Uppsatser om video games
75 uppsatser · sida 1 av 5
Magisteruppsats · Uppsala universitet
ABSTRACT Title: Violence and women representation in video games (Vålds? och kvinnoskildringar i TV?spel) Number of pages: 42 Author: Karolin Bodling Tutor: Göran Svensson Course: Media and Communication Studies D Period: Autumn 2005 University: Division of Media and …
Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel
Kandidatuppsats · Södertörns högskola
… persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using …
En utredning av immersionens och realismens retorik i kommersiella datorspel
Masteruppsats · Södertörns högskola
This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on …
Annons
Kandidatuppsats · Högskolan i Borås · 2014
… is to study the views of public librarians on the subject of controversial video games and how they work with them at the library. The purpose of the study is to answer these questions: What content is controversial in video games according to the librarians? How do the …
En kvantitativ studie över tv-spelens kulturella plats på folkbiblioteket.
Masteruppsats · Uppsala universitet
This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an …
En enkätundersökning om tv-spel på folkbiblioteken
Kandidatuppsats · Högskolan i Borås · 2012
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries in Sweden. The thesis focused around a web survey, which was sent out to all public library directors, as its research material. The results were compared with those found in a …
En undersökning av dagspressens framställning av TV-och datorspel perioden 1995 till 2012
Kandidatuppsats · Umeå universitet
The use of computer and video games has increased immensely over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. With such a large number of frequent users, the media reporting on the subject of games becomes interesting and …
D-uppsats · Högskolan i Borås
… librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when …
Kandidatuppsats · Högskolan i Halmstad
… 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 …
Kandidatuppsats · Göteborgs universitet · 2014
… address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to …
En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.
D-uppsats · Högskolan i Borås · 2008
The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of …
Kandidatuppsats · Göteborgs universitet · 2014
… 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 …
Kandidatuppsats · Stockholms universitet
This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the …
Pedagogers syn på integrering och inkludering av särskoleelever i grundskolan
Examensarbete, avancerad nivå · Karlstads universitet
This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an …
Att kartlägga narrativets utveckling inom Tv-spel
Kandidatuppsats · Umeå universitet
This essay is about the use of narrative in video games, and the discussion surrounding it. For years ludologists (game researchers) and narratologists (narrativity researchers) have been arguing about how to analyze narrativity in games. While ludologists have chosen to see …