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1464 Uppsatser om Video game violence - Sida 18 av 98
"Jag tror att våra ord är ingenting" : Om hur ungdomar som deltagit i upplopp beskriver sina livsvillkor, bakgrunden till upplopp samt använder hiphop som symboliskt motstånd
The aim of this study is to describe and analyse how young men who have participated in a riot describe their life-situations regarding to their relations to the police, their neighbourhood, employment, the background to the riots and how they use hip-hop as a resistance to subordination. The study is conducted through three semi-structured qualitative group interviews and to some extent field studies. The theoretical points of departure are Slavoj Zizeks theory of violence, which is divided into subjective, symbolic and systemic violence, and subcultural theory. The results of the study show that the young men in their daily life are exposed to by both systemic and symbolic violence, feel secure within their neighbourhood and find themselves harassed by the police. A major finding is that the riot primarily can be understood as an act to get society conscious of their situations, while they found themselves marginalised, lacking employment and youth club.
Våldets väg : inställningar till våld och konflikt bland singalesiska buddhister
During the course of history, the world have come to see powerful nations rise and fall, religions spread and diminish ? and all too often there have been violent struggles between religious groups and secular forces, a fact that we still see in our world today. In the West, we often hear about the violent and fundamental dimensions of Islam. Buddhism is rarely a part of the equation in a western context, regarding violence. A common perception is the picture of Buddhism as a guardian of non-violent principles and values.
Anpassning av VOD-tjänster för breda barnmålgrupper : EN ANVÄNDBARHETSUTVÄRDERING AV BARNPLAY UTIFRÅN MÅLGRUPPEN 3-11 ÅR
This thesis contains a usability evaluation of ?Barnplay?, a Swedish video-on-demand service targeted at children. The objective of the study was to identify usability issues in the video service and to develop measures on improving the user interface, with special focus on adaptation to the broad target group of 3-11 year olds.The study was conducted by first mapping established practices in designs of VOD-services targeted at children, followed by interviews and usability tests with children between 2-11 concerning their use of ?Barnplay?. Based on the initial data collection, a prototype was developed and then evaluated by usability testing and A/B-testing.The main conclusion of the study is the need of better individual adjustment of the video content selection to better appeal to different age segments within the target group.
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.
En utvärdering av programmet Voddlers användbarhet
The purpose of this essey is through empirical methods investigate usability factors on Video On Demand applications for the Internet. More specificly we will focus on a application called Voddler. The purpose is to identify usability problems that exist in Voddler, and present the reader with suggestions on possible solutions. This could be used as guidelines to how to design for usability in this kind of system. We will use an online survey to investigate Voddler usability and use this data as a basis for our analysis.
Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept
In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.
Empirecraft
I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..
Socialtjänstens behandlingsarbete för män som utövar våld mot kvinnor : En kvalitativ studie om vilken innebörd teori har för behandling
The purpose of this study has been to increase the awareness of what significance models of explanation have for intervention programmes, aimed at perpetrators of intimate partner violence, within the Swedish social services. The study is not gender neutral, it centres on male batterers in heterosexual relationships. The study is based on qualitative interviews with five people working within the topical field. I analyzed their statements using an ecological model of understanding violence. The main finding was that the people I interviewed had a multiple understanding when it came to comprehending the violence, but that when it came down to the actual intervention they targeted mainly on elements in the individual spectra, such as feelings of frustration.
En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel
In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.
Buddhismen i greppet av nationalism, islamofobi och våld : En analys av den burmesiska theravadamunken Ashin Wirathus uttalanden
In the years between 2012 and 2014, Burma has been shaken by waves of violence against Muslims which has resulted in destroyed mosques and shops, at least 140 000 displaced and 200 killed persons. The person who is said to lay behind this violence is the Burmese Theravada monk Ashin Wirathu. Being the founder and leader of the radical Buddhist movement 969, he has been accused of indirectly motivating violence against Muslims and has been portrayed with titles such as ?The face of buddhist terror?. This essay investigates the relation between Wirathu and the anti-Muslim violence by applying the method of content analysis on a speech of him.
Spelifikationers potentiella värdeskapande i projektarbete
Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work.
"Offer eller förövare?" : En kvalitativ forskningsstudie om socialtjänstens handlingsutrymme i ärenden med hedersrelaterat våld med fokus på pojkar
The honour-related violence and opression got more attention in the years 1999 and 2002, when two young women were murdered in the name of honour in Sweden. Honour-related violence is associated with a so called honour culture, which for many symbolize the oppression of a women. It is a fact that not only girls and women are victims of this culture but also many young men and boys are exposed. The aim of this study is to illustrate how individual social workers handle cases where boys and young men are exposed to violence and oppression on the basis of the theory of discretion. In this study a qualitative research strategy has been used which involves the implementation of semi-structured interviews in the collection of empirical data.
Cleanbox : Flashbaserad Produktpresentation
Cleanboxen som den kallas är en flashbaserad2 produktpresentation. Simply Quality är ett företag som gör analyser och mäter renhet hos olika föremål på partikelnivå. Ett exempel på detta kan vara att ett företag som tillverkar bildelar skickar en del efter produktion för att få en analys på hur mycket partiklar/smuts som sitter kvar efter tillverkning. Vårt arbete var att ta fram en produktpresentation för deras mobila labb som säljs till företag som vill kunna göra sina analyser på plats. Behovet var att på något sätt kunna presentera Cleanboxen visuellt för sina kunder..
Kärlek, misshandel och trauma. En fallstudie om kvinnomisshandel och dess konsekvenser.
Male violence against women in close relations has in recent years received increased attention, however, only identified as a problem in approximately 40 years. It is now a social problem that is constantly increasing, but the identification of the phenomenon has been possible thanks to the research on the subject. The purpose of this study is to, from a woman's own story, identify psychological processes in connection with the assault. The aim is also to confirm previous research on the phases of the abused go through until decampment and identify possible consequences of violence against women. I also aim to answer the question regarding the assistance of individuals in extreme situations while getting back to society.
Bibliotek, Finkultur och TV-spel : En diskursanalys av debatten kring TV-spel och bibliotek
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction of video games as a new medium in the public libraries. The theory and method used is discourse analysis. Three questions were asked: how the introduction of video games as a new media in libraries is discussed, how is it motivated and in what way the authors of the articles analyzed are speaking about new media and the mission of the library. The selected articles were divided into four themes and the analysis resulted in the identification of two main discourses, one which is positive to the introduction and integration of new media in the libraries? collections, and one which has a more negative approach and uses quality and culture as an argument. The conclusion is that video games are a medium so widely used that librarians have to decide whether or not they want to include it in the libraries? collections, and by deciding this they reveal their attitude towards the mission and purpose of the public library..