Sökning: "game"

Visar resultat 16 - 20 av 553 avhandlingar innehållade ordet game.

  1. 16. Spelförståelse och kommunikationsförmåga : En fenomenografisk studie över hur elittränare i fotboll söker bekräftelse på om spelare har förstått andemeningen i en instruktion

    Författare :Per Ohlsson; Tomas Kroksmark; Eva-Carin Lindgren; Jönköping University; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Game sense; football; communication; essence; confirmation; phenomenography of listening; Spelförståelse; fotboll; kommunikation; andemening; bekräftelse; lyssnandet fenomenografi;

    Sammanfattning : The aim of the present study is to develop knowledge about and knowledge how professional football coaches come to know that the essence of their instructions has been understood by their players, with particular focus on the theoretical aspects of the game.The background to this study is based on recent rapid developments in the game, as it changes from a strictly controlled system–oriented game to a game where the individual player is expected to perform multiple roles and change position during a match. LÄS MER

  2. 17. 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. 18. Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience

    Författare :Jon Back; Annika Waern; Barry Brown; José P. Zagal; Uppsala universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; design; public; play; playful; playfulness; game; activity; experience; second order design; engage; engagement; fun; magic circle; brink games; pervasive games; place; space; co-creativity; empowerment; game jam; busking; street performance; playground; Human-Computer Interaction; Människa-dator interaktion;

    Sammanfattning : This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. LÄS MER

  4. 19. Simulated "real" worlds : Actions mediated through computer game play in science education

    Författare :Elisabet M. Nilsson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER

  5. 20. Sacred Games - Becoming Gods : Priming digital game ethics

    Författare :Anders Falk; Lena Trojer; Jenny Brusk; Blekinge Tekniska Högskola; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Digitisation; digital games; media-technologies; medium; game ethics  Rite of passage; Agential cut; difference; rhizome; feminist technoscience; technoscience;

    Sammanfattning : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. LÄS MER