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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Spelutveckling från hemmet. : En studie om Covid-19 pandemins påverkan på anställda i spelindustrin. / Game development from home. : A study in the effects of the Covid-19 pandemic on the video game industry employees.

Vestberg, Tobias January 2022 (has links)
Under våren av 2020 blev flera branscher tvungna att skicka hem sina anställda för att arbeta hemifrån som skydd från Covid-19 pandemin. Denna studie undersöker hur anställda inom spelföretag blev påverkade av det nya arbetssättet och vilka problem och fördelar detta innebar för individen. För att samla data har intervjuer gjorts med anställda på spelföretag för att undersöka hur deras arbetsdag påverkades av att arbeta hemifrån. Vad denna studie belyser är vikten av kommunikation mellan medarbetare och anställda i avsaknaden av arbetet på kontoret. Med bristande kommunikation och även problem med hårdvara visade sig den initiala positiva reaktionen till arbete hemifrån inte hålla i det långa loppet. / During the spring of 2020 several industries was forced to send their employees and work from home as a mean to protect them from the ongoing Covid-19 pandemic. This study research how the employees from game-companies was affected by the new work processes, and which kind of problems and advantages working from home brought relative to the individual. To gather data, numerous interviews have been done with people from within the gaming industry to research how their workdays was affected by teleworking. What this study aims to clarify is the importance of communication between employees as well as superiors in the absence of an office space. With lacking communication and issues with hardware, the initial positive reaction to working from home changed over the progress of the pandemic.
2

Exit game? Any unsaved progress will be lost : En praktikteoretisk analys av relationen mellan svenska spelföretag och ABM-institutioner / Exit game? Any unsaved progress will be lost : A practice theory analysis of the relationship between Swedish game companies and ALM-institutions.

Risheim, Lina, Smedsaas, Klara January 2017 (has links)
This thesis analyzes the relationship between Swedish video game companies and the institutions for Archive, Libraries and Museums (ALM). The aim is to further the discussion regarding preservation of digital games. The thesis is based on semi-structured interviews with four video game companies and three institutions; an archive, a library and a museum. The theoretical foundation resides within practice theory, with the assumption that a practice is a combination of what people do and what they say. By analyzing what video game companies say they do the authors ascertain which methods of preservation is currently. The analysis is a cross-examination of the seven interviews with the result indicating that while video game companies are interested in the preservation of digital games they do not participate actively in the discussion on the best method of doing so. Communica- tion between video game companies and ALM institutions has room for improvement, as it is virtually non- existent. Furthermore, the findings indicate different motivations for preserving games and it is unclear which perspective the preservation should have; a technical perspective, cultural perspective or for the company’s bene- fit. In conclusion the current situation is that ALM institutions preserve games with a cultural and/or a technical perspective while game companies preserve their games for the company’s benefit.
3

Ledarskap i den kreativa processen : En studie om små dataspelsföretag / Leadership in the creative process : A study about small computer game companies

Abdi Mohamed, Aukar, Ramsey, Gabriel January 2017 (has links)
Titel: Ledarskap i den kreativa processen: En studie om dataspelsföretag Problem: I dagsläget finns det brister på studier som fokuserar på olika ledarskapsperspektivs påverkan på kreativitet inom arbetsgrupper. Hur ledarskap formas och ledarskapets roll i den kreativa processen saknas det information om, speciellt inom kreativt intensiva industrier. Stor del av tidigare forskning fokuserar på länder som USA och Japan, men inte Sverige. Dataspelsindustrin är en snabbföränderlig industri, därmed finns det flera utmaningar och affärsmöjligheter som organisationer möjligtvis saknar kunskap om. Syfte: Syftet med denna uppsats är att få en förståelse för hur ledarskapet ser ut i den kreativa processen i dataspelsföretag. Samtidigt vill vi bidra med kunskap och förståelse om ledarskapets inflytande på den kreativa processen. Metod: Undersökningen utgick från samhällsvetenskapligt tolkningsperspektiv med en kvalitativ forskningsstrategi.  Fenomenologisk ansats har använts för att fånga intervjupersonernas upplevelser av ledarskapet i den kreativa processen i dataspelsindustrin med hjälp av semistrukturerade intervjuer. Forskningsansatsen var abduktiv då forskarna pendlade konstant mellan data och kända teorier vid sökandet efter de mest sannolika förklaringarna. Vid bearbetning av data användes en fenomenografisk dataanalysmodell. Slutsats: Olika ledarskapsperspektiv fungerar olika under olika omständigheter. Enligt den teoretiska referensramen utesluter inte en ledarskapsteori nödvändigtvis en annan utan aspekter av olika ledarskapsteorier går att kombinera. Eftersom att det finns många olika typer av dataspelsföretag är det viktigt att förstå den egna organisationen och vara öppen för att plocka aspekter från olika ledarskapsteorier och skräddarsy ett ledarskapsperspektiv som passar organisationens kontext. / Title: Leadership in the creative process: A study about small computer game companies. Problem: Currently there is a lack of studies that focus on different leadership perspectives effect on creativity within groups. There is a lack of information about how leadership shapes and the leadership’s role in the creative process, especially in creative intensive industries. A big part of previous research focuses on countries like USA and Japan, but not Sweden. The computer game industry is a fast changing industry, therefore there are many challenges and business opportunities that organizations might lack knowledge about. Purpose: The purpose of this essay is to gain an understanding for what leadership in the creative process in small computer game companies look like. At the same time we want contribute knowledge and understanding about the leadership's influence on the creative process. Method: The study is based on a interpretive social science perspective with a qualitative research strategy. A phenomenological approach has been used to capture the respondent's’ experience of leadership in the creative process in the computer game industry with the help of semi structured interviews. The research approach was abductive due to the researchers constantly going between data and known theories when searching after the most probable explanations. During processing of data a phenomenographic data analysis model was used. Conclusion: Different leadership perspectives work differently under different circumstances. According to the theoretical framework leadership theories does not necessarily exclude one from another, rather aspects from different leadership theories are combinable. Since there are many kinds of computer game companies it is imperative to understand one’s own organization and to be open to pick aspects from different leadership theories to tailor a leadership perspective that fits the organization's context.

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