Sökning: "action games"

Visar resultat 1 - 5 av 133 uppsatser innehållade orden action games.

  1. 1. The “Magic Gathering” of Comprehension Devices : A diachronic systemic functional linguistics analysis of MTG game card texts

    Kandidat-uppsats, Stockholms universitet/Engelska institutionen

    Författare :Isabella Schiller; [2024]
    Nyckelord :Systemic Functional Linguistics; Magic: The Gathering; keywords; card text; action; process; mood; transitivity; comprehension;

    Sammanfattning : This study investigates the diachronic shift of revised card texts in the tabletop collectible card game ‘Magic: The Gathering’.  The lexicogrammatical patterns found are compared to theories on comprehension and learning, and to the development of the game. LÄS MER

  2. 2. Public goods games for collective agri-environmental contracts design

    Master-uppsats, SLU/Dept. of Economics

    Författare :Riccardo Spada; [2024]
    Nyckelord :Framed field experiment; Cooperation; Collective action; Heterogeneous endowment;

    Sammanfattning : This thesis conducts a structured literature review of public goods games (PGG) experiments to analyze the differences between laboratory and field studies and to understand whether farmers cooperate more or less than standard PGG subjects. In addition, novel data on public goods games conducted on European farmers from Germany, Hungary, Netherlands, and Poland are analyzed to understand the effect of heterogeneous starting endowments on cooperation. LÄS MER

  3. 3. Skanningsbeteendes predicering på prestation : En undersökning av elithockeyspelares overta beteende i Svenska Damhockeyligan

    Kandidat-uppsats, Högskolan i Halmstad/Akademin för hälsa och välfärd

    Författare :Anton Josefsson; [2023]
    Nyckelord :Scanning; scanning frequency; performance; swedish womens’ ice hockey league; SDHL; Ice Hockey; Skanning; skanningsfrekvens; prestation; svenska damhockeyligan; SDHL; Ishockey;

    Sammanfattning : I ishockey krävs det snabba beslut och lyckade aktioner för att kunna vinna matcher. Därför är det viktigt att kunna genomföra skanningar för att kunna genomföra aktioner på ett effektivt sätt. Att skanna innebär att man vrider på huvudet eller kroppen från pucken för att få en uppfattning om var mot- och medspelare befinner sig. LÄS MER

  4. 4. Modeling Real Life Situations as Multi-Agent Games with Imperfect Information Against Nature

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Samin Chowdhury; Elling Morast; [2023]
    Nyckelord :;

    Sammanfattning : Our research explores Multiplayer Games with Imperfect Information, short for ”MAGIIAN”. We specifically focus on two aspects: firstly, identifying real-world problems that can be appropriately modeled as MAGIIANs, and secondly, synthesizing and interpreting strategies for these models using existing tools and algorithms. LÄS MER

  5. 5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Engelska

    Författare :Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Nyckelord :Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Sammanfattning : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. LÄS MER