Sökning: "dataspel"

Visar resultat 1 - 5 av 9 avhandlingar innehållade ordet dataspel.

  1. 1. Låtsaskrigen : föreställningar om krig, maskulinitet och historia i krigsspel under 200 år

    Författare :Tomas Karlsson; Finn Arne Jörgensen; Esbjörn Larsson; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Wargame; masculinity; gender studies; history; computer games; video games; board games; miniature games; history culture; media archeology; media war; mediation; authenticity; simulation; play; military history; Reisswitz; Game Studies; counter factual history; historical accounts; warriors; krigsspel; historia; maskulinitet; dataspel; brädspel; historiekultur; simulering; militärhistoria; kontrafaktik; spel; genusvetenskap; history and history teaching; historia med didaktisk inriktning;

    Sammanfattning : This thesis investigates how different wargames relate to notions of war, masculinity and history. It poses the question how the concept of authenticity is used in relation to wargames portrayal of war, masculinity and history. The outline of the thesis is chronological, spanning roughly from the 19th century to the present. LÄS MER

  2. 2. Nazityskland i populärkulturen : Minne, myt, medier

    Författare :Eva Kingsepp; Karin Becker; Kristina Widestedt; Göran Bolin; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Nazi Germany; popular culture; film; videogames; myth; collective memory; Nazityskland; populärkultur; film; dataspel; myt; kollektivt minne; Media and communication studies; Medie- och kommunikationsvetenskap; Communication Studies; medie- och kommunikationsvetenskap;

    Sammanfattning : The study follows the tradition of Cultural Studies, with a special interest in visual culture, and examines how history is being represented in different media, how these representations are interpreted by the audience, and how the outcome functions in the individual knowledge-building about this particular era. Here the notion of what is often called a collective, or cultural, memory, is important; both as a vehicle for a dominant discourse on memory and as a counterpart to individual memory, which might be more or less in agreement or opposition with the dominant. LÄS MER

  3. 3. Distributed Technology-Sustained Pervasive Applications

    Författare :Kim J.L. Nevelsteen; Theo Kanter; Rahim Rahmani; Kåre Synnes; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; pervasive; games; engine; distributed; virtual; world; internet of things; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of ‘non-standard input devices’ and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. LÄS MER

  4. 4. Screen Rites : A study of Swedish young people´s use and meaning-making of screen-based media in everyday life

    Författare :Ulrika Sjöberg; Medie- och kommunikationsvetenskap; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Leisure; Audience research; Media landscape; Media use; Young people; Internet; Television; Computer games; Meaning-making; Press and communication sciences; Journalistik; media; kommunikation;

    Sammanfattning : We are all aware of how many different media have become a familiar equipment in the home, perceived as any other furnityre. The media have become more or less unconsciously intertwined in everyday routines. LÄS MER

  5. 5. Geographies of the Japanese Cultural Economy : Innovation and Creative Consumption

    Författare :Jakob Nobuoka; Dominic Power; Anders Malmberg; Mark Lorenzen; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Japan; Cultural Economy; Innovation; Consumption; Manga; Human geography; economic geography; Kulturgeografi; ekonomisk geografi; Social and Economic Geography; Kulturgeografi;

    Sammanfattning : What is the role of the consumer in the contemporary cultural economy? Where are culturaleconomy innovations and competitiveness created? This thesis aims to provide tentativeanswers to these questions by focusing on some illustrative examples from the Japanesecultural economy. However, rather than primarily describing firm strategies or industrialdynamics, emphasis is put on the places and practices of users. LÄS MER