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1054 Uppsatser om Video-game addiction - Sida 15 av 71

Visuellt berättande i spelmiljöer

Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö. Abstract In this thesis examines how to drive a narrative in digital games using only the game environment.

Videorekrytering - en rekryteringsmetod för konkurrenskraftigt övertag i service- och säljbranschen

Den viktigaste aspekten av human resource management kan i dagens samhälle anses vara rekryteringsprocessen. Syftet med denna kvalitativa studie var att fastställa om, och i så fall hur och till vilka tjänster, video bör användas som rekryteringsmetod. Detta för undersökandet av verktygets möjlighet att öka organisationers förutsättningar till konkurrenskraftigt övertag på arbetsmarknaden i enighet med Barneys teori om resource-based view. Analysen av resultatet utfördes utifrån tre teman ? fördelar och nackdelar med användandet, samt möjligheter till utveckling, av video som rekryteringsverktyg.

Noblesse Oblige: Ett rollspel : 1600-talets svenska adel, skyldigheter och plikter och skapandet av ett rollspel

Abstract ? Noblesse oblige: a roleplaying gameDuring the 17th-century the Swedish nobility was forced to deal with a number of new challenges. They reached the height of their power, but also began their downfall. How did the nobility?s ideal come to be in the face of this? Can we in these ideals find the duties and obligations of the nobility? And if we can, how can a roleplaying game be made out of the historical facts? A roleplaying game meant for educational means, well suited for the classroom and teachers, capable of stimulating the young minds and offering them an in depth understanding of how the nobility?s minds moved.

Game on : Att spela sig till nya höjder av motivation

?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.

?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.

Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats

Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU

This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..

Castaway : Nätverksspel till Swedish Game Awards

I denna rapport så beskrivs det hur man kan utveckla ett nätverk som kan användas i nätverksspel. Hur man kan förhindra fuskande klienter och försöka uppnå ett säkert nätverk som vanliga klienter till spelet inte ska påverkas för mycket utav.Under tio veckors tid så utvecklades ett nätverk som står för grunden till ett nätverksspel. Ett väldigt simpelt spel med en nätverksstruktur som motverkar fusk..

Vektorkvantisering för kodning och brusreducering

This thesis explores the possibilities of avoiding the issues generally associated with compression of noisy imagery, through the usage of vector quantization. By utilizing the learning aspects of vector quantization, image processing operations such as noise reduction could be implemented in a straightforward way. Several techniques are presented and evaluated. A direct comparison shows that for noisy imagery, vector quantization, in spite of it's simplicity, has clear advantages over MPEG-4 encoding..

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen

Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.

En jämförelse mellan den matematiskt optimala strategin och en ivardagligt spel tillämplingsbar strategi

Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.

Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen

The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.

Forage production and summer use by ungulates on game fields and surrounding areas

Ungulates are causing conflicts between stakeholders due to browsing damage on forests and agricultural crops. At the same time there is a big demand of keeping high ungulate densities for sports hunting and recreational purposes. Movement patterns of ungulates are strongly correlated with forage availability. Therefore, measures affecting forage quantity and distribution might be a tool to reduce the economical losses in forestry without decreasing the ungulate densities and thereby decrease the conflict between different interest groups.This study investigated the potential biomass production and utilisation of marrow-stem kale (Brassica oleracea var. medullosa), at game fields in Misterhult, Sweden, as well as browsing effects on adjacent forests.

Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

Samsjuklighet och förbättring : En kvantitativ studie om personer med missbruk och samtidig svår psykisk störning på Södermalm i Stockholm

The purpose of this paper was to examine how clients on the unit for adults at Södemalms district administration (Stockholm, Sweden) with severe mental illness and substance abuse differs from other clients with substance abuse at the baseline and at follow-up one year later. We have used a quantitative method and analyzed material from ASI-interviews performed at the adult drug abuse unit at Södermalm during the time period 2002-2010. At the baseline the clients with substance abuse and co-occurring severe mental illness have more problems than other clients, primarily in the area of mental health. They spend more time alone and are more likely to engage in illegal activities. Interviewers assess their situation as more serious and that they need more help in all of ASI's areas of life than other clients.

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