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1362 Uppsatser om Xbox Live Indie Games - Sida 1 av 91

Simulation av Xbox Live Indie Games gränssnittet

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

Opera i Stockholm, Stadsgårdskajen

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

Skivbolagsbranschen och Internet : En jämförelse mellan major- och indiebolag

Purpose: To analyze and clarify differences between indie and major labels in the use of and attitude towards the Internet as a marketing and distribution channel.Method: In this study, we use mostly qualitative but also quantitative methods. Representatives from four record labels, two indie and two major labels have been interviewed, and we have also examined the companies? activities on the Internet.Conclusions: This study points to a number of differences between indie and major labels. Indie labels are generally more open to business development and innovation. As for marketing, indie labels make use of web services such as Myspace and Facebook to a greater extent than major labels.

If You Live in a Nuclear Submarine : En diskursanalys av Xbox One i Time & Forbes

Xbox One är en spelkonsol från företaget Microsoft och en uppföljare till Xbox 360. Konsolen presenterades officiellt vid en presskonferens den 21 maj 2013 och före presentationen så fanns det ett av många rykten om ett krav på att vara ständigt uppkopplad mot internet som rapporterades i media.Syftet med uppsatsen har varit att i utifrån efterförloppet av Microsofts premiärlansering av spelkonsolen Xbox One undersöka den diskursiva bild som nyhetsmedierna Forbes och Time använder för att skildra och rama in Xbox One under den första månaden efter produktens lansering.Vår frågeställning har varit:? Hur framställer Time och Forbes information om Xbox One, och ramar in detta under tidsperioden 21 maj ? 21 juni 2013?Denna uppsats har utgått från teori om mediekonvergens som beskriver att konvergens förändrar relationen mellan existerande teknologier, industrier, marknader och publiker. För att nå ett resultat så har en diskursiv analys gjorts i nämnda nyhetsmedier utifrån Teun A. van Dijk och hans makro- och mikroperspektiv på en strukturell nivå inom den kritiska diskursanalysen.I resultatet framkom sju stycken huvudteman som vi valt att kalla mediesystem, DRM, övervakning/privacy, Xbox One som marknadsföringsverktyg, ekonomi, PR och policyförändring.Studiens resultat pekar i en riktning där begrepp som ägandeskap, övervakning, digitalisering av upphovsrättsligt material, konvergens, makt och kultur som en kommersiell vara existerar, och berör områden inom medie- och kommunikationsvetenskap där en digital konvergens skett som gjort spelkonsoler till ett multimedialt medium.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

Z Excursion : Spel-bidrag till Swedish Game Awards

This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards. In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvements.

Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel

The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool.

Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch

The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.

?Det har blivit svårt att älska,när all kärlek lett till besvikelse? : ? En studie om kärlek och genusrepresentation i HåkanHellströms och Veronica Maggios låttexter.

This is an essay about love and gender representation in Håkan Hellström?s and Veronica Maggio?s lyrics. The purpose of this essay is to investigate how lyrics of indie-pop music represent gender, sexuality and love. The lyrics used is from love songs performed by Håkan Hellström and Veronica Maggio. The method for examining the lyrics of the love songs is discourse- theory and analysis.

Xboxen som dator

Examensarbetet utfördes för Easygamer i Skoghall vilket är ett företag som bl.a. sysslar med modifiering av de flesta av dagens spelkonsoler samt försäljning av olika datorprodukter. Företaget ville att vi skulle göra om en Xbox till en ?studentdator? som de kallade det. Detta för att man ska kunna få en ganska kraftfull dator för inte så mycket pengar.

Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext

For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..

Fysiskt eller digitalt? : En studie om konsolanvändarnas inställning till det digitala och fysiska spelformatet

Nedladdade spel har blivit mer förekommande än vad de var fo?r ett årtionde sedan. Bredbandets framgång har gjort det möjligt att snabbt ladda ner spel och marknaden fo?r digitala spel växer stadigt. I denna studie undersöker vi om konsolspelarnas attityd mot digitala konsolspel skiljer sig från fysiska konsolspel i och med den växande digitala marknaden.

Flickor och elektroniska spel: Fokusgruppintervjuer med flickor om deras syn på och användning av elektroniska spel

The aim of this Masters thesis is to examine what part and importance electronic games play in the life of girls, how the girls use electronic games and what the girls think and say about their use of electronic games. We also intend to examine what girls have to say about electronic games at the public library. Our attempt is to illuminate and bring knowledge to those who work within the library with the selection, purchase and conveyance of electronic games. Method used in the survey is focusgroup-interviews with girls in the age between 12-14 years in three different schools. The findings are related to four different perspectives, theory of child development, from a gender perspective, theories of understanding how young people use computer games and theories to understand the purpose of public libraries.

Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling

This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects.

Roligt eller lärorikt? : En studie om barns attityder till spel i skola och hemmiljö

This report investigates digital games with focus on differences and similarities between children?s point of view when it comes to games focusing on learning compared to those focusing on entertainment. The approached group was children, 7 years old. The study contains investigations and analysis of how these children used games in both school and home environment. The most used theory ?8 theories of fun? by Marc LeBlanc (2004) raises the most important parts making a game fun.

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