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1054 Uppsatser om Video-game reviews - Sida 33 av 71

Digitala sällskapsspel med den sociala aspekten som utgångspunkt

Detta kandidatarbete underso?ker om det ga?r att beha?lla den sociala aspekten da? man digitaliserar ett sa?llskapsspel. Fo?r att underso?ka problemomra?det skapades ett spelkoncept utifra?n de teorier och slutsatser vi fa?tt fram genom litteraturstudier. Spelkonceptet testades pa? respondenter som eftera?t intervjuades.

Utvecklingen av ett föråldrat medielandskap

Syfte: Vi vill ta reda pa? hur teknikutvecklingen relaterad till VoD pa?verkar beteendet hos unga vuxna och hur detta beteende fo?ra?ndrar tv-tittandet i denna ma?lgrupp.Teori: Denna studie anva?nder huvudsakligen tva? teorier fo?r att underso?ka problemet. Den fo?rsta teori som tas upp a?r Diffusion of innovation, Rogers (2003) som diskuterar innovationers spridning och pa?verkan i samha?llet. Fo?r att vidare underso?ka beteendet hos unga vuxna anva?nds Jakob Bjurs avhandling Transforming Audiences (2009) som underso?ker individualiseringens mo?nster inom tv-tittande.Metod: En kvalitativ empirisk fallstudie baserad pa? intervjuer av fokusgrupper samt personintervju.

Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt

Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.

En datadriven Play- och online video-marknad : SVT Plays mo?jligheter till sto?rre utnyttjande av data

Big data och datautnyttjande blir allt mer popula?rt bland videotja?nster pa? internet. SVT Play a?r en av de Play-tja?nster som har mo?jlighet att utnyttja mer data a?n de go?r fo?r tillfa?llet. I detta arbete var ma?let att underso?ka hur SVT kan fo?rba?ttra sitt datautnyttjande och genom det utveckla SVT Play.

"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.

Köpbeteende ur ett genusperspektiv

Something that is common to all people is that everyone is in need of food. However, people may differ about the choice of brand and the motives for the purchase. In the essay enables the reader to study if the purchasing behaviour may differ between the sexes, which also respond to the essays purpose. The purpose of this essay is to identify and describe any differences in buying motives of convenience goods between the sexes in a student population. In order to answer the purpose of the essay a study on ICA Maxi were conducted on 20 students from the University of Karlstad, ten women and ten men.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

Medvetandets anatomi. Antonio Damasios avtryck i svensk mylla

This paper aims to explore the reception in Sweden of the work and ideas of neuroscientist Antonio R Damasio, expressed in his four published books. The material used is mainly articled and reviews published in Sweden between 1995 and 2011 regarding Damasio?s books. To analyze the reception, paradigm theories by Kuhn, and Bourdieu?s ideas regarding field, habitus and capital has been used.

Visuell Navigation : En studie om vägledande visuella element i spel

Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..

Individuell Utvecklingsplan (IUP) med skriftliga omdo?men ur ett elevperspektiv ? i den senare delen av grundskolan

The purpose of this article was to examine how students learn to use the Individual Development Plan (IUP) with written assessments as a tool for learning. The study is conducted according to an ethnographic approach. A total of 20 students, aged 13-14 years, participated. The production of data took place through participating observations, field notes and conversations. A qualitative content analysis was used for data analysis.

Ett dubbelt mottagande : Susanna Alakoskis Svinalängorna i pressen

Finnish-born writer Susanna Alakoski?s novel Svinalängorna became a big success after being published in Sweden in April 2006. Though the novel has many themes in common with earlier literature written by and about Finnish immigrants in Sweden, little attention has been brought to this fact by reviewers and journalists. This essay examines connections between Alakoski?s novel and Finnish migrant literature in Sweden, mainly from the 1970s, and how these connections have been recognised by reviewers in Sweden and Finland.

Ett dubbelt mottagande: : Susanna Alakoskis Svinalängorna i pressen

Finnish-born writer Susanna Alakoski?s novel Svinalängorna became a big success after being published in Sweden in April 2006. Though the novel has many themes in common with earlier literature written by and about Finnish immigrants in Sweden, little attention has been brought to this fact by reviewers and journalists. This essay examines connections between Alakoski?s novel and Finnish migrant literature in Sweden, mainly from the 1970s, and how these connections have been recognised by reviewers in Sweden and Finland.

Implementering av cinematisk ljuddesign : En rapport om ljuddesignprocessen av en spelsekvens

Denna rapport redovisar ljuddesign- och implementationsprocessen av en sekvens i ett digitalt spel. Syftet var att designa en cinematisk interaktiv sekvens utan cut-scenes. Arbetet skulle vara upp- byggt runt ett system som ska fo?renkla sma? designingrepp utan att pa?verka eller fo?ra?ndra de o?vriga implementerade ljuden allt fo?r mycket. Arbetet utfo?rdes genom en kombination av linja?r ljudla?gg- ning och implementering i spelmotorn Bitsquids level editor och det visuella skriptspra?ket Flow.

Robothandel ? En rättvis arena? -En litteraturstudie om Robothandeln med aktier

The purpose of the thesis is to demonstrate how high frequency trading affects the stock market. The growing high frequency trading is affecting the game plan on the financial markets and concerns have grown about the high frequency users intentions with their business. It is difficult to receive an overall picture of the subject because the lack of previous research and even the research that exist do not show the entire picture. The thesis contributes to the research through a comprehensive picture of the present debate as well as the previous research through a literature study. Our results showed that high frequency trading provides liquidity to the market, there is a statistical connection between high frequency trading and volatility, no price manipulation is being used and there is a need for a supervision of the high frequency trading..

Hur kan gränssnittet mellan sjukhusvård och eftervård för

The aim of this Bachelor?s thesis is to obtain understanding and knowledge about how literary scholars collaborate regarding information. Seven scholars have been studied in the aim to find out social and cultural elements which create particular prerequisites for their practice, with focus on information sharing. The method used has consisted of semi-structured interviews. The informants have been studied from a socio cultural and domain analysis starting point, which means that they are studied in the light of being members in their practice.

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