utilisation of marrow-stem kale (Brassica oleracea var. medullosa), at game fields in Misterhult, Sweden, as well as browsing effects on adjacent forests.

UNGA MÄN OCH DEMOKRATI : En fallstudie på en högstadieskola av teorin om unga män som demokratisk destabiliseringsfaktor

This case-study examines the correlation between young men and democratic instability in group discussions with two analyzing methods in one. One part of the method used is deliberative democracy which aims to explain how democracy works within the frames of discussion in ordinary citizens groups. In this study the citizens is upper level secondary school students. The other part of the method used is the theory pulled by many scholars lately, the demographic impact on democracy. With these two combined in one this study compare the theory of young men as more active in political violence and as a destabilising factor of democracy on country-level with the results of the study in deliberative democracy in small group discussions.

Integrerat Performance Management System -En studie om ett ledningssystems påverkan inom Volvo

The research within the management control systems-field and more specifically performance management has been rather shallow and not much has happened the last decades besides the balanced scorecard. The researchers see a lack of studies focusing on the effects of an integrated performance management system and also how it affects the different hierarchical levels and the tasks to perform.We decided to perform an essay with case study-characteristics by looking at both the strategic and tactical level at Volvo Group, or more specifically Group Trucks. We performed three different interviews, one at the group level and two at the division level. The aim was to see what effect an integrated performance management system had on the tactical level (i.e. the divisions).Our findings and corresponding analysis suggested that Volvo was a rather centralized company in order to get the performance management system to work by enabling a ?weekly control?.

Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext

For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..

Är Pick and Roll övervärderat? : En studie av den vanligaste spelmetodiken inom internationell basketboll

AimThe aim with this study was to analyse how strategic decisions through schemas of play, in this case the Pick and Roll, effect the end result of a basketball game. Following questions were answered:? How often is the Pick and Roll used? The total sum per team and game?? What field goal percentage generates the Pick and Roll?? How often generates the Pick and Roll turnovers?? How often does the attacking team receive foul during Pick and Roll, and what is the team awarded from the foul situation?? How often is the Pick and Roll interrupted without any effect?MethodTo be able to answer the questions in our study we videoanalysed 2251 Pick and Roll-situations from the European Championships for Men in 2003 through video analysis. We used nine different categories to sort the 2251 Pick and Roll situations.ResultsThe Pick and Roll is executed 62,53 times per game, or viewed as 0,43 Pick and Roll / possession. Points / possession during the games was 1,04 while points / Pick and Roll was 0,60.

Jag var rädd för att lämna honom

This case-study examines the correlation between young men and democratic instability in group discussions with two analyzing methods in one. One part of the method used is deliberative democracy which aims to explain how democracy works within the frames of discussion in ordinary citizens groups. In this study the citizens is upper level secondary school students. The other part of the method used is the theory pulled by many scholars lately, the demographic impact on democracy. With these two combined in one this study compare the theory of young men as more active in political violence and as a destabilising factor of democracy on country-level with the results of the study in deliberative democracy in small group discussions.

Implementation & utvärdering av spelmotor i WebGL

This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work.The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript.In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with..

De första på plats: En fallstudie av entreprenörers resonerande vid etablering på en ung marknad

One of the areas in which current theory on entrepreneurship is ambiguous is in the explanation of how entrepreneurs act when entering a new market. One author that has attempted to contribute in this area is Saras D. Sarasvathy who has tried to explain the entrepreneurs reasoning through the theory of causation and effectuation. The former refers to a reasoning that takes the effect of an entrepreneurial action as given, while the latter looks upon the effects as uncertain, while only the means are given. With a foundation in this theory, Sarasvathy claims that when entrepreneurs enters a new market the level of environmental uncertainty is so high that reasoning based on causal relationships is rendered useless.

Retrospel: En studie i hur retrotrenden påverkat digitala spel

I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.

Att arbeta laborativt : Ett arbete om laborativt material riktat till addition

Abstract The purpose of this degree project is to examine what impact working with physical objects has on children?s learning process concerning addition. We want to explore what addition strategies can be exercised using the game ?Twice as much?. We have observed children in school year 1.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.

Spelets regler Europeisering genom interaktion mellan Europeiska unionen och klubbfotboll

This thesis examines the interaction between European football and the European Union and if it can generate Europeanization. By using theories of Johan P Olsen and Claudo M Radaelli a theoretical framework was constructed in which Europeanization is seen as an interaction between the European level and the domestic level. The Europeanization is regarded as a two way process with elements of top-down and bottom-up pressures. The study focus on the changes and the actors in the Europeanization process and how the European Union as a top-level and European football as a bottom-level influence each other to European changes. The theoretical framework is used to analyze the Bosman case and the Cotonou agreement's implementation in a Swedish football context.

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