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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.
351

Det manliga idealet och den lättklädda minoriteten : En undersökning om könsfördelning och könsrepresentation i populära digitala spel angående våldsamma spel och slagsmålsspel / The Male Ideal and the Lightly Clad Minority : A study about gender distribution and representation in popular video games regarding violent games and fighting games

Holmström, Markus January 2020 (has links)
This study has been performed to give light to numerous observations from earlier studies in how characters are represented in video games. Through examination of 884 characters from 60 games and comparing them to each other depending if the game was violent or not, was a fighting game or not and how popular the game was this study was looking to find several answers regarding how the game industry works and how characters are being represented depending on these factors. This study found that the gender distribution has partially levelled out since former studies (Williams, et al., 2009; Downs och Smith, 2010) and that the hypersexualized  representation has decreased for female characters but increased for male characters for some hypersexual variables. Violent and fighting games hade larger male distribution of male characters, but only fighting games had more hypersexualized characters than its counterpart. Analyses regarding how popular the games was in comparison to each other gave no concrete results. / Denna studie har utförts för att ge ljus till flertalet observationer från tidigare studier om hur karaktärer representeras i digitala spel. Genom att undersöka 884 karaktärer från 60 spel och jämföra dem mot varandra beroende på om spelen var våldsamma eller ej, om spelet var ett slagsmålsspel eller ej och hur populärt spelet var söktes det flera svar om spelbranschen och hur karaktärer representeras beroende på dessa faktorer. Studien fann att könsfördelningen hade utjämnats delvis sedan tidigare studier (Williams, m fl., 2009; Downs och Smith, 2010) och att hypersexualiserad representation hade sjunkit för kvinnliga karaktärer men höjts för manliga karaktärer för vissa hypersexualiserade bedömningar. Våldsamma och slagsmålsspel hade större andelar män, men endast slagsmålsspel hade fler hypersexualiserade karaktärer än sin motpart. Analyser som berodde på hur populära spelen var i jämförelse med varandra visade inget konkret.
352

Hur spel blir kulturarv : En fallstudie om kulturarvsproduktion utifrån praktiker i Play Beyond Play på Tekniska museet / How games become heritage : A case study of cultural heritage production in practices of Play Beyond Play at Tekniska museet

Högström, John January 2019 (has links)
This research explores games as cultural heritage. The purpose of this study is to contribute with knowledge about how games as cultural heritage is made. The study seeks answers to which principal museum practices that are being carried out in the work with games as cultural heritage and what constitutes them. Furthermore this study explains how these practices influences the making of games as cultural heritage. The analysis has been carried out on Play Beyond Play, a game exhibition made at Tekniska museet in Stockholm 2018, where practices is being understood and analyzed from a practice theory perspective with the use of games as boundary objects. The empiric data was collected through semi-structured qualitative interviews with people working with the content of the exhibition and an place-based observation of the exhibition itself. The concept of ”anchoring practices” has been used as an analythic method to find and sort which principal practices that were carried out. The analysis resulted in six principal practices in the work of knowledge and mediation of games as techinchal development, the role of playablity, the matter of thinking ctitically, the effect of practical limitations and possibilities, the implementation and use of research, and the certification of games as cultural heritage. These practices influence the making of games as cultural heritage by defining games, how knowledge about games should be carried out and why games is important as cultural heritage through the location, role and area of focus at Tekniska museet. The study contributes with explanations and reinforces the connection between practices and the use of objects to create and mediate knowledge about games, where the knowledge carried out is affected by the context where it is being created through a longer period of time. This is a two years master’s thesis in Museum and Cultural Heritage Studies.
353

Hämta din välkomstbonus. Men kom ihåg att spela ansvarsfullt. : En deltagande studie om hur spelbolag arbetar med sitt spelansvar mot konsumenter

