Sökning: "culture video games"
Visar resultat 1 - 5 av 75 uppsatser innehållade orden culture video games.
1. Non-playable characters' peripheral effect in relation to narrative and worldbuilding in video games
Kandidat-uppsats, Södertörns högskola/MedieteknikSammanfattning : The goal of this thesis is to find out how non-playable characters (NPC) in their own peripheral way, contribute to the narrative and worldbuilding of a video game. A prototype of a role-playing video game (RPG) was created for this particular study, in order to investigate and measure the effect of NPCs on worldbuilding and narrative in video games. LÄS MER
2. 'It was never about the games' : A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017
Master-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups. LÄS MER
3. Virtual vistas : exploring the art of in-game photography presence on social media
Master-uppsats, Lunds universitet/Medie- och kommunikationsvetenskap; Lunds universitet/Institutionen för kommunikation och medierSammanfattning : This thesis delves into the emerging field of virtual photography, an artistic form seamlessly integrated into the digital landscapes of video games. Investigating the intricate relationship between the virtual and the tangible, the study meticulously analyzes in-game photographs to unveil the subtleties often overlooked, decoding implied meanings. LÄS MER
4. On the Quest for Alternative Ways of Becoming : Multifaceted Means of Maturation in Sir Gawain and the Green Knight
Kandidat-uppsats, Stockholms universitet/Engelska institutionenSammanfattning : Living in an era where success is embraced as a life style, raises concerns that the alternatives to become, to grow and mature have been limited to a single variety – one where only triumph matters. This is a view that is spread through contemporary popular culture, whether it be in social media, video games, tv-series, films or books. LÄS MER
5. Identifying, Analysing and Comparing Organisational Cultures in the Game Development Industry : A comparative case study on the two Blizzards from 1997-2005.
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : Organisational culture is a long debated research field, one that is greatly influential in modern day workspace, possibly deeply affecting organisational performance. This thesis is a case study on Blizzard entertainment from 1997 to 2005, where Blizzard North and Blizzard South, two organisations, existed and worked on some of the company’s most influential games. LÄS MER