Spelling suggestions: "subject:"then las off uses"" "subject:"then las oof uses""
1 |
När filmklippning möter interaktivitet : En studie av samarbetet mellan klippning och interaktivitet i TV-spelet The Last of Us / Video Editing for Interactivity in The Last of UsKarlsson, Elin January 2018 (has links)
Syftet med uppsatsen är att studera hur det moderna narrativa TV-spelet The Last of Us (Naughty Dog, 2013) förhåller sig till interaktivitet – en grundläggande egenskap för digitala spel – i kombination med ett filmiskt stilval. Uppsatsen väljer ut sekvenser från spelet och analyserar hur de använder sig av filmklippningstekniker i samband med interaktiva moment. Analysen sker i förhållande till en modell för filmklippningsvärderingar samt modeller för interaktivitet inom speldesign. Studien är ämnad för att vara användbar för både filmskapare och spelskapare vid skapandet av nya verk. Resultatet av studien visar att spelet med hjälp av klippningstekniker använder klassiska filmuttryck för att bygga på spelarens känslor av bekanthet från samhällets generella filmvana i mån om att leda till önskat engagemang.
|
2 |
Sorg, terapi och omöjliga beslut – erfarenheten The Last of Us : Inlevelse, experientialitet och identitetsutvecklande insikter i narrativa datorspel / Sorrow, Therapy and Impossible Decisions – Experiencing The Last of Us : Immersion, experientiality and identity-defining insights in narrative computer gamesNielsen Isho, Paul January 2018 (has links)
Vår utforskning av fiktionens världar kan fördjupa vår förståelse för oss själva, varandra och vår omvärld. Syftet för denna litteraturstudie är att nå en förståelse för hur narrativa datorspel kan ge upphov till dessa identitetsutvecklande insikter och hur litteraturundervisningen kan stödja elevernas vägar till att nå fram till dem. För att illustrera textgenrens lärandepotential används det narrativa datorspelet The Last of Us (2013) som ett studieobjekt. Med basis i kognitiv litteraturteori kring termerna immersion och narrativ experientialitet kan man utifrån denna litteraturstudie uttyda att de narrativa datorspelens upphov till identitetsutvecklande insikter bygger på ett slags fiktivt experientiellt lärande. Det inledande steget i detta lärande är spelarens inlevelse i spelets berättelse, den så kallade narrativa immersionen. Då datorspelsnarrativet etablerar ett känslomässigt engagemang gentemot spelarkaraktären möjliggörs ett delat erfarande inom fiktionsvärlden. Detta interaktiva och förkroppsligade tillstånd stimulerar spelaren att projicera sina egna kunskaper och erfarenheter för att förstå sina intryck av sin inlevelse i fiktionsvärlden. I en kognitiv simulation tillåts spelare reflektera hur de skulle reagera om de vore i samma situation. De kulturellt medierade erfarenheter spelare således tar till sig har potentialen att expandera deras befintliga förståelsebakgrund. De litteraturdidaktiska överväganden som nödvändiggörs för att stödja detta lärande bygger på att främja elevernas inträde i fiktionsvärlden och uppmuntra dem att knyta an sina individuella bakgrunder till sitt fiktiva erfarande. / Our explorations of the possible worlds of fiction help increase our understanding of each other, the world around us, and ourselves. The purpose of this study is to examine how narrative computer games may provide identity-defining insights and which literary teaching methods are beneficial to facilitate students’ access to them. To illustrate the learning potential of the genre this study examines the narrative computer game The Last of Us (2013). On the basis of cognitive literary theories relating to the concepts of immersion and narrative experientiality this study finds that the identity developmental potential of narrative computer games relies on a sense of fictional experiential learning. The inaugurating move in this learning is the player’s immersion in the story of the game, the so-called narrative immersion. As the players therein become emotionally involved in the player-characters’ lives they are exposed to a sense of shared experience with said characters. As this shared embodied experience within the storyworld is accompanied by the medium-specific interactive nature of computer games, players are also stimulated to project their own prior knowledge and experiences as they form assessments based on their subjective impressions of the storyworld. In a cognitive simulation, this interaction between the players’ prior experiential background and the experiences of the protagonists provides an avenue for players to reflect on how they would react if they were faced with a similar situation. The culturally mediated experiences the players thus gather may influence, redefine and expand the players’ current world of knowledge. In order to pave the students’ way to acquire these identity-defining insights, this study finds that pedagogical practices that favour a climate where students are encouraged to immerse themselves in the storyworld and attribute their prior experiential backgrounds to their fictive experiences therein are key factors that help unlock the full learning potential of narrative computer games.
