Sökresultat:
1772 Uppsatser om Interactive computer games - Sida 1 av 119
Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter
The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.
Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment.
Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv
This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.
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.
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.
Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek
This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..
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..
Dataspel, en naturlig del av folkbibliotek? ? En fallstudie på Helsingborgs stadsbibliotek
This paper aims to investigate how Helsingborg?s city library?s visi-tors feel about computer games being available for lending and in which way computer gamers see Helsingborg?s city library as a resource. This was examined first with a study of 100 of the library?s visitors and then with five interviews with computer gamers and an interview with the librarian responsible for purchasing games.The study showed that most visitors were neutral to having games at the library and of the ones that were not neutral many more were positive than negative. Of the five gamers who were inter-viewed, there were several who had borrowed games in the past.
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..
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.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.
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..
Dataspelsarvet - klassiker och kanonisering
This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.
A comparison between techniques for color grading in games
Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches.
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.