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1367 Uppsatser om Xbox Live Indie Games - Sida 16 av 92

Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Kommunikationen mellan människan och spel : Ur spelarnas perspektiv

Dokumentet går igenom könsskillnaderna mellan män och kvinnor när det gällerdatoranvändning, och hur användandets utveckling har skett på den senaste tiden.Den belyser även hur människans kropp, styrenheterna och spelet länkar varandra på ettkommunikativt sätt. Kontrollernas funktioner och styrsätt förklaras i basis för få en inblick istyrenheternas kommunikationssätt. Kontrollerna som tas upp grupperas därefter i olikarörelsemoment. En enkätundersökning kompletterar och stärker bilden över könsskillnader,åldersgränser, speltimmar, genre kategorisering och framtida behov.De problem som finns när det gäller kommunikation är att de inte är tillräckliga när manspelar. Oftast så är användare ute efter att ha en verklighetskänsla samt få en inlevelse ispelen.Dokumentets syfte är att ta reda på vilka kommunikativa metoder som finns och kontrolleraom de är tillräckliga för att uppnå denna inlevelse i spelen.För att kunna tackla problemen så görs det en omvärldsanalys i arbetet samt en positivistisktolkning av resultatet.

Utforskande aktiviteter i Serious Games : En studie av hur rumsligt och narrativt utforskande kan påverka spelarens motivation

Syftet med det här arbetet var att undersöka om spelaren fann det mer engagerande att spela när fakta till stor del presenterades som en del av spelets narrativ i motsats till om fakta till stor del presenterades fristående från det. Syftet var också att undersöka om  det  var  motiverande  att  ställas  inför  en  utmanande  rumslig  utforskning  för  att avancera  genom  spelet  och  därmed  kunna  komma  till  dessa  informationsbaserade moment. En specialdesignad modul som stödjer dessa spelaktiviteter skapades därför i två olika versioner ? en var för de båda typerna av faktapresentation. Arbetet  baserar  sig  därför  på  teori  om  olika  typer  av  utforskning,  med  fokus  på narrativ och rumslig utforskning, motivation, belöningar och speldesign.

Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek

The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen?s library adapted, theory-based, model of quality definitions.

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.

Att komma hem : Coming home

In this essay I analyze the meaning of the concepts home and at home and the feeling of coming home. What is a home and what different interpretations are there regarding the concepts of home and being at home? What kinds of feelings are aroused by coming home? The world we live in offers great opportunities to travel, which in itself creates a perspective on the meanings of the concepts. The world we live in also forces people to move from their homes, families and countries due to various reasons, which creates various problems and a certain urgency concerning the concepts. I describe basic terms concerning the concepts, both regarding concrete definitions and more abstract notions, and then compare them with my own reflections.         Based on my writing project Coming home I discuss these questions in various ways.

Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

Sociala medier  : När kunden själv får välja

In recent years, more and more people have started to live double lives. Blogs, Facebook, YouTube and Twitter have created conditions so that we increasingly live virtual lives on the Internet. The gathering of people in this way entails both risks and opportunities for businesses. This study aims to explain how the phenomenon of social media has affected trade and service companies in a marketing and communication perspective. The idea for the essay came to us after we had observed how different behaviors in companies? concerning social media could vary a lot, and how we felt that this affected our personal view of the brands.

Illusion av val i spel

Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos båda parter. Problemet med spelares oförutsägbarhet i sina val är något som spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som syftar till att diskret manipulera möjligheten till val inom spel och samtidigt låta spelare vara ovetande om detta.

En etnisk secession : Varför Biafra beslutade sig föra att bryta sig loss och hur lärare kan göra det tydligare i historieämnet

The aim of the analysis in this essay will be divided into two cases. In the first, I will study the formation of a new State and why a geographic area of a country decides to make an secession. The focus will be on the secession of Biafra from Nigeria in 1967 and how the causes and explanations behind this secession, get in the Swedish literature as well as the international literature. In Case 2, I will use a explanation games, as a means to give pupils more understanding and to make it more clear, why a geographical area chooses to make a secession, and where I will use the secession of the Biafra from Nigeria as my example (Case 1). To more easily understand and answer  the question, why the geographical area of Biafra in south-eastern Nigeria chose to do an secession, I have chosen to study my Case 1 from a social and political context.

Satsa på leken! : en studie om skolgårdens betydelse för barns lek och utveckling

The intention of this final thesis is to examine how to create a schoolyard that inspires children at the age of 6 ? 12 years to play and give them possibility to develop. To get a lot of knowledge in this subject, I have combined studies of literature with practical studies at Hosjöskolan in Falun. During my practical studies I have done interviews, walks in the area with the children and visited other schoolyards. I have based a design proposal for the schoolyard of Hosjöskolan on these studies.

Ett svenskt landskap i Australien : svenska kyrkan i Melbourne

As a Swedish landscape architecture student living in Australia for five years, I have often wondered if my memories and my associations with the landscape and the nature in Sweden, are the same as other Swedish people living in Melbourne. Most of the Swedish people who live here in Melbourne remember and associate Sweden?s nature and landscape with where they grew up or where they used to live. The plants that most of the Swedish people I asked missed from Sweden were associated to special feelings or activities. The general type of landscape people remember from Sweden is that of a landscape covered in forests, which you can walk freely through. With these memories as a foundation and with inspiration from the Swedish landscape architect Thorbjörn Anderson?s way of creating places, by letting a few strong changes play against the existing elements,2 but also with consideration of the climate and the severe shortage of water that is current in Melbourne, will I create a design concept for the garden surrounding the Swedish Church in Melbourne. A design concept that will generate memories and associations to Swedish landscapes..

Änglabarn : Föräldrars upplevelser av att förlora ett barn i sjukdom

Background: When a parent loses its child life will change drastically and assume other conditions. The loss of a child affects the whole human existence, the grief can be very intense as well as in-depth and find expression both on an emotional, physical, mental and spiritual level. Aim: The aim is to describe parents? experiences of losing a child to illness. Method: Graneheim and Lundmans manifest content analysis method was used to the method based on qualitative raw material in forms of three Swedish autobiographies.

NIM MED EN MODULÄR MULLERTWIST

This paper explains the basis for impartial games and the classicgame Nim. Nim is complicated by a modular Muller twist and thesolution for this game is described by a simple theorem. The modularMuller twist means that at the end of each move the player selects a kand the number of sticks the next player leaves in the pile, where thedraw is made, must be congruent with k modulo m. The number m isfixed throughout the game..

En känsla av trygghet : Patienters perspektiv inom palliativ vård

Background: Every year 56 million people die around the world and it is estimated that 60% of these people are in need of palliative care. It has been shown that patients in the palliative care experienced their situation as uncertain. When life no longer was certain, the patients tried to live their life day by day and make the best of it. Problem: When patients were diagnosed with an incurable disease the future became unsure, because their life would come to an end. Therefore patients with a palliative diagnosis could be in need of experiencing feelings of security.

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