Andersson, Gustav, Westergren, Wilhelm January 2020 (has links)
2019 reviderades Sveriges spellag, vilket betydde att nya spelbolag kunde söka licens för att verka på den svenska spelmarknaden. Revideringen tillkom i hopp om att de spelbolag som tidigare riktat sig mot svenska konsumenter istället skulle söka licens för att verka på den svenska spelmarknaden. I maj 2020 finns 71 licensierade spelbolag på den svenska spelmarknaden. Studiens syfte är att undersöka hur spelbolag på den svenska spelmarknaden arbetar med spelansvar samtidigt som de har ett stort vinstintresse, samt se om det sker en löskoppling av spelansvar till följd av detta.    Studiens forskare har genom dold deltagande observation undersökt 30 av 71 licensierade spelbolag i deras arbete med spelansvar. Därtill har tre semistrukturerade intervjuer genomförts med anställda på spelbolagen Svenska Spel, ATG och Unibet med syfte att få bättre förståelse för dess spelansvarsarbete. Studiens forskare har även intervjuat Anders P Håkansson i egenskap av extern part med övergripande förståelse för spelbranschen.    Studiens empiriska data från nämnda metoder analyseras med hjälp av teorier inom Corporate Social Responsibility och etik. Studien bidrar med en generaliserbar bild av den svenska spelmarknaden efter revideringen av spellagen 2019. Empirin påvisar att det förekommer löskoppling av spelansvaret på den svenska spelmarknaden. Den empiriska datan vittnar också om skillnader mellan hur utlandsbaserade och svenskbaserade spelbolag arbetar med sitt spelansvar. / In 2019, the swedish government revised the gambling law, which led to new gambling companies to enter the swedish market and to apply for a swedish gambling license. The revision was the effect of many years of foreign gambling companies operating illegally. In may 2020 there was 71 licensed gambling companies on the swedish market. The purpose of this study is to investigate how gambling companies operate with responsible gambling while they want to be as profitable as possible, and to see if they use decoupling as a consequence of that.   The researchers of the study have through hidden participation observation investigated 30 of 71 licensed gambling companies and how they work with responsible gambling. In addition. three semi-structured interviews has been conducted with employees of the gambling companies Svenska Spel, ATG and Unibet with the purpose to get a better perception how they work with responsible gambling. Furthermore has the researchers of this study interviewed a scientist in responsible gambling as an external part with an overall perception of the gambling industry.   The study's empirical data from the methods mentioned above has been analyzed using theories in Corporate Social Responsibility and Ethics theories. The study contributes with a generalizable picture of the swedish gambling market following the revision of the gambling law in 2019. The result demonstrates that there is decoupling of responsible gambling on the swedish gambling market. Additionally the result indicates differences in how foreign-based and swedish-based gambling companies handles responsible gambling.
354

Vilken karaktär väljer du? : Karaktärsval i digitala spel och klädernas roll / Which character do you choose? : Character choices in digital games and the role of clothes

Svensell, Elin, Öberg, Amanda January 2021 (has links)
In this study we look at character choices in digital games, what causes them and more specifically how big of an impact the character’s clothing has on this choice, and how this differs between genders. Further, we also look at differences in how partially nude characters are perceived versus fully clothed characters, as well as how all of this affects the player's user experience. With this in mind, we also want to know how game designers can use this knowledge in character choices to design for a good user experience. To answer these questions, we conducted qualitative interviews as well as a survey. Based on the results we concluded that the clothing has quite a low impact on the player’s character choice, but that they prefer to play as a fully clothed character if they get to choose. Instead, the character’s abilities are mostly what drives the choice. Furthermore, a partially nude character is most often seen as unrealistic, annoying, and/or uncomfortable for the player. This is especially true for female characters. In order to design for a good user experience in character choices, the game designer should include as many female as male characters, as this benefit both men and women. This is because women tend to play as female characters, whereas men to a greater extent plays with both male and female characters. Beyond this it is also a good idea for the colours of characters to be customizable to tailor to players specific needs, such as colour-blindness.
355

