Sökresultat:
1054 Uppsatser om Video-game addiction - Sida 10 av 71
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
Folkbibliotek och TV-spelande ungdomar en studie i bibliotekariers attityder och värderingar när det gäller ett nytt medium på biblioteket
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when computer games were introduced at the library. In order to answer our questions we conducted nine interviews with librarians working with children and youths, in eight libraries. By analysing their statements, using Maj Klassons theory where she defines the librarians role in three different strategies, we could demonstrate how the librarians reason when it comes to video and computer games, youths, quality and purchase.
ASI - verksamt eller värdelöst? : En kvalitativ undersökning om personalen på socialtjänstens tilltro till bedömningsinstrumentet ASI (Addiction Severity Index)
Evidensbaserad praktik inom socialtjänsten förutsätter att de professionella ställer sig positiva till forskningsbaserad kunskap om insatser och användandet av bedömningsinstrument. I vår studie undersöks vilken tilltro socialarbetare på vuxenenheten i en mindre stad har till bedömningsinstrumentet Addiction Severity Index (ASI). Studien är en kvalitativ undersökning och semistrukturerade intervjuer valdes som metod för att besvara syfte och frågeställningarna. Sammanlagt har sex respondenter intervjuats varav fyra handläggare, en projektledare samt enhetschefen på verksamheten. Forskning visar att handläggare upplever olika fördelar och nackdelar i användandet av ASI.
Vuxna barn till missbrukare : tankar och upplevelser kring begreppet livskvalitet
Addiction has been a problem for centuries. However, it wasn`t until the 1930s that research in this field was conducted systematically. At that time, the main focus was the wife of the alcoholic. Thirty years later the first stress-theories evolved. The theories showed that the husband´s drinking triggered the wife´s stress.
COMMON EXPERIENCES ? MUTUAL UNDERSTANDING? A QUALITATIVE CASE STUDY TO EXPLORE THE SIGNIFICANCE OF COMMON EXPERIENCES REGARDING DRUG ABUSE BETWEEN CLIENTS AND DRUG THERAPISTS DURING DRUG ADDICTION TREATMENT
The purpose of this essay is to explore the significance for former drug addicts who, during their treatment against drug abuse, have had a therapist with a drug addiction in his or her past. A qualitative case study has been used as method in which four former drug users have been interviewed. We have compiled the results based on five key themes in order to get a comprehensive picture of the relevance of common experiences regarding drug abuse, based on former addicts? experiences.
This has been done in connection with a review of different theoretical perspectives that we have found relevant to the investigation. Our findings have then been compared with previous research in the field.
Interaktiv Produktpresentation åt Abu Garcia
Detta projekt har producerats i samarbete med Abu Garcia i Svängsta, Blekinge. Vårat projekt är en interaktiv produkt presentation gjord i flash med inslag av 3d, video och ljud. Våran tanke är att användaren ska kunna se hur en Ambassadeur Record fiskerulle ser ut både på insidan och utsidan, hur den fungerar och vad som gör den så unik. Det finns också video filmer som beskriver tillverknings processen, och hur man som förstagångs användare använder en Ambassadeur rulle. Design och bakgrundsljud är anpassad så att den ska väcka en känsla av fiske och fridfull utomhus miljö..
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Blogg i förskolan : Hur förskollärare anser att en blogg kan användas för att dokumentera veksamheten och främja föräldrasamverkan
This Bachelor thesis examines the possibility of replacing an outdated, analog video recording system to a digital counterpart. It is key that the video and audio signals remain synchronized, generator locked and time stamped. It is up to nine different video sources and a number of audio sources to be recorded and treated in such a manner which enables synchronized playback. The different video sources do not always follow a universal standard, and differ from format as well as resolution. This thesis aims to compare a number of state of the art commercial of the shelf solutions with proprietary hardware.
