Sökning: "Gaming"

Visar resultat 11 - 15 av 73 avhandlingar innehållade ordet Gaming.

  1. 11. Psycho-physiological reactions to violent video gaming : Experimental studies of heart rate variability, cortisol, sleep and emotional reactions in teenage boys

    Författare :Malena Ivarsson; Lennart Högman; Frank Lindblad; Staffan Janson; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; video gaming; media violence; autonomic nervous system; heart rate variability; HPA axis; cortisol; sleep quality; emotional reactions; desensitization; teenagers; Psychology; psykologi;

    Sammanfattning : Playing violent video games may provoke aggression. Psycho-physiological methods may provide knowledge about the underlying psychological processes. Most previous studies have been performed in laboratory settings at daytime with adults. LÄS MER

  2. 12. Knowledge at play. Studies of games as members’ matters : Kunskap genom spelande. Studier av digitala spel och spelande som kunskapsdomän

    Författare :Ulrika Bennerstedt; Göteborgs universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; digital games; collaborative gaming; gameplay; learning; skill; transfer; coordinated action; professionalization; game education; assessment; institutionalization; gaming literacy; ethnomethodology;

    Sammanfattning : On a general level, this thesis seeks some answers to the broad question of what one can learn from digital games. With an analytical approach informed by ethnomethodology, the main thrust of the work is an exploration of members’ matters in the area of games and gaming. LÄS MER

  3. 13. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Författare :Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Sammanfattning : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. LÄS MER

  4. 14. Scenarios and structural uncertainty

    Författare :Karl Henrik Dreborg; KTH; []
    Nyckelord :scenarios; backcasting; structural uncertainty; gaming; tacit knowledge;

    Sammanfattning : .... LÄS MER

  5. 15. Frihetens rike : Wikipedianer om sin praktik, sitt produktionssätt och kapitalismen

    Författare :Arwid Lund; Eva Hemmungs Wirtén; Isto Huvila; Simon Lindgren; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Wikipedia; Peer Production; Crowdsourcing; Digital Labour; Digital Work; Wikipedians; Ideology; Ideology Analysis; Historical Materialism; Marxism; Autonomist Marxism; Capitalism; Cognitive Capitalism; Communism of Capital; Capitalism of Communism; Play; Playing; Work; Working; Gaming; Labour; Labouring; Mode of Production; Wikipedia; wikipedianer; jämlik produktion; marxism; autonom marxism; historiematerialism; produktionssätt; ideologi; ideologianalys; kommunism; kapitalism; kognitiv kapitalism; kapitalets kommunism; kommunismens kapitalism; lek; tillverkning; tävling; arbete; lönarbete; gåvoekonomi; encyklopedier; uppslagsverk; immateriellt arbete; Biblioteks- och informationsvetenskap; Library and Information Science;

    Sammanfattning : This study is about voluntary productive activities in digital networks and on digital platforms that often are described as pleasur­able. The aim of the study is to relate the peer producers’ perceptions of their activities on a micro level in terms of play, game, work and labour, to their views on Wikipedia’s relation to capitalism on a macro level, to compare the identified ideological formations on both levels and how they relate to each other, and finally compare the identi­fied ideological formations with contemporary Marxist theory on cognitive capitalism. LÄS MER