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884 Uppsatser om Video game - Sida 2 av 59

Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers

The purpose of this bachelor?s thesis is to examine Video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study Video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for Video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.

Förmedling och framställning av historia i Tv-spel : En analys av den historiska miljön och atmosfären i Red Dead Redemption

This bachelor´s thesis analyzes the Video game Red Dead Redemption and the historical use of the environment and atmosphere in the game. The theory and method used is media research and social memory studies. Two questions were asked: how does Red Dead Redemeption convey and produce the historical environment and the historical atmosphere. Furthermore subqueries/criterias were used to help answer the main questions.The analysis was divided into two parts, the first part we analyze and discuss the games historical environment and the second part analyzes and discusses the historical atmosphere of the game.The conclusion is that both the historical environment and the historical atmosphere is present in the game through picture and sound, the text only works as a guide. The picture and sound live in a symbiotic relationship and depend on each other to fully immerse the player to the game.

TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv

This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The Video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity.

Twelvestep : Down inside

Title: Music video: Twelvestep ? DownInside Made by: Benjamin Bondesson Christian Edgren Tutor: Silvio Ocasic Course admin: Peter Ekdahl Purpose: To create a music video that we can stand, that challenges us in the creative process. And to help a struggling band with another medium to spread their music. Goal:We intend to create a great product that is demanding and educational to us. Especially when it comes to cooperation and editing/post production.

Skapande av animationer för interaktiv spelmedia genom motion capture

In this thesis I will propose and test a pipeline for creating in-game animations using motion capture technology, with the aim to export to a 3D game engine, such as UDK or similar. Even though there are already established pipelines for creating in-game animations in the game industry, they are not of public knowledge and dissemination of information is hindered by the severe NDA (non-disclosure agreements) imposed on the studios and artists. I will therefore use my experience with game production and as a student, to research and propose an optimal pipeline for developing in-game animation that may be used by other students, researchers and independent game developers. The methodology used to test the pipeline will be a case study based on the student project Synergy, which I am developing with other third year students also attending the Game design Education at Gotland University..

?Känsliga tittare varnas? : En uppsats om medier, makt och moralpanik

Sweden. 1980. The term ?video violence? becomes public through the debates show Studio S. The show urges and obligates politicians to stop, regulate and ban video films with violent content from the market.

Läsa spel. En analys av Alice-böckernas adaptation till spelformatet

The purpose of this essay is to examine the consequences following an adaptation from literature to Video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.

Twelvestep - Down inside

Title: Music video: Twelvestep ? DownInside Made by: Benjamin Bondesson Christian Edgren Tutor: Silvio Ocasic Course admin: Peter Ekdahl Purpose: To create a music video that we can stand, that challenges us in the creative process. And to help a struggling band with another medium to spread their music. Goal:We intend to create a great product that is demanding and educational to us. Especially when it comes to cooperation and editing/post production. Keywords:Music video, digital video, film.

Virtuella tv- och dataspel som medel inom rehabilitering : - En systematisk litteraturstudie

Att använda sig av virtuella tv- och dataspel inom rehabilitering är ett relativt nytt medel som det finns begränsat med forskning inom. Syfte: Uppsatsens syfte är att beskriva till vilket ändamål virtuella tv- och dataspel används inom rehabilitering och vad det ger för utfall. Metod: En systematisk litteraturstudie användes som metod i uppsatsen. De databaser som använts är Amed, Cinahl, PubMed och Medline (via Ebsco). De sökord som använts är virtual Video game, Video game, computer game, rehabilitation, outcome, movement, playthings och occupational therapy.

Sökmotoroptimering för video : Tekniker och skillnader

Undersökningen vill visa om vald sökmotoroptimering påverkar en webbsidas SERP- placering1 för sidor med video. I arbetet undersöks bland annat video-sitemap och schema.orgs uppmärkning för video.En empirisk undersökning har utförts med tre testdomäner där olika sökmotoroptimeringstekniker implementerats på de olika webbsidorna. En webbsida sökmotoroptimerad för video, en sida med sökmotoroptimering för textinnehåll och en sida sökmotoroptimerad med båda teknikerna. På sidorna har kontinuerligt videor laddats upp och sidornas SERP-placering i sökmotorn Google noterats på en förbestämd sökterm.Resultatet visar att schema.orgs uppmärkning för video och video-sitemap har en viss positiv effekt vad gäller sökmotoroptimering..

Fantasy War Game : Spelmotor i PHP

Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare..

Synkroniserad videouppspelning över Internet

The goal with this project was to achieve real-time synchronized video playback over the Internet, or in other words, that multiple clients play the same part of a video at the same time.The result shows how it is possible to build such a protocol, that gives a user experience that the video is synchronized between computers when playing a locally stored file, stream or video delivered using progressive download. This was achieved by designing, then role playing to find weaknesses, and at last implementing the protocols to see how they work in practice. By using such a protocol, it is possible to navigate and discuss around a video in for example a telephone conference, and be sure that everybody is looking on the same picture..

Puzzles combined with horror in digital games

Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och samma digitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslen som presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokus på är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spel kategoriserats som 'Survival-Horror'-spel. Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pussel och skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrollera om hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementerades i ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv å omg ångar f ör att analysera resultatet mellan de tv å omg ångarna..

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and Video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a Video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

Sagan om Rödluvan och variabeln : En titt på film i matematikundervisningen

Undersökningens syfte är att studera video som inslag på matematiklektioner genom att titta på elevers kunskapsutveckling, åsikter och lärares åsikter.En video om Pythagoras sats har producerats och visats i klassrummet och det har sedan gjorts diagnostiska prov i experiment- och en kontrollgrupper. Det har även gjorts en elevenkät och lärarintervju. Resultatet visade att eleverna var ganska positiva till video men att filmen inte hjälpte något märkbart. Lärarna ansåg det vara svårt att få in video i matematiken eftersom det går så fort. Slutsatsen är att video kan användas som tillsats till undervisningen ibland, men inte som ensam ersättning till annan undervisning..

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