Effekterna ligger i betraktarens ögon - En studie om effekter av videopresentationer inom e-handeln
Companies within the e-commerce industry currently try to overcome the disadvantages of not being able to provide a physical inspection of products, and this is especially an issue for the apparel industry. One way of trying to overcome this issue is by presenting apparel with a short video of a model wearing the garment. The aim in this thesis is to investigate how these video presentations affect consumers' emotions, cognitions and intentions. Since previous studies have found that different shopping scenarios can moderate the effect of stimuli in the atmosphere on the consumers' emotions, we also aim to see if a video presentation, depending on the shopping scenario, could have a negative impact on site visitors. Moreover this thesis investigates the moderating effects of involvement on consumers' cognitions.
ADDICTION SEVERITY INDEX I PRAKTIKEN : - Om missbrukshandläggares erfarenheter av att använda ASI-intervjun
The purpose of this study was to understand how social workers experienced working with Addiction Severity Index (ASI) in relation to the goal set by the National Board of Health and Welfare. The method is spread nationwide and therefore it is of great importance to examine how the social workers themselves experience the demands and the resources surrounding ASI. We choose to do a qualitative study interviewing eight social workers at six different occasions. The result was analyzed using Max Weber?s ideal type bureaucracy and Michael Lipsky?s thesis on street-level bureaucrats.
Sexmissbruk ? Faktorernas samexistens med begreppet sexmissbruk inom forskningsvärlden.
Sexmissbrukets underliggande orsaker skiljer sig åt och detta beror på flera faktorer som exempelvis internet, alkohol och droger. Denna studie behandlar sexmissbrukets utveckling under åren 1990 till 2000. Studiens syfte är att visa på den samexistens som begreppet anses ha med andra missbruk som visas genom de faktorer som kommer att nämnas i studien. Studien som är en litteraturbaserad översikt bygger på sex artiklar och en rapport som analyserats utifrån systemteorin. Studien visar att sexmissbruk kan tolkas på olika sätt beroende på den målgrupp som kommer i kontakt med begreppet.
Vägen ur ett alkoholmissbruk -En kvalitativ studie om sex före detta alkoholmissbrukare
The aim of this study has been to take part of six ex-alcohol addicts? narratives about their lives with starting-point in which factors that has been significant and/or determining to be able to leave a life in abuse and what change this process has implied for their identity. To achieve the purpose with this study has three questions been formulated. These are what in the person?s life have been important in the process of a life free from alcohol, what were specific and decisive that effected the decision to stop using alcohol and what is the attitude to them self and their new role as an ex-alcohol addict. Alcohol is a drug that is legal and accepted in the society and it´s hard to discover an addiction.
Alternate Reality Games : Framtidens Marknadsföringsform
An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.
Döden och livet därefter enligt en berättelse om liemannen : En kvalitativ undersökning av uppfattningar om döden och livet efter detta i Grim Fandango Remastered.
The purpose of this paper consists of examining the different ways of thinking about death and life beyond death conveyed in the game Grim Fandango Remastered. This was done by using a theoretical framework consisting of a self invented definition of death called "Bodily death". This definition consists of common notions about death such as cessation of life functions like movement, metabolism, respiration and overall cessation of brain functions. It also included cessation of vital processes, which includes the ability to make energy transfer, making reparations, for example by cell replication, as well as the waste system of the body. Besides this, the study examines the prevalence of dualism, a conception that views the soul essential to the individual's mental state. Two kinds of dualism were investigated, simple dualism with the assumption that the individual is made up of the soul, and compound dualism, where soul and body are dependent on each other for the survival of the individual.
En studie i visuell sponsorkommunikation med fotboll som arena : Vilken typ av sponsorkommunikation är passande vid matchvärdskap och finns det utrymme för nytänkande?
Time changes, so also in sport. The small venues become larger and more modernized. As stadiums grows, so also does sponsorship and its popularity, around them. Is it enough as a sponsor only to expose yourself these days, or does the new times require more creativity to stand out from all the media?This work is done for Stadium AB in Norrköping, and treats questions such as; what type of sposnorcummunication that is proper to use around the soccer stadium, and if it is possible for new ideas in the future when Stadium is hosting a game? To answer these questions theory has been read about sponsorship and data has been gathered through qualitative interviewswith soccer clubs and sponsorship consultants.The work result shows that there are some general rules that the company should follow tosucceess when hosting a game.