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3974 Uppsatser om Two-level game - Sida 18 av 265
Demokrati och Statskapacitet i Latinamerika
This thesis, drawing from several empirical investigations, reaches the conclusion that there seems to be a positive correlation between the level of democracy and the level of state capacity in Latin American countries. This correlation is explained by a hypothesis derived from Rational Choice theory. With some important caveats, this conclusion is then applied to the discussion about democracy as a form of government. Within democracy, the thesis also offers an insight into different electoral systems and its possible implications, mostly on a theoretical level. The thesis only exists in swedish as of yet..
Rätt ordning på liv och lära? : En undersökning av stiftens tillsynsansvar inom Svenska kyrkan utifrån domkapitlens disciplinåtgärder mot präster och diakoner år 2006-2009
The study has shown that retailers in the mid-price segment differentiate their brand through developing a strong company identity around the brand. The personality involves store atmosphere, merchandise and advertising. Larger companies have chosen to lay the responsibility on management level, which facilitates on store level. By controlling the strategies on a central level the company can make sure that the stores are steered in the direction that the company wants them to be steered in, and also that they follow the positioning-concept. The company can also devote its efforts to working with its core value, which is service.
Kort speltid ? djupt intryck: spel som hyrfilm
SVENSKA:
Vårt kandidatarbete gick ut på att ta reda på om det var möjligt att utveckla
ett kort spel i hög teknisk kvalitet och ändå skapa ett djupt intryck på
spelaren. Under projektets gång utvecklade vi, med hjälp av UDK (Unreal
Development Kit), ett skräckspel i 3D till PC vid namn The Horror at MS Aurora.
För att erhålla den höga tekniska kvaliteten som vi var ute efter användes
metoder som räknas som standard för stora speltitlar på marknaden: Animationer
spelades in med Motion Capture och musiken skrevs med en full symfoniorkester i
åtanke. Innan produktionsfasen tog vid gick alla gruppmedlemmarna igenom en
research-fas, där var och en satte sig in i de områden som skulle komma att
vara aktuella under produktionen (d.v.s. hur UDK fungerar, musikteori och
orkestrationsteknik, hur man arbetar med Motion Capture-data o.s.v.).
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
attraktrivitet och regionplanering : Hur ska osby kunna ha en positiv ekonomisk tillväxt och befolkningsutveckling i region skåne?
AbstractAttractiveness may be defined by a variety of factors but you should see it in the public planning as it is to have a positive population growth and economic growth, through working with communications, service, housing, to name a few. This is done primarily through direct projects both within the municipality and through various partnerships between local and regional level. The progress we have seen in recent years has gone more towards a clear shell level, particularly a regional level where these have had a much greater freedom with clear geographical boundaries in between each other. Within these regions there are also clear regional groupings that have common interests and competing between each other. In my thesis, we have been distinguished including three levels of scale levels.
Att beskriva upplevelsen av stadens rum :
The city is complex, multi-faceted and fascinating. The same can be said about the rooms
of the city. The experience of the rooms of the city can be described in as many ways as
there are individuals. The question concerned in this essay is How can you describe the
rooms of the city as a phenomenon and how can you describe the experience of these rooms
in general?
The concepts city and room are widely understood and neither of them has a description
that can be used in all situations.
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.
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.
Vägen till framgång : En semiotisk analys av Tv3s representation av myten om det goda livet.
In the research field of the cultivation theory focus has shifted from TV in general to studying specific genres instead. It is proposed that there are similarities in otherwise different shows and that these shows give it´s voyeurs a solution to their problems. The purpose however of this study is to investigate how the myth about the good life is posed in Tv3´s supply. The theories used in this study are closely linked by their meaning. Narrative talks about the fact that texts, video in this case, contain stories. Ideology is the set of visions and beliefs one person has on the world and myth makes social, historic and cultural decided power orders in to facts.
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..
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.
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.