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1054 Uppsatser om Video-game reviews - Sida 18 av 71
Speloist
This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.
Plan för multifunktionella buffertzoner längs Vramsån påMalörten AB : s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Mitt Komponerande, Kreativitet Och Teknik : Självstudie av den egna kompositionsprocessen
This essay describes a single case self-study of a music composer in order to track the compositional process in real time. In the study the subject and the researcher are the same person. The study builds on previous empirical studies that have used methodological approaches such as analysis of computer-based digital data collection, verbal protocol and video observations. It deals with issues of the compositional process related to for example time consumption, number of artistic decisions, the different roles and skills of a music composer, and methods of research in the musical composition process. During three shifts the researcher worked as a music composer dealing with the issue of converting an audio sketch of a composition into a representative finished audio product.
?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik
The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.
Plan för multifunktionella buffertzoner längs Vramsån på Malörten AB: s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.
As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Närvaro på distans : medietekniska innovationer i sjukvårdsscenarier
Forskning och nya innovationer inom området medieteknik skapar nya möjligheter inom den svenska sjukvården. I denna rapport undersöks fem telemedicinska scenarier från Karolinska Universitetssjukhuset i Stockholm och tre systemkoncept från forskningsgruppen Mediating Presence. Systemkoncepten är: Hydra, Det Medierade Ritbordet och Video Orchestration. Syftet är att utforska potentialen hos dessa systemkoncept i de undersökta sjukvårdsscenarierna. Genom litteraturstudier, intervjuer och observationer har information samlats om scenarier och systemkoncept. Med detta som grund har ett framework tagits fram för att utvärdera vilken potential dessa tre systemkoncept har i de undersökta sjukvårdsscenarierna.
Retrospel : En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.
Webbsida med interaktiv banguide
This degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University. The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image).
Fantasygenrens kvinnoskildringar : Fördomar och möjligheter i den fantastiska litteraturen
In this essay a conclusion about the way female characters are portrayed in fantasy novels will be attempted through an analysis of one selected female character from each selected novel. The works that have been chosen are; J.R.R. Tolkien?s The Lord of the Rings, Robert Jordan?s The Eye of the World and A Game of Thrones by George R.R. Martin.The analysis will be done with the help of examples and theories from both feministic criticism and gender studies.
Perspektiv på pedagogisk dokumentation med video
Jag följde under ett par månader ett antal elever och studenter i ett projekt som pågick under hösten
2007. Utifrån en diskussion om dokumentation och maktutövning som bygger på en Foucaultsk
förståelse av makt- och diskursbegreppen tog jag fram en modell för pedagogisk dokumentation med
video där dokumentationens form och innehåll bestämdes av den som blev dokumenterad: två av tio
elever och två av fyra studenter fick i uppgift att spela in en minut videofilm om dagen som
dokumentation av ett veckolångt projekt. Dessa filmer, samt observationer av arbetet under
projektveckan, ligger till grund för en utvärdering av metoden, samt en analys av vilka maktstrategier
som använts av aktörerna inom den diskurs projektet utgör.
Metoden visade sig svår att förankra hos deltagarna och ansatsen att låta dem styra över materialet
blev svårare att förverkliga än jag föreställt mig. För en bredare uppslutning i den avslutande
gruppdiskussionen hade jag i efterhand velat engagera fler än fyra av deltagarna i dokumenterandet.
I analysen av hur makt utövades mellan grupper i projektet fann jag att studenterna ofta använde vad
som kan kallas för ett problemformuleringsprivilegium för att styra arbetet, och att de vid behov
legitimerade det genom att låna in argument från utanpåliggande diskurser, främst från skolans värld.
Eleverna, som saknade problemformuleringsprivilegiet, svarade med att göra motstånd genom bland
annat arbetsvägran..
Vilseledande Underhållning : Ungdomars Attityder till Dold Viral Marknadsföring
In this paper, we examine the attitudes of 16- to 19-year olds towards stealth viral marketing in the form of videos posted on websites such as Youtube. Apart from their general attitudes towards the phenomenon, we were also concerned with their views on the ethics involved in this marketing method and how this affects their view on the companies behind the advertising. To accomplish this, we administered a survey to a sample chosen by convenience. Using the Persuasion Knowledge Model and prior research on the subject, we then analyzed the gathered data and reached the conclusion that the respondents in our sample were mainly positive towards stealth viral marketing in this particular form, that they generally did not consider it unethical and that even though most considered the companies to be responsible for such videos, teenagers were not likely to take negative actions against them if they found out that a video that they had seen was in fact a stealth viral video..
Dans på distans: en studie i Telepresence production
Telepresence production handlar om att kommunicera med video och audiobaserad teknologi i realtid över distans och att generera en känsla av närvaro fastän man fysiskt är på olika platser. Forskningsområdet är ett tvärvetenskapligt ämnesområde som innehåller datalogi, socialpsykologi, kognitiv psykologi och perception så väl som konst och storytelling. Den här uppsatsen behandlar främst den process som utformning av ett videomedierat möte innebär. Det finns olika variabler som sägs påverkar upplevd närvaro, men då människors upplevelser är subjektiva är det en stor utmaning att söka generella slutsatser. Uppsatsen är avgränsat till att endast behandla yttre faktorer.
Pär Lagerkvist, tidningarna och kritiken. Mottagandet av Bödeln och Dvärgen i svensk dagspress.
The aim of this Masters thesis is to examine how two novels written by the Swedish author Pär Lagerkvist have been received by the critics in the Swedish daily press concerning their contemporary anchorage. During the time these novels were published, Pär Lagerkvist, through his authorship, expressed a conception of and an attitude towards contemporary political directions. The first of the two novels, The Hangman, was published in 1933, and the second, The Dwarf, in 1944. A second aim is to examine how the two novels contemporary anchorage is reflected in the reviews. The final aim is to examine whether the criticism differs depending on the ideological view of the newspapers.