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2742 Uppsatser om Video-game industry - Sida 11 av 183

Humorstilar, Emotionell Perception och Kön ? Vem skrattar mest och vem skrattar sist?

The main aim of this research was to investigate four humour styles, affiliative, self-enhancing, aggressive, and self-defeating humour, and compare these with emotional perception. Forty-eight persons took part in the research, 27 women and 21 men living in the southern part of Sweden. Two humour tests were used: the Humour Scale Questionnaire ? HSQ, with 32 items, and a newly composed video test, assembled after pilot testing from 26 video clips, the Humour Video Questionnaire ? HVQ. To measure perception and interpretation of emotion, the revised version of the ?Reading the Mind in the Eyes? Test was used.

Interorganisatoriska relationer i filmbranschen: En fallstudie i samproduktioners påverkan på svenska

This paper investigates and explains the existence of different governance structures in the Swedish film industry. Using a theoretical framework of transaction cost economics, it is shown that trust follows from frequent production projects, affecting the distributors? control of producers, cinemas, video retailers and television. Control becomes more flexible, informal and less time consuming. Furthermore, the control of the distributors? relationship with television and cinemas proves to be multidimensional and affected by transaction activities, as well as by demands from previous parties in the value chain.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Northern Stories. Ett narrativt videokoncept

Northern Stories is a narrative video-project, mixed between how to work with the movieformat and the programs involved. As well as the complexity of how it can be to work in collaboration with a company and an investigation in how to evolve my design process. This from a designer?s point of view and with the intention to produce a finished product..

Optimala strategier för whist

Whist is one of the most played card games of the world. Though there have been many studies made in the field of game theory, whist is still somewhat of an unchartered territory. In this thesis some methods to obtain an optimal strategy for whist are discussed. Whist belongs to a group of games called logical games. For this group there exists algorithms which result in an optimal strategy.

Mobilstudio för ShiShi TV

During the fall of 2007 Uppsala University gave the course ?Projekt DV?. As a result of this class a publishing tool for real-time media came to be ShiShi TV. The purpose of this application was to introduce a new way to reach out to people. This was done with a video player on the Internet and a second one placed in a regular mobile phone.

Pedagogisk lek i förskolan : En samtalsanalytisk studie av pedagogens roll i olika lekaktiviteter

Play is an important part of children´s everyday life, it is through play children develop. Play occurs a lot in kindergarten and in this study, the aim is to examine how play activities play is used in preschool teaching and the role of the teacher´s in the play. Video recordings of play activities done and qualitative methods (conversation analysis) has been used to analyze the video recordings. The results of this study show that play are widely used as a pedagogical tool in preschool. It is through play children develop.

Spelutveckling för Facebook ? från koncept till produkt

Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö.

Youngbloods

The goal of this project was to create the music video for swedish pop/rockband Antennas? single Youngbloods, from their album Feeling Feline Tonight(2009). The video was made through animation, collages, photography andillustration. The main focus for the video was to create an independent visualstory and to implement an investigation of how different technics for creatingand documenting images and motion result in different interpretations of thecontent. The work was characterized by an active search for contrasts andcontradictions.My approach to the project was to work with a child?s curiosity, but withthe discipline of an adult.

"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.

In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..

Spelrörelsekrav och temporalt mönster i amerikansk fotboll : en deskriptiv studie av försvarsspelare

AimThe aim of the study was to develop a method for the survey of play movement demands and temporal patterns in order to enable a descriptive study of the defensive players in American Football. The overall aim was to  improve the understanding of how American Football is played to create opportunities for enhancement of current or developing new training methods to better suit football.MethodFifty plays from a Division 3 college football game on video from 2005 was divided into sequences of action for one player each from the defensive line, linebackers and defensive backs and analyzed with the video analyzing software cSwing. Every players sequence of action was recorded in a spreadsheet and noted on a scaled football field where distances were measured and together with time stamps from cSwing velocity was calculated.ResultsUsing this method it was possible to describe the play movement demands and temporal patterns which was the main task of the study. The defensive end worked on an average 4.61 seconds per play, the distance was 12.4 meters and average speed 2.5 m×s-1. The linebacker worked on an average 4.35 s per play, 13.7 m and at a mean speed of 3.0 m×s-1.

Video på bibliotek : en granskning av spelfilmsverksamheten på svenska folkbibliotek

This is the first investigation of the activity with feature film (video) in Swedish publiclibraries.Due to the Swedish copyright legislation, the activity with feature film in Swedish publiclibraries was not possible until an agreement was set between Kommunförbundet and SverigesVideodistributörers Förening in 1989.My investigation is based upon a form that I made in cooperation with Statens kulturråd.The form was sent to the main public libraries in the 286 municipals in Sweden. 250 (87 percent) of the public libraries answered the questions. 130 (52 per cent) of the libraries whoanswered had an activity with feature film.The main reason the libraries bought feature film, was that they hoped that feature filmwould attract new visitors to the library. The investigation also showed that high costs forhiring feature films has a negative influence on the lending of feature films..

Ny trend för hjälporganisationer: viral video? : Hur hjälporganisationer kan dra lärdom av den virala videon "Kony 2012"

Denna uppsats tar upp om hjälporganisationer skulle kunna använda sig utav viral video sommarknadsföringsmetod i sitt arbete att samla in pengar samt sprida sitt budskap. En fallstudiegjordes även på videoklippet ?Kony 2012? från organisationen Invisible Children som är ettaktuellt exempel på en hjälporganisations användning av viral video. Klippet ?Kony 2012? hardessutom blivit det snabbast sprida klippet någonsin (Wasserman 2012).

DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM

With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.

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