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1054 Uppsatser om Video-game addiction - Sida 6 av 71

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

"Ya know, I don't mind being labeled a crackhead." : En semiotisk analys av hur tv-spelet Grand Theft Auto V skildrar hudfärg, klass och kön

The purpose of this thesis is to examine the representation of race, social class and gender in the 2013 video game Grand Theft Auto V. Postcolonial theory, including terms such as cultural hegemony, whiteness and Michel Foucaults definition of power, has served as the basis for the analysis. The postcolonial theory has been combined with class theory and gender theory for an intersectional analysis. Semiotic analysis has been used as the method in the thesis, and a total of nine story missions ? three for each protagonist in the game ? have constituted the material.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing..

 En kvalitativ analys av spelberoende

The aim of this study is to gain an increased knowledge and deeper understanding of compulsive gambling and its consequences in today?s society. Gambling addiction will be described and analysed by a selection of experts, therapists and people with an addictive gambling background. The basis of the empirical research has been undertaken by a qualitative design with interviews consisting of three fundamental themes. The research group of eight participants included four gamblers, two therapists and two specialists.


Spelreferenser i akademiska publikationer. En kartläggning av referenspraktiker inom spelvetenskap.

This is an empirical study mapping out different citation practices to games in the fieldof game studies. From an analysis of 7 journals, 3 conferences and 22 canonical bookswithin game studies, 5 different strategies for game referencing have been identified.Games scholars can either totally refrain from referring to the games they discuss, onlyreference some specific games, cite them as something special and deviant from othersources, refer to them in accordance with other sources or refer to games with regard totheir unique properties as a reference. For the reference librarian working with issuesrelating to game studies the diverse reference practices among game scholars pose aspecific challenge. A challenge that partly can be overcome by knowing how gamescholars frame games and how these frameworks are in conflict with the ways librariansframe and classify sources due their physical properties..

GAME OVER

En studie av svensk e-sportjournalistik. Undersökning av DN, GP, AB. Vi har genomfört en kvalitativ studie av Dagens Nyheter, Göteborgs-Posten och Aftonbladet. Genom att använda oss av Mediearkivet och dess sökfunktion plockade vi fram de artiklar som behandlade e-sport och dataspel..

Inlevelse genom narrativ i spel

Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment..

"Tears are not a Momans Only Weapon" : En historiebruksanalys av HBOs tv-serie Game of Thrones

The middle ages is a time in our history that is often used as a frame when portraying fantasy on tv. HBOs immensely popular series Game of Thrones could easily be counted as one of these. But to what extent does the creators of the series approach the history of our world while creating their own? The aim of this essay is to analyse a number of characters from the tv- series out of gender- and their place in the social structure and then compare the findings with the image of the middle ages that is given in academic research. By analysing the two released seasons of Game of Thrones the study has shown that there are many similarities between the fictional world and the actual world but that it also differs through choices made by the creators of the series. .

??Integrerad video och digital grafik med fokus på postproduktion

I detta examensarbete beskrivs kombinationen av video och digital grafik vid filmproduktion. Jag kommer att förklara filmproduktionens olika stadier med fokus på postproduktionen. Jag behandlar frågor som förklarar vad postproduktion är, hur det går till samt olika tekniker inom den digitala postproduktionen för att kombinera video och digital teknik. Målet med arbetet är att undersöka och beskriva det digitala arbetssättet inom modern filmproduktion genom att förklara metoder och tekniska lösningar generellt samt i ljuset av ett mindre videoprojekt.Nyckelord: examensarbete, postproduktion, redigering, digital postproduktion, keying, keyframing, tracking, mask, matte, färgkorrigering, video..

Flow i fokus : processen att göra ett spel genom research through design

Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers.

"TV-spel är inga konstigheter!": En enkätundersökning om tv-spel på folkbiblioteken

The aim of this bachelor thesis is to investigate the lending of video games at the public libraries in Sweden. The thesis focused around a web survey, which was sent out to all public library directors, as its research material. The results were compared with those found in a master thesis by Olle Berg and Thomas Nyström from 2008. This was done to gain a better understanding of why the libraries provided video games. The other results of the survey were analyzed with a quantitative method.The results indicate that half of the responding libraries provide video games for borrowing.

Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten

In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

?Interaktiv video ? ett bättre inlärningssätt!?

Uppsatsen handlar om interaktiv video och om det är ett bättre inlärningssätt än traditionell utbildning. Max Hamburgerrestauranger användes i arbetet som ett praktiskt exempel och dom anställda har fått agera som respondentgrupp för testning av sekvenser av interaktiv videoutbildning. Syftet var att undersöka om interaktiv videoutbildning är ett bättre inlärningssätt. Om så är fallet varför? Uppsatsen bygger på kvalitativ metod.

Är läkemedelsberoende en fråga för socialtjänsten?

The purpose of this thesis was to increase our understanding of how the social service in Sweden deals with reported incidents of addiction to medicines. Another purpose was to point out the different opinions concerning addiction to medicines amongst actors as well as possible ways to handle the problem.We have conducted a quantitative and qualitative e-mail survey targeting all communities in Sweden, with the ambition of gaining further knowledge about the role and responsibility of the social service concerning reports of addiction to medicines. Two quantitative questions were one asked about how many clients requested/were reported for needing help with their drug abuse alone, and the second question about how many clients needing help for drug abuse as a part of a wider addiction.The survey revealed that the social services judge their role/responsibility differently; some take the main responsibility while others think that drug abuse is created by the general health care and should be handled by this organization as well. In relation to the estimated amount of drug addicts in Sweden only a small part are in contact with the social service..

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