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2742 Uppsatser om Video-game industry - Sida 7 av 183

?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.

TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser

The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.

Battle of Life : Spelprojekt till Swedish Game Awards

Vi beskriver i denna rapport hur vi, som två studenter vidÖrebro universitet, utvecklade ett nätverksbaserat action-spel för datorer i Windows-miljösomsedanvarmed ochtävladei nordens största spelutvecklar-tävling, Swedish Game Awards. I spelet,som vi döpt till Battle of Life, tar sig spelaren an en farlig och oförlåtande värld och måste slåss mot andra spelareför att överleva. Vi förklarar i denna rapport hur vi, under tio veckors tid,utvecklar ett spel från grundenoch vilka verktyg och metoder vi använde oss av för att genomföra uppgiften. Vi beskriver projektets mot-och framgångar samt hur vi löste de problem vi komi kontakt med under utveklingens gång.Vi går in djupare på varför vi gjordevissa designbeslut och hur de påverkade vårt slutliga resultat.Avslutningsvis diskuterarviom utveklingsprocessen och spelets eventuella framtid, både från vårt eget perspektivsom utvecklaremen även från ett samhällsenligt perspektiv..

Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft

This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .

Lärsituationens komplexitet för elever som upplever svårigheter i matematik : Rutiga Familjen i en ny lärmiljö

The Squares Family is a game developed as a learning aid in mathematics. With its graphical representation of the decimal system, the four basic arithmetic operations and positive and negative numbers together with a learning agent as pedagogical approach, the game?s primary purpose is to motivate students in their learning of mathematics. Although the game is strictly based on mathematical rules it attempts to encourage students to play and work with math without experiencing it as mathematics as this is initially not obvious. The game being internationally tested on normal performing students, this project introduced the game to six Swedish students who experience low motivation for and/or difficulties in mathematics.

"Serviceyrket är mycket av en själv även om det är mycket av ett skådespel" : En studie om servitörer och servitrisers känsloarbete & motivation

Since a few years back television has been on a verge of an enormous digital change. Web-TV is now growing at an incredible rate and is said to completely change the way we consume TV. The purpose of this essay is to determine and gain an understanding of how representatives of the broadcast industry looks at the phenomenon of web-TV and especially the different kinds of online video services and how they believe this will affect the television. Methods used are qualitative interviews which we compared with previous studies on the subject and acknowledged communication theories. The respondents were people with good insight and understanding of the media and TV industry.

?Det här är inte hat ? det här är humor!" : En visuell textanalys av makt och performativitet i systrarna Kronlöfs video SÅ JÄVLA PK!

This essay examines how humor is used in the making of stereotypes in the Kronlöf sister?s video SÅ JÄVLA PK! In addition I give my analysis of how power and resistance is shown in the video. Through Michel Foucault?s conception power and resistance together with Judith Butler?s theories about performativity I?d like to show how the characters you can see in the video, in addition to the humor, also put themselves in a public context. I discuss my material in relation to a number of similar and current events that concern sexism and racism in Sweden.

När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006

This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.

"Ska vi leka?" : En kvalitativ undersökning av inkludering och exkludering i fri lek i förskolan

The aim of this studyhas been to capture preschool children's strategies, when they include and exclude each other in play. My aim was also to find out how children choose to integrate into an already existing game. My questions were: What strategies are used by the children at the preschool when they want to exclude or include each other? How to integrate the children when they want to be involved in an ongoing game and how they will be received during the time of play? My theoretical starting points are from Vygotsky's theory of proximal development zone, and Michel Foucault's perspective on power, and also research on the subject.The empirical study was conducted using the observations at two preschools. The children I observed were between four to five years old.The results show that children used different strategies, and when the strategy did not work so the child could switch to another.

Överföring av digital video via FireWire

Transmission of digital signals is today more frequently used than transmission of analog signals. One reason for this is that a digital signal is less sensitive to noise than an analog, another reason is that almost all signals today are handled in a digital format. This thesis describes the development of a system that receives digital video signals through FireWire. The standard for FireWire, which is a high performance serial bus, is under development. Today the standard of the bus supports transmission of data with a speed of up to 400 Mbit/s.

Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com

This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..

dotNet som multimediaplattform

As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.dotNet is the next step in line and makes it easier and faster to build software.This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete game can be built.A game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the game looks like it does as well as the mechanics of the game and the benefits of the dotNet platform..

Varelsedesign : en metod

My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.

The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.

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