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TV- och datorspel inverkan på pojkars studierDarzi, Monireh January 2010 (has links)
På senare tid har intresset för TV- och datorspel ökat bland ungdomar, framför allt bland pojkar. Syftet med denna studie är att undersöka TV- och datorspels inverkan på pojkars studieprestation i skolan. / Lately, there has grown an interest for TV- & computergames amongst youths, mainly boys. The purpose of this study is to review the impact that these games have on these boys performance in school.
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TV- och datorspel inverkan på pojkars studierDarzi, Monireh January 2010 (has links)
På senare tid har intresset för TV- och datorspel ökat bland ungdomar, framför allt bland pojkar. Syftet med denna studie är att undersöka TV- och datorspels inverkan på pojkars studieprestation i skolan.
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Refusing the Axe : Undervisning i etik och moral med hjälp av tv-spel enligt Karen Schriers ramverk: EPIC. / Refusing the AxeNimmersjö, Oskar January 2022 (has links)
In this essay, the author examines the EPIC (Ethics Practice and Implementation Categorization) framework which stated purpose is to identify and categorize strategies and teaching goals for ethics and morality in video games. This is done by putting the framework into use as intended and then discussing whether it achieves its purpose, and whether it is suitable for use in teaching. The study is carried out based on the following questions: 1. What educational goals and strategies are found in the video game Assassin's Creed: Valhalla. 2. How is EPIC useful in finding teaching opportunities in video games? 3. What are the advantages and disadvantages of the EPIC framework? These questions are answered by analyzing the video game Assassin's Creed: Valhalla based on EPIC. The framework is carefully studied, and the game is explored in depth. The author attempts to identify the twelve strategies and the seven teaching objectives that the framework categorizes. These touch on everything from the game's narrative features, to gameplay moments and technical game design. To facilitate the investigation and its presentation, it is divided into two main parts: overall systems and themes, and the moral dilemmas of the game. In this way, the author can give a nuanced picture of the game's content and demonstrate what EPIC is capable of when it comes to analyzing video games. The investigation of Assassin's Creed: Valhalla is then discussed with a focus on whether EPIC achieves its purpose, what obstacles the investigation encounters, and what EPIC can be used for beyond its stated purpose. The result shows that EPIC is a very effective tool for identifying strategies and possible teaching goals in video games. EPIC's problem is mainly that it does not function as an evaluative tool, and that it does not consider the potentially conflicting strategies. In some cases, the research shows that a simple identification of EPIC's strategies and teaching goals is not enough for a teacher to make a well-informed decision about whether the given material is suitable for teaching. A deeper analysis is required, and that is not reasonable for most teachers. The study also confirms that the design of video games creates a risk for players who do not choose to interact with the game's systems as the developer intended. Video games can present shades of gray and ambiguous questions and dilemmas that require some attention and interest from the player. In teaching environments it therefore becomes very important that the teacher assumes the role of an encouraging guide. It should also be mentioned that EPIC considers much of the criticism leveled at several ethical theories. It has been found to be a versatile tool that tries to apply many different principles. For example, ethics of care is given a large place, which absence has been an object of criticism against previous theories and frameworks in ethics. The author suggests that EPIC is possibly better suited as a tool for game developers that wish to design games specifically for teaching ethics and morality.
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Berätta utan att tala om : En semiotisk analys av environmental storytelling i tv-spelet INSIDEJohansson, Alex January 2018 (has links)
INSIDE is a puzzle video game with no voices or text. INSIDE is a story about a boy’s journey into the unknown. During the entire story the player doesn’t hear one word of dialogue or reads a single written word of text. That might sound strange and convoluted but what makes the player understand it anyway? How can you tell a story without telling it? Environmental storytelling is a way to make the environment help tell a story and how does INSIDE make use of that? How does the puzzles fit into the narrative and how can puzzles also tell a story for the player? This is an analysis of what INSIDE is telling us and how it goes around doing that with the help of interactivity and the environment the players character is in. INSIDE makes the player believe they are in control when in fact they aren’t. Analysis shows that INSIDE uses its environmental storytelling and forces the player to move forward towards the resolution and makes the player believe they have the power to change the outcome of the dystopian world the game is set in when they in fact have no power at all.
