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10364 Uppsatser om Two-Level Game Theory - Sida 30 av 691
Ett arrogant regelverk. En studie om hur vårdgivare inom läkemedelsassisterad behandling vid opiatberoende ser på och hanterar Socialstyrelsens föreskrifter.
The purpose of this study is to describe and analyze how health care providers, working at care facilities providing maintenance treatment programs for opiate dependence, perceive and manage the legal framework governing the treatment. The study is limited to a few particular rules within this framework which over the recent decade have been the subject matter of debate regarding i.a. their alleged lack of relation to scientific research and their frequently disastrous implications for program participants. The empirical material consists of interviews with five respondents working at four different care facilities and has been analyzed by using Lipskys theory on street-level bureaucrats as policymaking agents. The results of the study show that the rules are looked upon and dealt with in a liberal fashion and that the primary loyalty of the maintenance treatment staff is clearly directed towards promoting the well-being of their patients and helping them reach their treatment goals rather than strictly following the rules..
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
Handla! En diskursanalys av konsumtionssamtalet i Norrköping under 90-talet
In Shop! Daniel Svensson is studying the Public Consume Conversation during the 90´s. Focus is based on two local papers in the Swedish town Norrköping and the Public Media Conversation, which these two represent. What kind of discourses has been dominating this conversation, that is the most important question in Shop! To answer this, Daniel Svensson uses the Critical Discourse Analysis, by Norman Fairclough, as an analytic tool. This method provides him with the possibility to connect the micro level of text with the macro level of the society. But this demands theories of the contemporary society at a macro level.
Samiska politikers lärande : Rätten att få vara exkluderad och fortfarande vara inkluderad
In this essay i present a study on political learning of a minority ethnicity whose political history in the institutional form began in 1993. The ethnicity in question is the Sami?s and in 1993 the Sami Parliament was established. The establishment of the Sami parliament radically changed the preconditions for political work. Sami politics came to be pursued in an organized manner in the form of a public authority and democratically elected units.
Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..
Läroplanen och nationen : En kritisk diskursanalys av nationalismen i svenska läroplaner 1878-1994
The essay explores nationalism in the curriculum of the swedish school from 1878 to 1994. The text has been undertaken an analysis in three levels of discourse based on Norman Faircloughs critical language analysis. The first level is the text, the second is types of discourses and the third is order of discourse.The nationalism in the curriculum has been related to three nationalistic types of discourses, derived from earlier studies on Swedish nationalism. They are conservative nationalism, ?folkhemsnationalism? and contemporary nationalism.
Det är ingen slump, det handlar om klass : Om klasstillhörighetens relevans för klientens möjligheter och begränsningar i den svenska socialtjänsten
The aim of this study is to illuminate social worker?s perception of social class within the Swedish social service system. This study therefor examine if social class contributes to the production and reproduction of the client and what impact social class has on the interaction between client and social workers. The study was conducted with qualitative semi-structured interviews with social workers from three different departments of social service. The theoretical approach is Yeheskel Hasenfeld?s theory about moral practices in welfare organisations, Michael Lipsky and Roine Johansson?s theories about client construction and Pierre Bourdieu?s class theory.
Att implementra integration En diskussion kring integrationsbegrepp och integrationspolitik med frontlinjebyråkrater som utgångspunkt
The aim of this study is to discuss the implementation of Swedish integration policy from the perspective that public officials, so called front-line bureaucrats, are the real creators of this policy. The concept of integration is far from unambigous; it can have different meanings depending on the theoretical perspective applied. This give topical interest to the question of how the concept is conceived on the national level versus the implementation level. I also aim to uncover how these front-line bureaucrats look upon their role as creators of integration policy. My material consists mainly of interviews with front-line bureauctrats.
