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1464 Uppsatser om Video game violence - Sida 4 av 98
Det får duga: Game Maker som prototypverktyg, och applicerad speldesign
Rapporten handlar om programmet Game Maker som prototypverktyg, och vänder sig till personer och företag som skulle kunna vara intresserade av detta. Syftet med arbetet var att skapa ett spel i Game Maker, "Ittle Dew", samt skriva om Game Makers egenskaper och egenheter. Spelet färdigställdes i tid, och rapporten tar även upp en mängd designfrågor som dök upp under skapandet av detta. Med hjälp av två brev från personer med erfarenhet av Game Maker som prototypverktyg och för skapandet av färdiga spel, och diskussion av dessa brev, hävdar jag till sist att programmet väl duger för prototyper, så länge användaren känner till de begränsningar som rapporten tar upp..
Art of Balance : In context of complexity
Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..
Jag kan själv : Spelmanualer för mellanstadiebarn
Todays board game manuals have many shortcomings. One of them is that they are not always adapted to the game's target audience.Adapting the language and shape of a game manual for the the target group children, can save time for both parents and teachers, and give the children a chance to conquer the game by themselves. In addition, playing board games can lead to children developing other important properties such as problem solving and independence.This study found that the game manuals inconsistency, tone and the way they adress the reader makes it difficult for children to grasp the content. Many game manuals do not speak directly to the reader, and often describes gameplay in a passive way, which has been shown by this study.This study has resulted in 12 guidelines for writing game manuals for children. In addition, they have been tested with a sample study.
Barns upplevelser av att bevittna våld i hemmet : En litteraturöversikt
Background:It is estimated that one in ten children witness domestic violence. It is of importance that children grow up in a safe environment. When they grow up with domestic violence they can lose very important skills which can be hard to gain back. Children respond to domestic violence in different ways depending on their age. Aim: The aim of this study was to enlighten children's experiences of domestic violence in their home.
?Men det är ju bara ett spel? : Samband mellan våldsamma tv- och datorspel och empati
Att spela tv- och datorspel är idag en stor del av många människors liv. Ioch med en förfinad teknik hos spelen, med bättre spelmiljö och artificiellintelligens skapas det en större realism och funderingar kan uppstå hur dettakan påverka en utövare. Den här undersökningen testade sambandet mellanempati och graden av våldsamhet i spelen hos en utövare. Det var 64gymnasieelever som deltog i en enkätundersökning, varav 16 var män. Föratt mäta empati användes Davis-IRI.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och
interaktion och varför en konvergering mellan dessa hämmar deltagarens
inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete
processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse
hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där
spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en
miljö i Traverser.
This bachelor?s thesis discusses the problem of converging narrative and
interaction and why the convergence between the two tends to arrest the
participants immersion within a game. Through an interactive narrative by
letting the narration take place subtly and nonlinearly, this bachelor?s thesis
reports the process and result of how an interactive narrative could provoke
immersion within the game Traverser, where the actor is urged to explore the
narrative independently in the shape of an environment.
Behandlingsarbete med barn och ungdomar med diagnosen ADHD : En studie om fyra socionomers upplevelser och erfarenheter av arbetet med barn och ungdomar med diagnosen ADHD.
The aim of this study was to understand how social workers perceive and understand violence and threats of violence from clients, and how it effect their working environment. It seems that the respondents understand the violence and threats of violence from clients as a result of the clients background problems, vulnerability, dependency and from ?the reason" that the client is currently in the contact with the organization. How respondents interpret the client´s behaviour based on the above-mentioned factors, seem to determine how the respondents perceive and define the violence and threats of violence by clients directed against them. Interestingly enough, although all respondents in the study experienced violence and threats of violence from clients, none of them perceived themselves as exposed at work. The answer to this is consensual.
"Det här skulle jag faktiskt inte kalla för våld på det viset" : En kvalitativ studie om hur socialsekreterare upplever att de tolkar och handlar vid våld i nära relationer
The aim of this thesis was to study how social workers in social services in several municipalities perceive that they interpret the concept of domestic violence and how they believe they would act when it comes to different types of domestic violence. The thesis has focused on three types of violence; physical, psychological and economical. Seven social workers were interviewed with a thematised interview guide and six vignettes. The theoretical perspectives applied in the analysis were the process of normalization and the continuum of violence. The results showed that the social workers did not interpret domestic violence unanimous, and they had different ideas of how they would act in the vignettes.
Ingår våld i tjänsten? : En studie om upplevelser av att möta våld i sin tjänsteutövning
Our aim was to explore employees' experiences of exposure to violence, threats of violence as well as their experiences of encountering victims of violence and to relate their experiences to Sense of coherence (SOC) and Maslach's burnout inventory (MBI).We sent out a questionnaire to employees at three different workplaces. Our questionnaire included previously validated SOC and MBI questionnaires as well as six additional questions regarding violence. We sought to explore the relationships between experience of exposure to violence and encounters of victims of violence and SOC and MBI. We found that employees with a higher level of SOC exposed to violence or threats felt a higher level of security. In encountering victims of violence we found that employees with a lower level of SOC more frequently experienced indifference, fear and anger.
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.
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Kartläggning av socialtjänstens arbete med våld i nära relationer : - en studie av sju kommuner i nordvästra Stockholm
Intimate partner violence is a problem which is increasingly drawing attention in society. The authority responsible for providing care and support to victims of intimate partner violence and their children is the social services. The purpose of this study was to show how social workers deal with intimate partner violence and to create a description of how this work is currently carried out in seven municipalities in the north-west of Stockholm. This was done through a quantitative survey including all investigating social workers in the municipalities concerned. The results were analysed with concepts from organizational theory.
Excess och kontroll : an Analysis of Annika Larsson?s Videos Pink Ball and Poliisi
The aim of the thesis is to identify and investigate central themes in two video artworks, Poliisi and Pink Ball, by Swedish artist Annika Larsson. Moreover it is an investigation of the configurations of violence, and an enquiring whether these works have a social-minded intention.Elements in scenery, framing and narration are analysed with the term ?crystalline regime? (régim cristallin), described by French philosopher Gilles Deleuze, which defines the artificial as opposed to the purely representational. Processes within the narrations of the two works are analysed as rituals, which leads to an investigation of an internal sign-system and to the question whether the rituals in these works have a function. Theory by French philosopher Georges Bataille is used to analyse the ritual with no external purpose, which aims at an intense experience of life.
Spel som ett berättande medium : Att kartlägga narrativets utveckling inom Tv-spel
This essay is about the use of narrative in video games, and the discussion surrounding it. For years ludologists (game researchers) and narratologists (narrativity researchers) have been arguing about how to analyze narrativity in games. While ludologists have chosen to see games as a product by itself, and therefore something to be analyzed separately, narratologists instead see games as a narrative medium alongside film, theater and books. This essay starts by taking a look at the arguments from both sides, and then introduces three questions regarding narrative in games, and how this phenomenon has changed over the past 13 years. To answer these questions, five case studies are carried out, analyzing games with the help of a new framework built on narrative theory.