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Among machineguns and duck faces : En studie i relationen mellan digital medieanvändning, stress, sömnproblem och kön.Sundén, Marcus, Bergman, Ebbe January 2016 (has links)
Syftet med denna uppsats är att undersöka kopplingen mellan ungdomars medieanvändning och upplevd stress samt sömnproblematik. Frågorna som har behandlats i studien är ”Vilka olika typer av medieplattformar använder killar respektive tjejer?”,”Vad kännetecknar killar respektive tjejers medieanvändning gällande tidsfaktorn?” och ”Hur upplever killar/tjejer att användning av digitala medier påverkar deras sömn och stress?”. Metoden som använts för studien har varit fokusgrupper samt enkäter. Urvalet har varit tio gymnasieungdomar med jämn fördelning mellan kön. Studien har visat på en problematik gällande stress eller sömn i kombination av mediekonsumtion.Studien visar även på en skillnad mellan könen där killar tenderar att ha ett underskott av sömn på grund utav hög mediekonsumtion under deras lediga tid. Tjejerna har påvisat att de konsumerar medier i hög grad precis som killarna men underskott av sömn samt en känsla av stress. Skillnaden i mediekonsumtionen är att killarna tenderar att spela medan tjejerna konsumerar socialamedier. Tjejerna upplever en hög grad av stress när de inte kan nyttja sociala medier. Killarna hade mindre problem att avvara spelande i skolmiljön.
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Tv-spelens funktioner på folkbiblioteken : En kvalitativ undersökning av ungdomars upplevelse av tv-spel på folkbibliotek / Video games functions in public libraries : A qualitive study of young adults experience of video games in public librariesVikström, Emelie January 2015 (has links)
The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) views and experience video games in libraries and how they feel libraries work and uses videogames. This because the problem lays in the fact that very few studies has been made regarding young adults and their experience and views with videogames. There have been studies concerning the libraries work, handling and views regarding young adults and videogames. The theory model use in this thesis is Jochumsen, Hvenegaard & Skot-Hansens model that divides libraries into four spaces. Its use here is to see the functions videogames can have in the public library through young adults own thoughts and experiences on the matter. It was used together with a qualitative semi-structured group interview, with three groups and in total six informants. The results showed that while the informants viewed positive on videogames in the library it also showed the informants didn’t have a need for borrowing or using the videogames in the public library. In conclusion we can see that the social aspects are regarded highly but sorely missed according by the informants. More social factors may be of more interests. Borrowing videogames are not something the informants’ feelt they needed but they do view it as a positive function of the library. However a social activity that allows users to be able to meet and talk with likeminded about videogames felt the informants was maybe needed today more than just borrowing and/or playing videogames.
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Representationer av kvinnor i tv-spel : En semiotisk bildanalys om hur genus konstrueras i spelet OverwatchSkönergård, Johan January 2017 (has links)
Tv-spel har sedan dess begynnelse kontinuerligt växt storartat och är numera en stor ekonomisk nöjesindustri med flera miljoner användare varje dag. Tv- och film har under flera år granskats och undersökts gällande exempelvis vilka meddelanden dessa sänder ut och reproducerar till dess konsumenter genom bland annat könsroller, våld, etnicitet och klass. Även om tv-spel som medieplattform även blivit granskad gällande liknande fenomen som tv- och film så är forskningsområdet fortfarande relativt smalt. De flesta undersökningar om genusrepresentationer i tv-spel brukar handla om exempelvis Lara Croft i Tomb Raider-serien som anses vara arketypen för just detta eller andra typiska fall. Jag ville istället utföra en undersökning på ett tv-spel som är populärt i skrivande stund och valet föll sig slutligen på actionspelet Overwatch av spelutvecklaren Blizzard Entertainment. Syftet med denna studie är att undersöka de kvinnliga och manliga karaktärerna i spelet och se om det råder någon skillnad kring hur dessa har representerats och gestaltats genom bland annat kroppstyper och sedan försöka svara på frågan varför resultatet kan tänkas se ut som det gör. För att utföra analysen har metoden bestått av en semiotisk bildanalys av karaktärernas officiella översiktsbilder, detta för att kunna få ett så detaljerat resultat