I spänningsfältet mellan kontroll och stöd : en kvalitativ studie om hur socialsekreterare kan uppleva sin yrkesroll
This is a qualitative study based on two focus group interviews with a total of six social workers who work with assessing financial aid in two municipalities. The study aims to examine how the social workers experience and handle their ambiguous professional role, on the basis that they are expected to support and control the client. The theoretical framework is the theory about discretion and role theory. The results show that social workers find it difficult to combine these different approaches. Two different groups of strategies that social workers use to manage their professional role have been distinguished, the first is used to combine the different approaches (combination strategies), which are: empathy, to be distinct and to "blame" the organization.
Strömningen i och över en skog : utvärdering av en 'mixing-layer' hypotes
A new theory for predicting the windprofile over a canopy has been evaluated. The theory was first presented by Harman and Finnigan (2007). The theory relies on the forming of a mixing-layer above the canopy, due to different mean wind in and above the canopy. Characteristics from both mixing-layer and Monin Obukhov similarity theory have been used to develop the governingequations that give the wind profile. The theory has been used to calculate wind profiles for sixdifferent atmospheric stabilities.
Adderande tillverkning för metall
The Swedish automotive industry has since way back been struggling with bankruptcy, abroad buy outs and staff cuts. Competition and pressure on prices are two factors that affect the automotive industry. Because of this, the companies are pressured to continuously developing their work in addition to be able to compete on the market. The aircraft industry has successfully managed to implement additive manufacturing (AM) and for motorsport has several components manufactured with AM been used. When AM is used as a manufacturing method, there are a number of advantagesthat follows.
Evertiles : All you need is tiles!
Evertiles är ett spel producerat av Olle Lundahl, Liselotte Heimdahl, Tobias Oldegren och Dan Sjödahl. Vårt mål med spelet var att vi ville göra ett onlinespel centrerat kring att spelaren skulle samla på saker och att spelare skulle mäta sina prestationer mot varandra för att se vem som är bäst. Grundidéen var att vi skulle ha en färdig spelvärld där spelare skulle gå runt och döda monster för att få saker. Idéen utvecklades snart till att vi skulle ha en värld som skapade sig själv genom slumpmässig generering, och med andra spelelement som innebar att det skulle finnas mer att göra än att döda monster. I slutprodukten finns en potentiellt, näst intill, oändlig värld och möjligheter för spelarna att bygga egna städer.
Universe-defining rules
Abstrakt I detta arbete undersöks hur konceptet lek går att applicera på digitala spel och hur man presenterar ett fiktivt universum och de regler som definierar det universumet. Syftet med denna undersökning är att öka kvaliteten på digitala spel för spelare genom att öka förståelsen för hur sådana regler introduceras. Frågeställningen som ämnas att besvaras är ?hur kan man introducera realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen baseras delvis på analyser kring varför vissa introduktioner av regler ofta accepteras och andra inte, dels på utvärdering av en gestaltning och dels på tidigare forskning.
Multiplayerspel utvecklat i Flash, Slutreflektion för ?Monsters & Masonry?
Flashspel är en väldigt populär form av ledigt spelande, men det finns
fortfarande spelformer som är outforskade. Vi bestämde oss för att göra det
ingen utvecklare hittills lyckats med, det vill säga att skapa ett så kallat
?Massively Multiplayer Online Flash Game?. Ett spel som konstant är uppkopplat
till internet och lever vidare genom spelarna.
Problemet ligger i plattformen.
Politiskt deltagande : Finns det institutionella förutsättningar i Karlstad kommun föratt ta tillvara de medborgarförslag som lämnas in?
? Does Karlstad municipality have adequate institutional conditions to make the best use ofthe citizens? proposals??The purpose with the thesis is to investigate if citizens? proposals lead to a broader politicalinfluence. To answer that, I have done a case study about how Karlstad municipal administers citizens? proposals. The research assignment is: Does Karlstad municipal have adequate institutional conditions to make the best use of the citizens? proposals? The perspective is a democracy perspective and the theory is institutional theory and policy process theory.A selection of citizens? proposals that have arrived to Karlstad municipal between 2008 and 2010 have been studied in detail to analyze how the proposals have been administered and if it matters how the proposals are phrased.