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1464 Uppsatser om Video game violence - Sida 16 av 98
Sexuellt våld mot kvinnor i krig och konflikter : En analys av Bosnienkriget och Kongo
Sexual violence in armed conflict is not a new phenomenon. Although it has a long history, it's only in recent years from 1990 that is has been given more attention in science and media. I will in my thesis look at the conflicts of former Yugoslavia and Congo (DRC) and I will use two theories to investigate how the use of conflict-related sexual violence best can be explained. The two theoretical frameworks I have chosen are Feminist theory and Rational Choice theory. The conflicts will be at the center of analysis.
Impressionism och Digitala Spel
Abstrakt
För att utveckla och förändra spelmediet behandlar detta arbete impressionism
och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för
att undersöka hur de två ämnena kan sammanföras i en spelproduktion.
Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur
spelet fungerar och deras syn på kopplingen mellan impressionism och digitala
spel.
Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in
under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram:
impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning,
interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras
samman.
Humorstilar, Emotionell Perception och Kön ? Vem skrattar mest och vem skrattar sist?
The main aim of this research was to investigate four humour styles, affiliative, self-enhancing, aggressive, and self-defeating humour, and compare these with emotional perception. Forty-eight persons took part in the research, 27 women and 21 men living in the southern part of Sweden. Two humour tests were used: the Humour Scale Questionnaire ? HSQ, with 32 items, and a newly composed video test, assembled after pilot testing from 26 video clips, the Humour Video Questionnaire ? HVQ. To measure perception and interpretation of emotion, the revised version of the ?Reading the Mind in the Eyes? Test was used.
Ut ur hedersförtryck : En studie baserad på sju självbiografier skrivna av kvinnor som levt under hedersförtryck.
The aim of this study is to understand which strategies helped women escape honourbased violence, by reading the autobiographies of seven women. Honourbased violence is a relatively new problem in Sweden, but it has existed for a long time. According to FN (2012) 5000 women are murdered every year in the name of honour. Honourbased violence is about maintaining the honour of the family. Womens sexuality is connected to men´s honour, and because of that they are not allowed to express it.
Jag kan lika gärna vara död, för jag finns inte... : Om unga HBT-personers utsatthet för hedersrelaterat våld.
The purpose of this study was to examine how young men and women who are lesbian, gay, bisexual and transgender (LGBT) who are exposed to honor related violence, intimidation or repression perceive their situation, what kind of help/support they have received and if they feel that the help and support offered by the society has been adequate. After the murder of Fadime Sahindal in 2002 attention was drawn to honor violence in Sweden. During the period 2003-2007 the government invested 200 million SEK for efforts to prevent honor related violence. Studies have shown that honor related violence not only affects young immigrants, but also young people with different sexual orientation then heterosexual. It also shows that the honor violence is not depended on religion or ethnicity.
Manpeace? - Victims on equal conditions?
Abstract
The meaning of this essay is to bring you a picture of a growing unnoticed society problem. The statistics talk for itself. The low number of men who report domestic violence, where they are the victims, shows that the society doesn?t have a good way of meeting this type of problem which is based both on structural and individual problems. The lack of science and the legislation are insufficient and discriminating because they are built on a picture where women are the victims and men are the perpetrators.
What can change the nature of a grade? : A study of computer games and how they affect English grades.
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..
Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Northern Stories. Ett narrativt videokoncept
Northern Stories is a narrative video-project, mixed between how to work with the movieformat and the programs involved. As well as the complexity of how it can be to work in collaboration with a company and an investigation in how to evolve my design process. This from a designer?s point of view and with the intention to produce a finished product..
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.
Mobilstudio för ShiShi TV
During the fall of 2007 Uppsala University gave the course ?Projekt DV?. As a result of this class a publishing tool for real-time media came to be ShiShi TV. The purpose of this application was to introduce a new way to reach out to people. This was done with a video player on the Internet and a second one placed in a regular mobile phone.
Barnets bästa : en studie i hur domstolen avgör frågor om umgänge när det har förekommit våld i familjen
In many of the disputes concerning custody, residence and visitation determined by the court, some form of violence has been performed. The consequence of a child who has witnessed violence in their homes is a problem that is sometimes overlooked. It is not unusual that the violence will continue even after a separation. The law shows that the child´s need of both parents is to be met. This has according to previous studies resulted in the fact that courts do not always see visitation with a violent parent as a risk for the child.
Pedagogisk lek i förskolan : En samtalsanalytisk studie av pedagogens roll i olika lekaktiviteter
Play is an important part of children´s everyday life, it is through play children develop. Play occurs a lot in kindergarten and in this study, the aim is to examine how play activities play is used in preschool teaching and the role of the teacher´s in the play. Video recordings of play activities done and qualitative methods (conversation analysis) has been used to analyze the video recordings. The results of this study show that play are widely used as a pedagogical tool in preschool. It is through play children develop.
Spelutveckling för Facebook ? från koncept till produkt
Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö.
Youngbloods
The goal of this project was to create the music video for swedish pop/rockband Antennas? single Youngbloods, from their album Feeling Feline Tonight(2009). The video was made through animation, collages, photography andillustration. The main focus for the video was to create an independent visualstory and to implement an investigation of how different technics for creatingand documenting images and motion result in different interpretations of thecontent. The work was characterized by an active search for contrasts andcontradictions.My approach to the project was to work with a child?s curiosity, but withthe discipline of an adult.