Sökning: "video games."

Visar resultat 11 - 15 av 49 avhandlingar innehållade orden video games..

  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. 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. 14. When Art Is Put Into Play: A Practice-based Research Project on Game Art

    Författare :Arne Kjell Vikhagen; Göteborgs universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Game Art; Computer Games; Video Games and Art; Play; Artistic Research; New Media Art;

    Sammanfattning : When Art Is Put Into Play: A Practice-based Research Project on Game Art is a practice-based research project that aims to contribute to the understanding of the relation between play and art from the specific perspective of computer-based Game Art. This is done firstly through the production of nine works of art that through their means of production all relate to Game Art as it has come to be known in the last twenty years or so. LÄS MER

  5. 15. Experiencing sense of place in a virtual environment : real in the moment?

    Författare :Ingvar Tjøstheim; Rikard Harr; John Waterworth; Phil Turner; Umeå universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; telepresence; perception; sense of place; virtual tourism; video-games; digital humaniora; digital humanities;

    Sammanfattning : The main goal of this thesis is to contribute to telepresence research by investigating a sightseeing experience in a virtual environment (VE) and by discussing insights from theories of telepresence, perception, experience of place, marketing and philosophy. The empirical work concerns a sightseeing experience, a visit to a city in a videogame (the VE). LÄS MER