|
3 |
Föräldraskap ur askorna - En komparativ litteraturanalys av The Road och The Last of UsLindner, Fredrik January 2017 (has links)
Denna uppsats undersöker intertextualitet i två texter; en multimodal text i form av ett digitalt spel och en roman. Det intertextuella begreppet utgår i huvudsak från Bakhtin och Barthes. Analysen finner åtskilliga intertextuella samband i motiv och teman mellan de båda texterna. Efter analysen följer en diskussion om implementeringen av denna form av komparativ analys i en klassrumsmiljö, där diskussionen i huvudsak utgår från Olin-Scheller.
|
4 |
Miljödrivet berättande och karaktärsperspektiv : En komparativ analys av The Last of Us Part I och Part II / Environmental storytelling and character perspective : A comparative analysis of The Last of US Part I and Part IIParneryd Lundberg, Rebecca January 2023 (has links)
Denna analys jämför det miljödrivna berättandet i The Last of Us Part I (2013) med The Last of Us Part II (2020) genom att titta på hur spelarkaraktärerna Joel och Ellie i respektive spel reagerar på spelmiljön. Texten baseras främst på Jenkins (2004), Wilhelmsson (2007) och Fernandez-Varas (2011) forskning inom environmental storytelling men även andra texter förekommer. I analysen observeras skillnader mellan hur Joel och Ellie reagerar på miljön, några anledningar som ligger till grund samt hur detta påverkar spelarens perspektiv. Både spelarkaraktärernas och spelarens kulturella perspektiv analyseras. Spelutvecklare konstateras kunna dra nytta av denna analys genom att den kan hjälpa till att arbeta med miljödrivet berättande. Framtida arbete skulle kunna se ut på en rad olika sätt, det skulle kunna vara att analysen utvidgar mängden spelkonversationer som analyseras, spelare skulle kunna intervjuas samt andra spel skulle kunna analyseras.
|
5 |
Compounding the Problem? : Gated Communities in Climate and Environmental Disaster Fiction / Att bygga in problem? : Grindsamhällen i berättelser om klimat- och miljökatastroferWalsh, Ryan Nicholas January 2023 (has links)
The gated community motif occurs frequently within climate and environmental disaster fiction. This thesis investigates its occurrence across three media to establish how the gated community mode of living, as rendered in post-apocalyptic speculative fiction, responds to the threat and consequences of climate and environmental crisis. This thesis combines recent urban studies scholarship with ecocritical theory to analyse the gated communities present in Octavia E. Butler’s novels, The Parable of the Sower and The Parable of the Talents, Neil Blomkamp’s film, Elysium, and Naughty Dog’s video games, The Last of Us and The Last of Us: Part II. Comparative analysis of the motif in each primary narrative reveals how disaster exacerbates the security and segregation this mode of settlement makes possible, resulting in a pronounced Othering of outsiders to these communities. This essay concludes that the boundaries of these speculative gated communities come to symbolise the borders Global North, which rhetorically and physically exclude the migrant Other. As most of the gated communities in these narratives experience catastrophe and collapse at the hands of those they refuse to accept, the texts appear to warn us to expect similar results unless issues of climate justice are not addressed by the Global North today. / Grindsamhället (eng. gated community) är ett vanligt förekommande motiv i berättelser om klimat- och miljökatastrofer. Den här uppsatsen undersöker motivet i tre medietyper för att diskutera hur grindsamhället som samhällsform porträtteras i postapokalyptiskt spekulativ fiktion, och hur det ses svara på klimat- och miljö- krisernas hot och konsekvenser. Uppsatsen kombinerar ekokritisk teori med modern forskning inom urbana studier för att analysera grindsamhällen som förekommer i romanerna The Parable of the Sower och The Parable of the Talents av Octavia E. Butler, Neil Blomkamps film Elysium och Naughty Dogs datorspel The Last of Us och The Last of Us: Part II. Komparativ analys av motivet i de primära berättelserna ger vid handen hur katastrofer förvärrar den säkerhet och segregation som samhälls- formen möjliggör, vilket resulterar i en uttalad syn på personer utanför samhällena som Andra. Uppsatsen slår fast att gränserna för de spekulativa grindsamhällena sym- boliserar gränserna mellan det globala nord och syd, vilket retoriskt och fysiskt ute- stänger migranter från syd och konstruerar dem som Andra. Eftersom de flesta grindsamhällen i berättelserna drabbas av katastrof och kollaps på grund av de människor som man vägrar släppa in tycks texterna varna oss för att vi kan förvänta oss något liknande om den globala norden inte ser till att hantera frågor om klimaträttvisa idag.
