Sökning: "game violence"

Visar resultat 1 - 5 av 58 uppsatser innehållade orden game violence.

  1. 1. Underhållning i första klass : En multimodal kritisk diskursanalys av representationer av kulturellt kapital i På spåret

    Kandidat-uppsats, Uppsala universitet/Institutionen för informatik och media

    Författare :Elvira Oberger; Alva Petersson; [2023]
    Nyckelord :cultural capital; television; På spåret; representation; multimodal critical discourse analysis; kulturellt kapital; television; På spåret; representation; multimodal kritisk diskursanalys;

    Sammanfattning : The Swedish television game show series På spåret has aired since 1987. Participation in På spåret has been connected to prestige and status, where a display of knowledge is seen as admirable, but unsuccessful performances are stigmatized. This is a possible result of the television show’s representations of cultural capital. LÄS MER

  2. 2. Playing with the Third Reich: Conceptual Relocation from Nazi Film to WWII Game : An Experiment to measure Filmic concepts in Digital Games

    Master-uppsats, Stockholms universitet/Filmvetenskap

    Författare :Laqi Li; [2023]
    Nyckelord :Nazi Germany; Propaganda Films; Science Fiction Trilogy; Industrial Films; WWII FPS Games; WWII Simulation Games; Fascist Aesthetic; Futuristic Utopianism; Steel-like Romanticism; History.;

    Sammanfattning : Film produced by Nazi Germany has been a classic that has drawn scholars from a wide range of academic disciplines as well as innumerable cineastes from various cultural backgrounds. The simultaneous rise in the number of players acting as observers and operators in digital games with a WWII theme has drawn recent scholarly attention since it is thought that this pattern is contributing to players' hazy understanding of historical events. LÄS MER

  3. 3. Censorship in video games : a comparative case study of EarthBound and Mother 2

    Kandidat-uppsats, Högskolan Dalarna/Institutionen för språk, litteratur och lärande

    Författare :Santeri Lehtinen; [2023]
    Nyckelord :censorship; Japanese-English translation; Nintendo; Nintendo of America’s Video Game Content Guidelines; video game localization;

    Sammanfattning : This study examines the censorship guidelines and translation techniques used in the localization of Mother 2 (1994) (English title: EarthBound), a video game developed originally by Nintendo of Japan and released in North America in 1995 by Nintendo of America. Having extracted 50 dialogue lines which are considered to include topics subject to censorship, the study analyses the prevalence of censorship and translation techniques, as well as the consistency of the localization with Nintendo of America's guidelines. LÄS MER

  4. 4. A cognitive derby within football supporters : The role of executive functions on aggressive and violent behavior

    Magister-uppsats, Örebro universitet/Institutionen för beteende-, social- och rättsvetenskap

    Författare :Jonathan de Leur; [2023]
    Nyckelord :football violence; football supporters; hooliganism; executive functions; self-control; fotbollsvåld; fotbollssupportrar; huliganism; exekutiva funktioner; självkontroll;

    Sammanfattning : The purpose of the present study was to evaluate to what extent executive functioning has an impact on aggressive and violent behavior contextualized within football supporters. The sample consisted of 142 (111 males and 31 females) football supporters, between 16-71 years old (M=34,58, SD=12,53) who, during the 2022 season of the Swedish football league “Allsvenskan” visited at least one game. LÄS MER

  5. 5. User Interface: A Qualitative Investigation on Enhancing Player Engagement in Educational Games

    M1-uppsats, KTH/Hälsoinformatik och logistik

    Författare :Viktor Lindström Söraas; Nonno Rydgren; [2023]
    Nyckelord :Player engagement; user interface; UI; graphics; Spelarengagemang; pedagogiska spel; användargränssnitt;

    Sammanfattning : Gaming, a widely adopted form of entertainment, brings out different reactions inpeople. While some perceive it as a leisure activity, other find it the element of violence that can be found troubling. Researchers have found that video games are associated with many advantages such as enhancing focus, multitasking ability and working memory. LÄS MER