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3943 Uppsatser om Two-Level Games - Sida 4 av 263

Recensioner och Nätgemenskapskvalitet : En studie om metod för betygsättning i spelrecensioner och dess inverkan på produktengagemang och nätgemenskapskvalitet.

The goal of this essay was to study if the way gaming review sites presented their review evaluation has any influences the level of product involvement in the users it attracts. The assumption we did during the essay was that there was a connection between user?s level of product involvement and the quality of the community. To test this assumption we started out by performing observations on the comment sections in three gaming news sites which varied in their method for evaluating games. The result of these observations showed a significantly higher community quality in one of the websites.

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.

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.

Sannolikheter i fotbollsmatcher : -Kan man skapa användbara odds med hjälp av statistiska metoder?

Betting under ordered forms has been around for a long time, but the recent increase in Internet betting and the large sums of money that are now involved makes it even more important for betting companies to have correct odds. The purpose of the essay is to calculate probabilities for outcomes of football games using a statistical model and to see if you can find better odds than a betting company.The data contains the 380 games from the 2004/2005 season and the variables form, head-to-heads, league position, points, home/away, average attendance, promoted team, distance and final league position from previous season. After performing an ordered probit regression we only find the variable ?form of the away team? to be significant at the 5 % level. We suspect the presence of multicollinearity and perform a VIF-test which confirms this. To fix this problem we perform a second ordered probit regression where a number of variables are combined to index variables. In the second regression we once again find only one significant variable.

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..

SPEL OCH DESS NARRATIV : Berättelser i digitala offline-rollspel

Det är uppenbart att narrativ används i spel, inte minst i offline-RPG:n (ORPG:n), där berättelserna är vad som står i centrum. Samtidigt som dessa är ett välkomnatfenomen har de också en tendens att passivisera spelaren och påverka känslan avfrihet. I hur hög grad de gör detta är till viss del subjektivt och därför är det av viktvad som motiverar ORPG-spelaren till spelandet. Denna studie har utvecklat tvåspelprototyper som baseras på motivationerna immersion respektive prestation föratt påvisa motivationsgruppernas preferenser. Studien har fokuserat på att ta reda påhur stor vikt de båda grupperna lägger på känslan av frihet, och haft som hypotes attkravet är högre hos prestationsmotiverade spelare.

Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan

The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.

Skulle du spela vidare? : En analys av narrativ och spelmekanik i episodiska spel

Episodic gaming is a relatively new phenomenon, that hasn?t been as extensively explored as other areas in game research. In this paper we research how episodic narratives and gameplay engage players compared to regular continuous storytelling. By exploring this we get a better understanding of how to design games that captivate players to the point of them wanting to play the next episode.  A user study is conducted where ten players play two episodes each of an episodic game. We apply observations and interviews to capture a large amount of empirical data.

?Ibland kan det vara bättre att hålla tyst helt och hållet? - En studie av blame games och ansvarsutkrävande i media i samband med Saudiaffären

Titel: ?Ibland kan det vara bättre att hålla tyst helt och hållet? - En studie av blame games och ansvarsutkrävande i media i samband medSaudiaffärenFörfattare: Malin Blidkvist och Anna LovéusUppdragsgivare: Bengt Johansson, JMG, Göteborgs UniversitetKurs: Examensarbete i Medie- och kommunikationsvetenskap,Institutionen för journalistik och masskommunikation (JMG) vid Göteborgs UniversitetTermin: Vårterminen 2012Handledare: Nicklas Håkansson, JMG, Göteborgs UniversitetSidantal/Antal ord: 58 sidor/16 775 ord (inklusive bilaga)Syfte: Syftet är att undersöka medias roll i samband med ansvarsutkrävande i Saudiaffären, med fokus på tidningsrapporteringen.Metod: Kvalitativ innehållsanalysMaterial: Vi har analyserat artiklar rörande Saudiaffären som är publicerade i fyra olika tidningar under mars månad 2012. Materialet är hämtat från Retrievers mediearkiv och framtaget med på förhand definierade sökord.Huvudresultat: Media bidrar till skapandet av blame games och är en del av att de kan fortgå men kan inte skapa ett blame game utan att det i?verkligheten? skett något som ger upphov till ansvarsutkrävande.Media och ?verkligheten? är därför beroende av varandra när det gäller skapandet och fortgåendet av blame games..

Mjukvarubaserad 3D-renderare

Abstrakt Produkten som jag har utvecklat är en mjukvarubaserad 3D-renderare. För att göra en sådan produkt är man tvungen att gå djupt in i området 3D och utföra alla beräkningar på egen hand. Dessa tar annars grafikkortet hand om. Denna rapport förklarar varför jag har valt att göra en egen mjukvarubaserad 3D- renderare och vad den är för något och i vilka områden den används. Här förklaras även min syn på programmering, digitala spel, vad programmering innebär för mig och hur min syn på spel har påverkat mig med tiden.

Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel

This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.

Optimala strategier för whist

Whist is one of the most played card games of the world. Though there have been many studies made in the field of game theory, whist is still somewhat of an unchartered territory. In this thesis some methods to obtain an optimal strategy for whist are discussed. Whist belongs to a group of games called logical games. For this group there exists algorithms which result in an optimal strategy.

Inte bara producent för gästens upplevelse utan även för den egna: Hur Piteå Summer Games lagvärdsutbildning kan använda sig av upplevelseproduktion

Piteå Summer Games är en av de största internationella fotbollsturneringarna för barn och ungdomar i Europa och den näst största i Sverige. Turneringen har spelats årligen sedan starten 1990. För att turneringen ska kunna genomföras krävs idag 1650 ideellt arbetande funktionärer inom olika ansvarsgrupper. En av dessa ansvarsgrupper, värdgruppen, tar hand om de utländska lagen som besöker turneringen. De senaste åren har gruppen, till och från, haft svårt att få ihop tillräckligt med lagvärdar för att nå Piteå Summer Games strävan efter att varje lagvärd endast ska behöva ta hand om ett lag och dessutom inneha språkkompetens som matchar lagets.

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