som möjligt. Studien utgår från en teoretisk ram som behandlar bland annat femininitet och maskulinitet i populärkultur, teorier om hur tv-spelbranschen är mansdominerad, vilket i sådant fall avspeglar hur kvinnor gestaltas, samt verktyg från feministisk filmteori som Laura Mulveys ”the male gaze”, vilket baseras på idén att kamerans perspektiv i film ofta är utifrån en mans ögon. Resultatet i denna studie visade att de analyserade kvinnorna i spelet följde en tydlig mall gällande kroppstyper och flera av karaktärerna är gestaltade med översexualiserande klädsel. De manliga karaktärerna har ett betydligt bredare spektrum vad gäller gestaltningen av kroppstyper. Spelet Overwatch och dess karaktärer följer samma mönster som tidigare uppmärksammats i genusforskning inom tv-spel och ett flertal uppmärksammade företeelser som exempelvis Anita Sarkeesians teori ”kvinnan som pris” i tv-spel finns även att utläsa i detta exempel. Det kan argumenteras för att kvinnorna i spelet är gestaltade på detta vis för att tillfredsställa en antagen heterosexuell manlig publik eller för att manliga tv-spelutvecklare projicerar sina egna sexuella preferenser vid gestaltningen av spelets kvinnliga karaktärer.
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Våldsamma, sexistiska och rasistiska tv-spel på folkbiblioteket : en undersökning om bibliotekariers syn på och hantering av kontroversiella tv-spel / Violent, sexist and racist video games in the public library : a study about how librarians view and treat controversial video gamesLarsson, Fredrik January 2014 (has links)
The aim of this thesis 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 librarians handle the controversial games at the library? Does it exist a conflict between the users and the librarians about the controversial video games? Is it possible to see any underlying reasons or tendencies in the librarians answers? Five qualitative interviews were performed to answer these questions and the collected data was analyzed using the terms, value rationality and instrumental rationality which were collected from a theory by Geir Vestheim. The results showed that the librarians see violence, sexism and racism as controversial content in video games. They handle the games at the library by limiting the access for children with age limits and by not buying the most controversial games in some cases. According to the librarians there aren’t many conflicts with the users on the issue. The underlying tendencies in the librarians view on video games with controversial content shows signs of both value rationality and instrumental rationality. / Program: Bibliotekarie
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Dataspel, en naturlig del av folkbibliotek? : En fallstudie på Helsingborgs stadsbibliotek / Computer games, a natural part of public libraries? : A case study at Helsingborg’s libraryBengtsson, Helena January 2014 (has links)
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. Although all the gamers appre-ciated the opportunity of games at the library, they did not see the library as an obvious resource.The conclusion of the study is that computer games are an appreciated opportunity that can tempt new visitors to the library and that games can renew the library’s offerings and profile. / Program: Bibliotekarie
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Kvalitetsbegrepp och tv-spelsbestånd : En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek / Quality Concepts and Video Game Collections : A Case Study of the Video Game Division at Malmo City LibraryHaraldsson, Eric, Janrell, Sandra January 2008 (has links)
The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen’s library adapted, theory-based, model of quality definitions. In order to assess relevant properties of the video game collection, we performed a categorization according to the genre-based framework of Andrew Rollings and Ernest Adams and, to a lesser extent, the work on video game genres by Mark J. P. Wolf. The results indicate that Johannsen’s proposed perspectives on quality correspond well to the views expressed by the interviewed personnel. However, the properties of the video game catalogue imply a collection lacking in multitude, in many ways identical to the current ratio of the commercial market. The thesis argues that the cause of this discrepancy lies partly in a lack of documentation and guidelines concerning on what grounds the video games should be acquired. A more detailed policy concerning ways of implementing the available perspectives on quality into the routines of acquiring the actual collection could perhaps identify problems and remedy the situation indicated by the thesis. / Uppsatsnivå: D
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