Sökning: "game behaviour"

Visar resultat 6 - 10 av 182 uppsatser innehållade orden game behaviour.

  1. 6. There is still a long way to go: An exploratory study on the factors contributing to the inclusion and exclusion of female character representation in video games

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Erika Lybe; Arantxa Rufrancos Luna; [2023]
    Nyckelord :Inclusion; Diversity; Video Games; Female characters; Representation; Business and Economics;

    Sammanfattning : Thesis Purpose: This thesis aims to explore the complex phenomenon of female character representation, both quantity and portrayal, in video games and which factors either inhibit or enhance the creation and how. Methodology: A qualitative study with an inductive approach, designed to answer the research question “How do different factors contribute to the inclusion or exclusion of female character representation in video games?”. LÄS MER

  2. 7. Dynamic Shadows of Symmetric Shapes in a 2D Environment A case study in the field of Computer Graphics

    Kandidat-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Jesper Glas; [2023]
    Nyckelord :;

    Sammanfattning : With modern computer graphics it is easy to think that the computer has some inherent understanding of the 3D world around it. How else could a game let you experience a dynamic world so close to reality in real time. LÄS MER

  3. 8. Sociala faktorers påverkan på köpintention : En kvantitativ undersökning på hedoniskt värde inom spelet League of Legends

    Kandidat-uppsats, Södertörns högskola/Företagsekonomi

    Författare :Veronica Ortega Jönsson; Emil Tyssling Engström; [2023]
    Nyckelord :Virtual products; Hedonic value; Social ties; Social identity; PLS-SEM; buyer behaviour.; Virtuella produkter; Hedoniskt värde; Sociala band; Social identitet; PLS-SEM; Köpbeteende.;

    Sammanfattning : Flera olika typer av virtuella produkter växer i popularitet och värde i människors ögon. Inomden digitala spelvärlden spenderas en hög andel pengar på virtuella produkter som inte har ettfunktionellt syfte. LÄS MER

  4. 9. The Most Boring Game in the World : A study of World of Warcraft as a means for social interactivity within an enclosed group

    Magister-uppsats, Uppsala universitet/Institutionen för ABM

    Författare :Ludvig Stone; [2023]
    Nyckelord :Gaming; Ethnography; Political Discourse Theory; Logics Approach; Social Gaming; World of Warcraft; Com-munities; MMO; Multiplayer Gaming; Digital Humanities;

    Sammanfattning : Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relatively underexplored is the social facet, how the act of gaming is impacted by social rules and codes. Previous research on the topic is relatively limited and mainly performed retroactively on older game communities. LÄS MER

  5. 10. Gamifying sustainability : A qualitative study on how gamified services can create a sustainable purchase behaviour among women.

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Företagsekonomi

    Författare :Marcus Rundlöf; Victoria Öberg; [2023]
    Nyckelord :Consumer behavour; Marketing;

    Sammanfattning : Gamification, defined as the application of game elements in a non-game environment,has in recent years gained significant influence as a favourable marketing strategy. Gamified services can be found in a variety of markets, ranging from education to wellness, and have the ability to transform low involvement purchases into high ones. LÄS MER