Svenska Spel och LeoVegas CSR-arbete : En studie som syftar till att undersöka och jämföra Svenska Spels och LeoVegas CSR-arbeten / A study that aims to investigate and compare Svenska Spel and LeoVegas CSR-work

Kedevik, Leon, Thelin, Charlie January 2021 (has links)
Att spela om pengar online kan till grunden ses som en form av underhållning, dock kan det också urskiljas en stor problematik relaterat till denna underhållning. Antalet personer som har ett spelberoende ökar i oroande takt och i all denna uppståndelse kan man fundera kring vad spelbolagen själva har för ansvar i frågan. Med bakgrund av detta har vår studie som syfte att skapa en ökad förståelse för hur spelbolagen Svenska Spel och LeoVegas arbetar med CSR. Vidare syftar uppsatsen till att jämföra spelbolagens CSR-arbeten för att kunna urskilja eventuella likheter och skillnader. Studien behandlar tre följande huvudfrågor: Hur arbetar Svenska Spel samt LeoVegas med CSR-arbete? Vilka eventuella likheter och skillnader finns i CSR-arbetet hos de båda spelbolagen? Hur uppfattar konsumenter och potentiella konsumenter CSR-arbetet hos de båda spelbolagen? Mixed methods användes som metod, där vi har samlat in data både genom en webbaserad enkät och inhämtning av info från sekundärkällor såsom spelbolagens årsredovisningar. Utifrån studiens resultat så kan det konstateras att Svenska Spel innehar ett större samhällsansvar. Det finns även större förväntningar och kravbild på att ett gediget CSR-arbete utförs av Svenska Spel. Det finns däremot intressanta likheter och skillnader mellan spelbolagens CSR-arbeten. / Gambling with money online can basically be seen as a form of entertainment, however, it can also discern a major issue related to this. The number of problem gamblers is increasing at a worrying rate and in all this commotion one might wonder what responsibility the gambling companies as a supplier of the forms of gambling have in the matter. Based on this, our study aims to gain an increased understanding of how the gambling companies Svenska Spel and LeoVegas work with CSR. Furthermore, the thesis aims to compare gambling companies CSR-work in order to distinguish any similarities and differences. The study deals with the following three main questions: How do Svenska Spel and LeoVegas work with CSR? What are the possible similarities and differences in the CSR-work of the two gambling companies? How do Consumers and potential consumers perceive the CSR-work of the two gambling companies? Mixed methods were used as a method, where we have collected data both through web-based surveys and collection of info from secondary sources such as gambling companies annual reports. Based on the results of the study, it can be stated that Svenska Spel has a greater social responsibility. There are also greater expectations that a solid CSR-work is carried out by Svenska Spel. However, there are interesting similarities and differences between the gamling companies’ CSR-work.
356

CRM i ett konkurrensutsatt monopol : En jämförande studie om arbetet med kundrelationer och kundlojalitet i spelbranschen

Stjepanovic, Zoran, Gustafsson, Thomas January 2009 (has links)
No description available.
357

Puzzles combined with horror in digital games

Persson, Jens Alexander January 2013 (has links)
Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och sammadigitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslensom presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokuspå är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spelkategoriserats som 'Survival-Horror'-spel.Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pusseloch skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrolleraom hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementeradesi ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv åomg ångar f ör att analysera resultatet mellan de tv å omg ångarna.
358

