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221 Uppsatser om Players - Sida 1 av 15

Analys av NFL drafting och faktorers inverkan

American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide Players. Each team has a board of directors together with the team's leadership and they will determine which Players are most suitable for the team. These Players are recruited to the team after graduating from a U.S.

Idrotts-självförtroende och motivation : Hos kvinnliga och manliga elit- respektive amatörspelare i bandy

The purpose of this study was to exam the possible differences in the experienced self-confidence and motivation among the elite Players in bandy and amateur Players in bandy. In addition, any differences between boys and girls within the same area to be studied. A total of 112 athletes participated of whom 52 of them classified as elite Players and 60 amateur Players, with 62 boys and 50 girls. The athletes filled at one point in the questionnaires The Sport Motivation Scale, Harter?s (1980) ?competence scale? and The Sport Confidence Inventory.

Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv

The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the Players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the Players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-Players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the Players to handle their everyday life and has a condition for the Players to produce relationships with other Players.

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.

Utveckling av Androidapplikation för airsoft

An Android-application that is intended to be used during airsoftgames (a gamesimilar to paintball) has been developed. In this application, which is called TactiX,Players can join different teams and see their team members on a map. Through theapplication Players can interact with one another in a variety of ways. They can send text messages, give orders and send drawings to each other. Players can also make observations of enemy Players on the map.

Public service vs Kommersiell TV. SVT, TV4-gruppen och MTG: En kvalitativ fallstudie om de ledande aktörerna på den svenska TV-marknaden och deras marknadsorientering.

The Swedish TV broadcasting market is constantly changing together with the Players in it. The questionto be answered by this paper is how the Players in the market handle these changes and to what extentthe Players are changing the market. Also, are there any differences between the public service andcommercial Players in this aspect? The purpose of this paper is to create a better understanding of theSwedish broadcasting market and its player's market orientation. Through case studies of the three mainbroadcasting companies, SVT, TV4-gruppen and MTG, the market is analyzed from their perspective.The conclusions from the analysis show that there are differences in the market orientation betweenpublic service and commercial Players, where the commercial companies are more market driven..

The Mobile Handset Evolving - The effect of IT-players' entrance in the mobile handset industry

The telecom and the IT-industry are converging, which creates new possibilities and threats for both existing mobile handset vendors and new entrants originating from the IT-industry. The purpose of this thesis is to explain how IT-Players? entrance in the mobile handset industry affects the industry in regards of key success factors and value chain structure. This study has used dynamic theories to describe the mobile handset industry. The theories have helped us in understanding the characteristics and drivers of the industry and thereafter to identify the key success factors.

Väljer man rätt? : en uppföljning av Svensk baskets regionsuttagningar

AimThe purpose with this study is to evaluate the selectationprocess and what happened with Swedish basketball Players born 1986-89, that were selected to participate in Miki Herkel Cup (MHC), which is a camp for the 60 most talented Players in Sweden.Metod  Together with the Swedish basketball federation, we decided to survey those who attended MHC as well as the Players playing in the senior national team 2009.  The data collection has been made through a survey, with multiple choice questions in order to get as good as possible view of what factors that had influenced their development as basketball Players. The survey was sent out to all Players born 1986-89 that attended MHC and the senior national team of 2009. We used an electronic survey tool called questback which is an internetsurvey and sent out the survey to 320 Players. To collect information we´ve searched within literature and databases.Result  18 % of the Players answered the survey, which decreases the research validity.

The Surveillance Camera Players : Ett konstnärligt motstånd mot övervakningssamhället

The purpose with this essay is to examine how arts and politics integrate to raise urgent messages and call upon social changes. Performance art as an artistic manifestation against the surveillance society has been studied to clarify this integration and through an empirical examination of the anarchistic performance group The Surveillance Camera Players. This group formed in New York City 1996 as a manifestation against the increased use of surveillance cameras in public places in Manhattan. Through performance in front of these cameras, The Surveillance Camera Players are able to express their protest against the surveillance society which, occurring to them, violates citizens constitutionally right to privacy. The development and signification of the surveillance society are examined through theoretical perspective by foremost Michel Foucault, but also by contemporary scientist in that field.

Letandet efter en ny Zlatan : En kvalitativ undersökning av tv-programmet I Zlatans fotspår

The aim of this study is to find out how the tv-program I Zlatans fotspår (English: In Zlatan's footprints) broadcasted on Swedish public service television represent the participating young Players and the Swedish football player Zlatan Ibrahimovi?. Our question formulation reads as follows:?        How is the participating youths being represented in the tv-program I Zlatans fotspår??        How is the football player Zlatan Ibrahimovi? being represented in the tv-program I Zlatans fotspår? Our thesis is qualitative and in order to find out how the participants are being represented we used a discourse analysis. We have focused on the theories discourse, identity, representation, stereotypes, discrimination and the perspective social constructionism.

Karaktärsskapandets potential och begränsningar

This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the Players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the Players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced Players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice Players to get quick started with character creation.

Nu är det mål igen : En studie om målsättning hos innebandyspelare i herrlandslaget

The purpose of the present investigation was to identify how knowledge about goal-setting is developed and applied in practice of male Players in the Swedish national floorball team, by using a qualitative methodology. Participants were 6 Players playing for the Swedish national team. They were asked to respond to the interview questions in relation to their perception of setting goals for a successful outcome in sports, how their goal- setting process has developed and how they deal with goal setbacks and goal attainment. Results revealed that Swedish national Players in floorball employed goal setting often for both individual and team goals in practice and competition. In addition, many interesting findings regarding the process of goal setting emerged in the result.

Spelar kön någon roll? : En studie om kvinnors uppfattning om jämställdhet i World of Warcrafts värld

The object with this bachelor thesis is to illustrate if equality is present during the interaction between female and male Players in the World of Warcraft with focus on the female Players conception. The main question is: How does gender matter in the interaction between female and male Players in WoW? This question is particularly interesting because WoW is in its own construction neutral in regards to gender in the aspect that gender does not hinder or benefit your avatar when it comes to the avatars development or possibilities. This bachelor thesis describes the views three of female WoW Players and how they perceive the interaction with male Players with focus on equality. The informants? personal thoughts and experiences are described.

Spelar kön någon roll? - En studie om kvinnors uppfattning om jämställdhet i World of Warcrafts värld

The object with this bachelor thesis is to illustrate if equality is present during the interaction between female and male Players in the World of Warcraft with focus on the female Players conception. The main question is: How does gender matter in the interaction between female and male Players in WoW? This question is particularly interesting because WoW is in its own construction neutral in regards to gender in the aspect that gender does not hinder or benefit your avatar when it comes to the avatars development or possibilities. This bachelor thesis describes the views three of female WoW Players and how they perceive the interaction with male Players with focus on equality. The informants? personal thoughts and experiences are described.

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..

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