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Visar resultat 1 - 5 av 14 avhandlingar som matchar ovanstående sökkriterier.

  1. 1. Minoan games and game boards

    Författare :Niklas Hillbom; Antikens kultur och samhällsliv; []
    Nyckelord :HUMANIORA; HUMANITIES; game; game board; cup-holes; Kernos; marker; astragalos; dice; Mallia; Phaistos; Gournia; Khania; ritual; cultural contacts; Ancient history; Antikens och forntidens historia; Arkeologi; Archaeology; Crete; Minoan; Knossos; gaming piece; knuckle bones;

    Sammanfattning : The old, world-wide phenomenon of playing board games has received little attention among scholars studying the ancient cultures. This thesis collects and analyses game-related material from Bronze Age Crete, defines the field of research and provides a framework with definitions and typologies. LÄS MER

  2. 2. Sequences and games generalizing the combinatorial game of Wythoff Nim

    Författare :Urban Larsson; Göteborgs universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Blocking manoeuvre; Beatty sequence; Combinatorial game; Complementary sequences; Impartial game; Interspersion array; Muller twist; Nim; Permutation of the natural numbers; Stolarsky array; Wythoff Nim; Beatty sequence;

    Sammanfattning : One single Queen is placed on an arbitrary starting position of a (large) Chess board. Two players alternate in moving the Queen as in a game of Chess but with the restriction that the $L^1$ distance to the lower left corner, position $(0,0)$, must decrease. The player who moves there wins. Let $\phi =\frac{1+\sqrt{5}}{2}$, the golden ratio. LÄS MER

  3. 3. Playing the Matching Game : An Institutional Analysis of Executive Recruitment and Selection in Software Start-ups: Silicon Valley and Stockholm

    Författare :Tiziana Sardiello; Christofer Edling; Mary Brinton; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; job-matching; executive recruitment; executive selection; entrepreneurship; start-up; software; institutionalism; institutional logics; Silicon Valley; Stockholm; Sociology; Sociologi; Sociology; sociologi;

    Sammanfattning : Software start-ups make media headlines daily, suggesting that it may take only a garage and two engineering students to begin such companies, and that these same people will constitute the core of the executive team until these organizations become multinational giants. Despite these spontaneous starts, newly formed entrepreneurial ventures have many obstacles to overcome in their resource and cultural environments when establishing their practices. LÄS MER

  4. 4. 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

  5. 5. Facets of Fun: On the Design of Computer Augmented Entertainment Artifacts

    Författare :Sus Lundgren; Chalmers tekniska högskola; []
    Nyckelord :HUMANIORA; HUMANITIES; NATURVETENSKAP; NATURAL SCIENCES; game mechanics; animal expression transfer; Game Design Patterns; the Iron Horse; design tools; remnants; slow technology; the Forces-Clashes-Remnants model; clashes; myTHeme; Interactive entertainment artifacts; forces; the Interactive Quilt; MultiMonsterMania; The Hatchery;

    Sammanfattning : This thesis discusses the design of interactive entertaining artifacts such as computer games and computer augmented toys, games and objects. The aim has been to find and/or develop design tools i.e. LÄS MER