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1464 Uppsatser om Video game violence - Sida 9 av 98
?Man måste vara macho, därför att mesen inte går hem? : En kvalitativ studie om kvinnors våld mot män i heterosexuella förhållanden sett ur myndigheter och ideella organisationers perspektiv.
The intention of this qualitative study is to describe and analyse women's violence against men from the perspective of authorities and volunteer organisations. Data has been collected trough semi-structured interviews with six respondents stemming from the police, social services and a help organisation for men respectively. The data has been analysed using existing research and common theories about power, sex and gender. The study shows that IPV does not only contain physical violence, but also acts of psychological-, sexual-, economical-, material-, and latent violence as well as the fact that one act of violence almost never exists alone. It is shown that women more often use psychological abuse against their partner then men do and also that men tend to stay longer in an abusive relationship then women.
Spelifiering ? ett nytt sätt att motivera
To have motivated employees is important for companies so that they are able to keep valuable competence within the organization. This report treats a relatively new concept for increasing the motivation of employees. It is however, a concept that gets more and more attention. It is called gamification.Gamification is defined as ?using game design elements in non-gaming contexts?, i.e.
Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft
This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .
Dialog, maktrelationer och våld : En kvalitativ studie om maktrelationer i klassrummet och våld som uttryck för motstånd
Violence against teachers in Swedish schools, according to recent reports has increased and there have been many studies to investigate the situation for teachers. The surveys show that teachers are especially vulnerable to students. This study aims to examine the relationship between a number of teachers and their students to study the power relations that exist in the classroom. This is to see what violence is an expression of and also how violence is perceived by the teachers. The issues that are central in this study are:What is the importance of dialogue in the relationship between these teachers and their students?Is there power relations between teachers and their students?What is the violence against teachers and expression of?Is there any connection between dialogue, power relations and violence?The theories of the materials in this study was analyzed using power relations theories of the historian of ideas Michel Foucault and Philosophy Doctor Anders Persson, who to some extent has his theoretical basis in Foucault?s power relations.
Lärsituationens komplexitet för elever som upplever svårigheter i matematik : Rutiga Familjen i en ny lärmiljö
The Squares Family is a game developed as a learning aid in mathematics. With its graphical representation of the decimal system, the four basic arithmetic operations and positive and negative numbers together with a learning agent as pedagogical approach, the game?s primary purpose is to motivate students in their learning of mathematics. Although the game is strictly based on mathematical rules it attempts to encourage students to play and work with math without experiencing it as mathematics as this is initially not obvious. The game being internationally tested on normal performing students, this project introduced the game to six Swedish students who experience low motivation for and/or difficulties in mathematics.
They shoot each other? : Våldet i en adaptationsstudie av Hungerspelen och Battle Royale
This thesis presents a qualitative, comparative study of the violence in the adaptations of Hunger Games (Tony Ross, 2012) and Battle Royale (Kinji Fukusaku, 2000). By analyzing the function of violence in a single scene in each of the movies, and comparing it to the literary original, the study aims to explore if there are any differences in the representation of the violence in the two media. The study also briefly discusses whether the violence has any function in bringing the story forward in both the literary sources and in the films and what the motivation for the violence is. "The study also includes a brief analysis of the narratives in relation to the monomyth established by Jospeh Campbell. Specifically, I discuss the similarities between Hunger Games and Battle Royale, which are two stories that have been created in two different cultural traditions, and whether or not we can say that the stories derive from this monomyth." The result concludes that the monomyth can be found in both stories, but that the scenes which is analyzed has to be put into the context and furhter story of the film to be of any relvance to the theory.
Swedish SME Financing - Evidence from the Game Industry
The objective of this thesis is to examine the capital structure of Swedish small and medium sized enterprises (SMEs). Accounting data from Swedish game developers, combined with the result from a survey, is used to examine their financial conditions and capital structure decisions. We find that non-debt tax shield, firm size, growth opportunities and age are, to various extents, the determinants of capital structure in the game industry, while effective tax rate and asset structure have marginal effects. Our study also implicates that most of the existing capital structure theories can explain SMEs leverage decisions to some extent; however, some adaptation is needed to fit these theories into the SME context. Additionally, we find the existence of a financial gap in the game industry which might need efforts from both demand side and supply side to eliminate..
Jag var rädd för att lämna honom
This case-study examines the correlation between young men and democratic instability in group discussions with two analyzing methods in one. One part of the method used is deliberative democracy which aims to explain how democracy works within the frames of discussion in ordinary citizens groups. In this study the citizens is upper level secondary school students. The other part of the method used is the theory pulled by many scholars lately, the demographic impact on democracy. With these two combined in one this study compare the theory of young men as more active in political violence and as a destabilising factor of democracy on country-level with the results of the study in deliberative democracy in small group discussions.
?Det här är inte hat ? det här är humor!" : En visuell textanalys av makt och performativitet i systrarna Kronlöfs video SÅ JÄVLA PK!
This essay examines how humor is used in the making of stereotypes in the Kronlöf sister?s video SÅ JÄVLA PK! In addition I give my analysis of how power and resistance is shown in the video. Through Michel Foucault?s conception power and resistance together with Judith Butler?s theories about performativity I?d like to show how the characters you can see in the video, in addition to the humor, also put themselves in a public context. I discuss my material in relation to a number of similar and current events that concern sexism and racism in Sweden.
När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006
This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.
"Ska vi leka?" : En kvalitativ undersökning av inkludering och exkludering i fri lek i förskolan
The aim of this studyhas been to capture preschool children's strategies, when they include and exclude each other in play. My aim was also to find out how children choose to integrate into an already existing game. My questions were: What strategies are used by the children at the preschool when they want to exclude or include each other? How to integrate the children when they want to be involved in an ongoing game and how they will be received during the time of play? My theoretical starting points are from Vygotsky's theory of proximal development zone, and Michel Foucault's perspective on power, and also research on the subject.The empirical study was conducted using the observations at two preschools. The children I observed were between four to five years old.The results show that children used different strategies, and when the strategy did not work so the child could switch to another.
Överföring av digital video via FireWire
Transmission of digital signals is today more frequently used than transmission of analog signals. One reason for this is that a digital signal is less sensitive to noise than an analog, another reason is that almost all signals today are handled in a digital format. This thesis describes the development of a system that receives digital video signals through FireWire. The standard for FireWire, which is a high performance serial bus, is under development. Today the standard of the bus supports transmission of data with a speed of up to 400 Mbit/s.
Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com
This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..
Omvårdnad av misshandlade kvinnor ur ett sjuksköterskeperspektiv
Intimate partner violence against women has gone from a concealed family affair to a public issue. The health care services are often those who first come in contact with abused women, despite this many women are not identified as victims of domestic violence. The purpose of this study was to describe nursing care of abused women and factors influencing the care. The study was conducted as a literature review where 18 articles were analyzed. The result showed the importance of the nurses? role in screening for abused women.
dotNet som multimediaplattform
As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.dotNet is the next step in line and makes it easier and faster to build software.This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete game can be built.A game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the game looks like it does as well as the mechanics of the game and the benefits of the dotNet platform..