Die waarde van spelterapie : 'n pastorale benadering / Jeanien Marx

Marx, Jeanien January 2014 (has links)
The researcher proposes guidelines in a model for pastoral counselling through the use of play with children. There is a new awareness of the place of the child in the church. The researcher has done pioneering work through the study in this area. An approach to the healing effects through play has been investigated with the direction of the Osmer model for practical theology.An Empirical study using the “mixed research method” was conducted and all results recorded. The appearances of child play and cultural practices surrounding the child in the Mediterranian world were examined. Jesus Christ’s approach, how He received the children and spoke out over them was investigated. The narratives, metaphors (parables) and projections of Scripture are of value. Play therapy developed from every physchological viewpoint and the researcher summarised major schools of psychology and showed the development of play therapy. The use of play therapy, resources and theories were discussed. A child first starts abstract reasoning at the age of eleven years, and until then their words are toys and language play. The researcher addresses issues of child theology. The history and background of pastoral counseling as a subdivision in practical theology was addressed. Incidences of pastoral moments occur naturally during the time of play. Prayer is an integral part of the planning and interpretation of events in the play room. Questions from the child about God, Jesus Christ, and the Holy Spirit are treated honestly and Scripturally. The counselor needs to be sensitve to the child’s search for God and to transfer Scriptural truth to the child. Human- and Scriptural views of the reformatory tradition is included in the appendix. / PhD (Pastoral studies), North-West University, Potchefstroom Campus, 2014
359

Die waarde van spelterapie : 'n pastorale benadering / Jeanien Marx

Marx, Jeanien January 2014 (has links)
The researcher proposes guidelines in a model for pastoral counselling through the use of play with children. There is a new awareness of the place of the child in the church. The researcher has done pioneering work through the study in this area. An approach to the healing effects through play has been investigated with the direction of the Osmer model for practical theology.An Empirical study using the “mixed research method” was conducted and all results recorded. The appearances of child play and cultural practices surrounding the child in the Mediterranian world were examined. Jesus Christ’s approach, how He received the children and spoke out over them was investigated. The narratives, metaphors (parables) and projections of Scripture are of value. Play therapy developed from every physchological viewpoint and the researcher summarised major schools of psychology and showed the development of play therapy. The use of play therapy, resources and theories were discussed. A child first starts abstract reasoning at the age of eleven years, and until then their words are toys and language play. The researcher addresses issues of child theology. The history and background of pastoral counseling as a subdivision in practical theology was addressed. Incidences of pastoral moments occur naturally during the time of play. Prayer is an integral part of the planning and interpretation of events in the play room. Questions from the child about God, Jesus Christ, and the Holy Spirit are treated honestly and Scripturally. The counselor needs to be sensitve to the child’s search for God and to transfer Scriptural truth to the child. Human- and Scriptural views of the reformatory tradition is included in the appendix. / PhD (Pastoral studies), North-West University, Potchefstroom Campus, 2014
360

Do I Look Good In This? : How skilled players look upon cosmetic items in Team Fortress 2 and Dota 2

Westerlund, Johanna, Baxter, Alexander January 2015 (has links)
With the growing popularity of the ability to customize your characters in video games, cosmetic items are becoming a big part of the gaming experience; games let players pick and choose what to equip on characters and what colors to use. In this study, skilled Team Fortress 2 and Dota 2 players were interviewed to gain a deeper understanding of the players’ experiences with the cosmetic items in their respective games. The games were chosen based on their well established system for cosmetic items and the authors’ previous knowledge of the games. The result yielded individual answers from ten different experienced players and were reviewed and divided into categories based on the patterns seen in the answers. From what could be seen from the results, the skilled players have a positive outlook on cosmetic items and believe that they have more than an aesthetic meaning, like for example that they can be a way to gauge player skill. / I takt med att förmågan att kunna skräddarsy karaktärer i spel har blivit populär, håller så kallade cosmetics på att bli en stor del av spelupplevelsen; spel låter spelare välja utrustning och färger i stor utsträckning. I den här studien blev erfarna Team Fortress 2- och Dota 2-spelare intervjuade för att ge en djupare förståelse för dessa spelares syn på kosmetiska förmål. Spelen valdes ut på grund av deras väletablerade system för kosmetiska föremål och författarnas tidigare kunskap om spelen. Alla de individuella svar som samlades in från de tio erfarna spelarna lästes igenom och delades upp i kategorier utifrån mönster som kunde utgöras från svaren. Från vad som kunde tydas har de erfarna spelarna en positiv syn på cosmetic items och antyder även att de har mer än en estetisk betydelse, till exempel att de kan vara ett sätt att tyda spelares kunskaper.

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