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617 Uppsatser om Player choices - Sida 1 av 42

En färgglad studie om spelarbeteenden

This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

Art of Balance : In context of complexity

Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..

Assassin?s Creed 2 : - En analys av spelets historiebruk och dess skapande av historiemedvetande

This essay analyses the use of history in the video game Assassin's Creed 2. How have the developers used history in their game? The paper also analyses how the game can stimulate, arouse and mobilize the historical consciousness of the player. The essay presents a theoretical analysis of the uses of history and historical consciousness. This analysis is then linked with the results.

Hemsida för ett musikbolag : Website for a music company

The purpose of this report is to answer the question:How do you create a media player that can stream music for a website?We started the work by searching the web and reading books about the subjectand found several technologies to use to stream media files over the internet.We decided upon using the http protocol and created the media player itself inMacromedia Flash.The website is mostly developed with PHP, JavaScript and CSS templates andthe websites design was created with Macromedia Dreamweaver and AdobePhotoshop. We also created an administrative system for the media player withPHP programming.The website contains a simple guestbook; the guestbook makes use of adatabase created with MySQL.Our work resulted in a webpage with a fully functional media player thatstreams audio files together with a corresponding administrative system for it..

Design av interaktionsmoment för spelarmotivation

The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.

Ekologiska livsmedel i offentlig måltidsverksamhet

In our everyday life we are faced with many choices that have consequences on the environment. One of these is the food we choose to eat since food production has a big impact on the environment. In organic production the aim is to have a natural production process, where environmental impacts are minimized. By choosing organic food it is therefore possible to contribute to a better environment. A large number of meals are served every day in the public sector, which makes it an important player in the consumer sector that could make a major difference for the environment..

Drömmen om NHL - The American dream : Finns det en eller flera vägar till ishockeyns finrum?

A lot of young athletes have great dreams but only a few reaches the stars. Which ways make it possible for the dreams to come true?This study has made a small research on the Swedish NHL professionals have made their way to the NHL by looking at data about their choices during his career, and tried to see if there is any connection between their paths to every hockey player's dream, the NHL. Results of the study show that there is a anatla different ways to go, but some are more common than others..

Hälsobeteende bland sjuksköterskor och undersköterskor : En studie om oregelbundna arbetstider på Ålands hälso- och sjukvård

In our everyday life we are faced with many choices that have consequences on the environment. One of these is the food we choose to eat since food production has a big impact on the environment. In organic production the aim is to have a natural production process, where environmental impacts are minimized. By choosing organic food it is therefore possible to contribute to a better environment. A large number of meals are served every day in the public sector, which makes it an important player in the consumer sector that could make a major difference for the environment..

Rätten att välja fel - Självbestämmande för personer med intellektuella funktionsnedsättningar

The purpose of this paper was to look at the perception of self-determination for adults with intellectual disabilities from their perspective. We wanted to examine the experience of the space available for self-determination in some key areas of life, and how their own thoughts and ideas have been addressed by others. Through interviews with six people with intellectual disabilities, we have found that a single definition of self-determination is elusive. The key seems to be that you get the opportunity to do what you want, to have your voice heard and to receive and take responsibility. The space for self-determination is perceived by respondents as both large and small.

Finns det skillnader mellan de öppna och de laparoskopiskt utförda appendektomierna gällande operationstid, vårdtid och komplikationer i form av ytliga och djupa infektioner? En analys av appendektomier utförda på Universitetssjukhuset i Örebro 2012.

A lot of young athletes have great dreams but only a few reaches the stars. Which ways make it possible for the dreams to come true?This study has made a small research on the Swedish NHL professionals have made their way to the NHL by looking at data about their choices during his career, and tried to see if there is any connection between their paths to every hockey player's dream, the NHL. Results of the study show that there is a anatla different ways to go, but some are more common than others..

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..

Effektivisering av klimatskärm : a?tga?rdsfo?rslag fo?r bostadsfo?reningen Stocken

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

Val med föremål och bilder hos barn i Tanzania med cerebral pares : En interventionsstudie

Previous research has shown that children with multiple disabilities have been able to learn to make choices. Practising choice making is a good way to introduce an intervention using Alternative and Augmentative Communication (AAC). Choice making with objects should then be trainded before choice making with pictures. The present study is a single subject experimental design and was accomplished at a center for children with disabilities in Tanzania during 12 weeks. The primary purpose was to examine if the number of choices made by two boys with cerebral palsy increased after communicationintervention with objects and pictures.

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