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1367 Uppsatser om Xbox Live Indie Games - Sida 10 av 92

Läsa spel. En analys av Alice-böckernas adaptation till spelformatet

The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.

Sociala rättigheter inom äldreomsorgen : En kvalitativ studie med parboendegarantin som exempel

Guaranteed cohabitation of elderly couples is a new law that gives elderly couples the right to live together in special housing. Even if only one of the spouses has an administrator?s decision to live in special housing. The aim of this study is to describe and understand how three municipalities materialize the social rights guaranteed for the elderly couples? cohabitation.

Ta rast! : En sociokulturell studie om rastverksamhet

The purpose of this study is to highlight play and learning in the lower school ages in organized and non-organized break actives. The premise is that the break is a part of the schoolday and that the school has responsibility to live up to the goals and guidelines of the curriculum even in recess. Leisuretime-pedagogy and the professional competence the pedagogs possess about games and the social relations of children are also in focus in this study. The study is a qualitative study where the empirical material consists of observations in a schoolyard environment during one week and interviews with children. The material has then been interpreted and analyzed using Lev S.

Kusliga hemligheter : En undersökning av Hyun-Jin Kwaks bildvärld

In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.

En cowboy, en krigshetsare eller en världsledare till president? : Svenska mediers relation till president George W. Bush

In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.

Tv-spel ? självklart: Hermeneutisk studie om inställningen till tv-spel på fyra svenska folkbibliotek

The purpose of this thesis is to attain a deepened understanding concerning views on videogames at four Swedish public libraries, especially in relation to library practice and how videogames fit within this context. It also aims to provide insight as to why these libraries have included videogames in their collections and what thoughts were behind it. To fulfill this aim we conducted a qualitative hermeneutic study, using interviews as the main source of research material, but also written materials and a lecture on the city library of Malmö and how they work with videogames. The theoretical framework of the study is founded on Dorte Skot-Hansen?s and Douglas Raber?s theories on the values, roles and functions of public libraries.

Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept

In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.

"Andra människors krig" : En analys av rapporteringen kring det första Tjetjenienkriget sett ur tre svenska tidningar

Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..

Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar

This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

Ingen dag är den andra lik... på både gott och ont. En studie om hur det är att leva i ett förhållande tillsammans med en partner som har diagnosen ADHD

To live in a relationship demands hard work with good communications, mutual respect, compromises, empathy and an understanding of your partners feelings and needs. For a person with ADHD all of this can cause difficulties and create a strained relationship, but it can also mean a relationship with thrills, adventure, spontaneity and passion. This study is built on a qualitative method using triangulation, where the studies empirical materials consist of 4 interviews along with observations online. The empirical material is applied on the theories: love, conflict and coping. The purpose of this paper is to increase the understanding of how it is to live in a relationship with a partner who has been diagnosed with ADHD. The questions at issue are: How does everyday life work with a partner who has ADHD? What different aspects (positive and negative) are there to live in a relationship with a partner that has ADHD? How is the possible if any help and support perceived in their relationship and everyday life? The results showed that a relationship with a partner that has ADHD looks like any other relationship, but that it can differ due to the possible difficulties that are at hand.

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

I jakten på flow : Gameplay Progression i Pervasive Games

Hur kan svårighetsprogression användas i skapandet av Puzzlehunts med syfte att uppnå en ökad upplevd känsla av flow hos spelaren? Denna frågeställning behandlas i uppsatsen och problemet som måste lösas är hur man kan bygga upp en ackumulerad kunskap om något vars syfte är att hela tiden tvinga dig att hitta nya lösningar på problem. I mer traditionella spel kan upprepning lära spelaren hur spelmekaniken fungerar. I puzzlehunts kan upprepning av spelmekanik inte användas eftersom målet för varje pussel är att hitta mekaniken som löser problemet. Uppsatsen visar att man genom inlärning av hur man skall tänka för att hitta lösningarna till pusslen kan bygga upp en ackumulerad kunskap hos spelaren och därmed även ha en svårighetsprogression och öka upplevd nivå av flow hos spelaren..

They shoot each other? : Våldet i en adaptationsstudie av Hungerspelen och Battle Royale

This thesis presents a qualitative, comparative study of the violence in the adaptations of Hunger Games (Tony Ross, 2012) and Battle Royale (Kinji Fukusaku, 2000). By analyzing the function of violence in a single scene in each of the movies, and comparing it to the literary original, the study aims to explore if there are any differences in the representation of the violence in the two media. The study also briefly discusses whether the violence has any function in bringing the story forward in both the literary sources and in the films and what the motivation for the violence is. "The study also includes a brief analysis of the narratives in relation to the monomyth established by Jospeh Campbell. Specifically, I discuss the similarities between Hunger Games and Battle Royale, which are two stories that have been created in two different cultural traditions, and whether or not we can say that the stories derive from this monomyth." The result concludes that the monomyth can be found in both stories, but that the scenes which is analyzed has to be put into the context and furhter story of the film to be of any relvance to the theory.

Allt har förändrats men ändå ingenting

Everything has changed, yet everything is the sameUsually, there is no reason for people to think about death or illness, although it is a highlynatural part of life. Most people live in health without major problems. When something does happen, people assume it will be at the end of their life and then it will be a natural part ofgrowing old. Yet some will get the notice or the feeling that something is not the way it should be, it can be something they can live with or they may have to face death.The work concerns the body?s fragility and feelings about human vulnerability.

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