|
6 |
How Does the Level Design in The Last of Us Part 2 Use Lighting and Set Dressing to Suggest Whether an Area Is Safe or Dangerous?Grepl-Malmgren, Luka, Hallenbom, Linnea January 2023 (has links)
This thesis presents a formal comparative analysis of how the level design in The Last of Us Part 2 uses lighting and set dressing to suggest whether an area is safe or dangerous. The study's findings are relevant to developers of action survival games with elements of horror which are story-based and want to create a solid immersive experience with lighting and set dressing. The research gathered data on lighting and set dressing components in eight game levels.The elements analysed regarding lighting were evenly lit, high-key, low-key, red light, and flashlight. The elements analysed regarding set dressing were decals, overgrown vegetation, fungus and dead bodies. The analysis involved a mix of contextual observations as well as a discreet count of certain elements.A comparison was made between the safe and dangerous levels to understand if the game uses consistent visual language in lighting and set dressing to suggest to players whether a level is safe or dangerous.
|
7 |
Long, Long Time : An Examination of Identity and Status Connected to Scenography in the Tv-Series The Last of Us (2023) / : En undersökning av identitet och status kopplat till scenografi i tv-serien The Last of Us (2023)Jonsson, Anton January 2023 (has links)
This study examines cinematic storytelling by looking at screenshots from episode three of the tv-series The Last of Us (2023). The purpose is to illustrate how scenography in the chosen material can represent meaningful concepts about the main character's identity and statues. The study examines how scenography in the character Bill's home can be seen as identity markers based on Pierre Bourdieu's capital theory. The study further uses Petter Skult to contextualize the world and zombie genre in which the tv-series takes place. Through a qualitative visual analysis the screenshots are described and analyzed in relation to Bourdieu's ideas about economic and cultural capital. The results suggest that Bill's status has increased both in terms of economic and cultural capital in the context of a unraveling zombie apocalypse. Scenography in Bill’s home further suggests his contradictive identity as both tough survivalist and cultural connoisseur. His home in an idyllic small-town neighborhood further suggests his identity as a symbol for American patriotism. The result is lastly followed by a discussion about class and xenophobia. / This media production is a fictional marketing campaign for the city of Malmö which uses visual communication with the aim to encourage young people to send in citizen proposals.
|
8 |
“I Feel so at Home in This Subreddit" : A Netnographic Analysis of the Fan Subreddit r/ThelastofusHBOseries and Its Community-Building AspectsPenn, Marlene January 2023 (has links)
This thesis examines the online fan community of the HBO series The Last of Us on the social media platform Reddit. Within this study, the fans’ communication practices on the subreddit r/ThelastofusHBOseries are researched and analyzed from a community-building perspective. The subreddit was observed employing a netnographic approach. The observed communicational behavior was divided into categories. The patterns arising from this process were analyzed using discourse analysis and a theoretical framework rooted in fandom, knowledge communities, and uses and gratifications theory. The research’s results show that the community on r/ThelastofusHBOseries provides a space for fans to connect, share their passion, and engage in meaningful discussions about the show. It embodies convergence culture, the value of mutual knowledge, and participatory practices. The use of insider language, adherence to spoiler etiquette, and organization of regular events further contribute to community building. The subreddit is a valuable platform for fans to exchange interpretations, enrich their reception experience, and foster community belonging. While extensive research has explored fan communities, there is a lack of studies on their online community-building practices. Notably, the subreddit r/ThelastofusHBOseries remains unexplored due to its novelty, alluding to the study’s relevance. Despite the limitations concerning its time frame, missing complementary methods like interviews, and possible sampling bias, the research is still a valuable snapshot, providing significant insights and findings. Future research could thus observe the community’s development over time to examine evolving communication and community building, paying a particular focus to regular events or insider language. Future research would also benefit from complementary methods.
|
9 |
När fiktion känns verkligt : En kvalitativ analys om point of view och närbilders känslomässiga påverkan i avsnitt 8 i TV-serien The Last of Us / When fiction feels real : A qualitative analysis of the emotional impact of point of view and close-ups in episode 8 inthe TV show The Last of UsHall, Ella January 2024 (has links)
This essay is a qualitative study that analyzes how close-ups and point of view in relation to the narrative affect the viewer emotionally in the TV show The Last of Us episode 8. It examines the visualization of the character Ellie’s emotions and analyzes its emotional effect on the viewer. The theories applied explain the human ability to feel empathy and social cognition, film’s ability to evoke emotion and the concept of focalization. The theories also define the terms: narrative, point of view and close-ups. Five scenes were chosen and each scene was analyzed closely looking at facial expressions, point of view, camera movement, angles and more. Since this is a qualitative study it is based on subjective interpretations and assumptions which should be taken into account. However emotions are exceedingly subjective and a quantitative study would therefore be unmotivated. The results suggest that assumptions can be made in how close-ups and point of view affect the viewer emotionally. When taken narrative into account, close-ups and point of view visualized the character Ellie’s emotions. These two techniques clarified and reinforced the character’s emotional state which, through the human ability to feel social cognition and empathy, transferred and/or influenced the viewer’s emotions.
|
10 |
Secondary World: The Limits of LudonarrativeDannelly, David 01 January 2014 (has links)
Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.
|
Page generated in 0.1113 seconds