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889 Uppsatser om Video game - Sida 16 av 60

Spelarens Värld : en fenomenologisk studie av hur individer som spelar Counter-Strike upplever sin nutida värld

The purpose with this qualitative interview study was to try to describe, through a phenomenological viewpoint, the meaning that Counter-Strike players put on there contemporary world. We started to explore this Game World with field research studies on the world?s biggest Game exhibition Dreamhack in the city of Jönköping. This helped us to develop our main question for this study.The thirteen participants of the interview were selectively chosen from a Game Café in the city of Karlstad. They were interviewed with five questions that dealt with their experiences of playing Counter-Strike and their experience of time perception in their world.

Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters

Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS..

Kommer traditionell TV att dö och vad är egentligen TV? : En studie av hur företrädare för TV-branschen ser på play-tjänsternas betydelse för TV

Since a few years back television has been on a verge of an enormous digital change. Web-TV is now growing at an incredible rate and is said to completely change the way we consume TV. The purpose of this essay is to determine and gain an understanding of how representatives of the broadcast industry looks at the phenomenon of web-TV and especially the different kinds of online video services and how they believe this will affect the television. Methods used are qualitative interviews which we compared with previous studies on the subject and acknowledged communication theories. The respondents were people with good insight and understanding of the media and TV industry.

The Female Assassin : Ett Game Writer manuskript om Franska Revolutionen

Uppsatsen syftar till att diskutera och jämföra tre olika metoder för karaktärsutveckling och diskutera dessa i förhållande till The Female Assassin; ett spelmanuskript som utspelar sig under Franska Revolutionen. För att få en god bakgrund för examensarbetet valde jag att läsa ett antal böcker om Franska Revolutionen, karaktärsutveckling och Game Writing. Jag har använt mig av personlighetsdiamanter och mallen Character Template för att skapa karaktärer till manuskriptet. I rapporten diskuterar och jämför jag dessa två metoder samt arketyper. Jag kom fram till att de tre metoderna för att utveckla spelkaraktärer fungerar utmärkt och kan kombineras för att få fram mer avancerade karaktärer.Spelmanuskriptet är skrivet utifrån mitt High Concept om spelet La Meurtrière (se Bilaga 2) framtaget för kursen Modellkonstruktion för Interagerbara Medier/Spel A11.

"Jag känner mig liksom inte handikappad längre." : En kvalitativ intervjustudie om teckenspråkiga döva och hörselskadade individers upplevelser med smartphones

This c-level essay examines how deaf and hearing impaired individuals use smartphones to live and communicate in a ?hearing world?. The main target is to find some understanding of the struggles of this population and smartphones have made it easier to adapt to the hearing worlds? demands with the applications that follow. To acquire the information for this essay, representatives from both the deaf and hearing impaired communities were interviewed.

Filmspridning och ny teknik i samband med huliganvåld : En studie om hur filmklipp sprids och hur dagens teknik används av svenskafotbollshuliganer och supportrar

We have in this study preformed a quantitative examination on how hooligans use film and new technologies to spread private videos on the Internet. With today´s technologies it is very easy for hooligans to publish their videos. In this study, we have choosen to do a questionnaire poll based on seven questions about what people think of hooliganviolence on online video sharing sites. We have also conducted an online interview with a former swedish hooligan. The people who participated in our study are all anonymous, and therefore we have no age or gender included in our study.

Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?

Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.

Speloist

This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.

Plan för multifunktionella buffertzoner längs Vramsån påMalörten AB : s jordbruksfastigheter

To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns

For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.

Mitt Komponerande, Kreativitet Och Teknik : Självstudie av den egna kompositionsprocessen

This essay describes a single case self-study of a music composer in order to track the compositional process in real time. In the study the subject and the researcher are the same person. The study builds on previous empirical studies that have used methodological approaches such as analysis of computer-based digital data collection, verbal protocol and video observations. It deals with issues of the compositional process related to for example time consumption, number of artistic decisions, the different roles and skills of a music composer, and methods of research in the musical composition process. During three shifts the researcher worked as a music composer dealing with the issue of converting an audio sketch of a composition into a representative finished audio product.

?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik

The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.

Plan för multifunktionella buffertzoner längs Vramsån på Malörten AB: s jordbruksfastigheter

To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses. As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.

Närvaro på distans : medietekniska innovationer i sjukvårdsscenarier

Forskning och nya innovationer inom området medieteknik skapar nya möjligheter inom den svenska sjukvården. I denna rapport undersöks fem telemedicinska scenarier från Karolinska Universitetssjukhuset i Stockholm och tre systemkoncept från forskningsgruppen Mediating Presence. Systemkoncepten är: Hydra, Det Medierade Ritbordet och Video Orchestration. Syftet är att utforska potentialen hos dessa systemkoncept i de undersökta sjukvårdsscenarierna. Genom litteraturstudier, intervjuer och observationer har information samlats om scenarier och systemkoncept. Med detta som grund har ett framework tagits fram för att utvärdera vilken potential dessa tre systemkoncept har i de undersökta sjukvårdsscenarierna.

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