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1054 Uppsatser om Video-game addiction - Sida 9 av 71

Prospects of a Challenger - A case study of Microsoft and the Console Industry

Purpose: The purpose of this thesis is to give a contribution to the studies of what strategies those are of importance for challengers in consumer technological markets aiming for the market leader position. To be able to investigate this phenomenon we have chosen to study Microsoft?s second position in the video game console industry. In addition, we want to illuminate Microsoft?s competitive advantages, how Microsoft can take advantage from Sony?s setbacks and what strategies those are of importance for Microsoft in the battle of becoming the market leader.

Våldsamma, sexistiska och rasistiska tv-spel på folkbiblioteket ? en undersökning om bibliotekariers syn på och hantering av kontroversiella tv-spel

The aim of this thesis is to study the views of public librarians on the subject of controversial video games and how they work with them at the library. The purpose of the study is to answer these questions: What content is controversial in video games according to the librarians? How do the librarians handle the controversial games at the library? Does it exist a conflict between the users and the librarians about the controversial video games? Is it possible to see any underlying reasons or tendencies in the librarians answers? Five qualitative interviews were performed to answer these questions and the collected data was analyzed using the terms, value rationality and instrumental rationality which were collected from a theory by Geir Vestheim. The results showed that the librarians see violence, sexism and racism as controversial content in video games. They handle the games at the library by limiting the access for children with age limits and by not buying the most controversial games in some cases.

Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle

In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..

Impressions of reality

Impression of reality deals with the subject of wearing a mask. It is an exploration of the idea that we are all playing different roles, on a stage in front of an audience. The aim was to work conceptually with text, photo and video as a way of exploring a subject. The goal was to create and edit the material so it would be interesting for the visitor at the graduation exhibition. The content was created through experiments based on questions such as the following examples; What is a mask? How can content control form? What is originality? The process resulted in a publication and a video installation with the ambition of highlighting the idea of the world as a theatrical construction.

Heuristiker för digitala spel : En studie om Game Approachability Principles

Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.

När stjärnor flyttar på sig : -En intermedial studie av läsprocessen som den relaterar till Codex, det digitala uppslagsverket i tv- och dataspelet Mass Effect

This study examines the in-game encyclopaedia Codex as it appears within the videogame Mass Effect. The purpose of this study is to analyse the Codex with emphasis on how the reading process is affected by the videogame medium. In this regard the study seeks to uncover what characterises the Codex as a fictional encyclopaedia, what it entails and how it interacts with the rest of the game. The theoretical basis of this study is derived from a combination of the writings of Wolfgang Iser concerning the process of reading, Jesper Juul's writings on the relationship between games and narratives, and the concept of intermediality as discussed by Hans Lund and Jørgen Bruhn.      This study is based on a close examination of the PC and Playstation 3 versions of the videogame Mass Effect, created by Bioware, with particular emphasis placed on the Codex. Mass Effect is a science fiction third-person shooter and RPG set in a future where mankind has begun interacting with aliens civilizations and colonising new planets.

Välj, kontrollera och dela: : en sekundär skärmupplevelse

Detta examensarbete har varit att ta fram ett koncept för ett second-screenlager till företaget Headwebs filmuthyrningstjänst. Denna rapport visar på hur tre second-screenfunktioner kan appliceras i en video on demand-tjänst. De tre funktionerna som applicerades var att som användare via sin second-screen välja på vilken enhet man vill se sin film, kontrollera filmens playbackkontroller och välja ut små filmklipp från filmen och dela dessa på sociala medier.Resultatet blev ett lo-fi-prototyp som visar hur de tre funktionerna kan appliceras på Headwebs iPadtjänst och listar för- och nackdelar med de olika konceptet..

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.

Visuella Effekter Inom Genrespecifik Musikvideoproduktion

Today almost every artist has a music video. With today?s technology it has become a lot easier for smaller companies or amateur filmers to produce and distribute their work. But how important is an artist?s music video and where do people find their music these days? Other questions we wanted to answer were if there is a typical way a music video looks like based on its genre.

"Vi är inte byggda för att ta in video" Utmaningar med video i räddningsarbete

THE CONSTANT IMPROVAL AND REFINEMENT OF THE MOBILE TECHNOLOGY HAVE MADE IT POSSIBLEto use video in settings where such use couldn't be motivated before, due to economicaland practical reasons. The purpose of the study was to identify and explore possiblechallenges in interorganizational use of video during emergency response work. Thiswas done by a case study of a system designed for the use of video in such situations.The study focused on operational challenges for the fire and rescue services and thehealthcare organisations, where the main challenges identified were intended to beanalysed and discussed in terms of design. The empirical results were gathered throughqualitative interviews with representatives from the fire and rescue services and thehealthcare organisations in Göteborg. This material made it clear that contextual aspectsof emergency response work lead to a couple of challenges connected to the use of videoin such situations.

Hantering av QoS i Distribuerade MPEG-videosystem

With the advance in computer and network technologies, multimedia systems and Internet applications are becoming more popular. As broadband network is prevailing, more clients are able to watch streaming videos or to play multimedia data over the Internet in real-time. Consequently, there is an increasing demand in the Internet for streaming video systems. As the run-time environment of such applications tends to be dynamic, it is imperative to handle transient overloads effectively. The goal of this work is to develop an algorithm that would provide a robust and controlled behavior of the video system so that important data is delivered on time to the video clients.

Heat Maps : En metod för att uvärdera banor

Denna rapport har undersökt om game metrics genom heat maps kan användas för att hitta en choke point i en bana gjord till spelet Team Fortress 2. Game metrics och kvantitativa  metoder  erbjuder  ett  objektivt  och  nästan  automatiserat  alternativ  till kvalitativa metoder när det kommer till balansering. En bana har konstruerats med en choke point och har speltestats för att generera en heat map. För att undersöka om det går att hitta en choke point med hjälp av en heat map så har en enkät gjorts där respondenter   bads   hitta   choke   pointen   med   hjälp   av   den   heat   mapen   som genererades från speltestningen av banan. Alla respondenter lyckades hitta mitten av choke  pointen  med  hjälp  av  heat  mapen.  I  framtiden  skulle  arbetet  kunna  utökas genom  att  undersöka  om  användandet  av  bottar  eventuellt  skulle  helt  kunna automatisera  balanseringsprocessen.  Det  skulle  också  gå  att  undersöka  hur  olika klasser rör sig i en bana..

Färgrymdskonvertering för digital video med låg komplexitet och låg effekt

I detta examensarbete har olika sätt att implementera färgrymdskonverterare i multipel konstant multiplikationsteknik beskrivits med VHDL, syntetiserats och jämförts med avseende på effektförbrukning..

Erfarenheter bland omvårdnadspersonal av att bemöta personer med missbruks- eller beroendeproblem på en akutmottagning : En intervjustudie

The number of persons with problems of abuse or addiction seeking care has increased during the last years in Sweden. Recent international studies show stigmatizing attitudes among nursing staff, which affect the treatment and care negatively. The purpose of this study was to describe experiences among nursing staff of treating persons with problems of abuse or addiction at an emergency department. The participants were six nurses and one assistant nurse who worked at an emergency department. The interviews were analyzed through qualitative content analysis.

Prestanda och precision pa? en enkortsdator i ett system med realtidskrav

The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.

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