Sökning: "gender differences in gaming"
Visar resultat 1 - 5 av 14 uppsatser innehållade orden gender differences in gaming.
1. Sitter "gamers" mer än andra? : En tvärsnittsstudie om sambanden mellan stillasittande, datorspelande och motivation för fysisk aktivitet hos ungdomar
Kandidat-uppsats, Gymnastik- och idrottshögskolan, GIH/Institutionen för fysisk aktivitet och hälsaSammanfattning : Aim The aim of this study is to investigate the relationship between sedentary-time, gaming and motivation for physical activity in Swedish adolescents. Method This study was conducted using a questionnaire based on Lena Kalling's evaluation of screening questions about physical activity by the National Board of Health and Welfare (Kallings 2019), as well as guidelines developed by Statistics Sweden (SCB 2016). LÄS MER
2. Ready Player Green – A case study of sustainability in the Swedish games industry
Magister-uppsats, Uppsala universitet/Institutionen för geovetenskaperSammanfattning : The video games industry is taking more sustainability responsibilities since video games can reach a broad and tremendous audience. Apart from adopting sustainable business strategies, games companies also need to navigate various stakeholders’ expectations and draft strategies to communicate with them. LÄS MER
3. The Digital Revolution - How Does an Increased Screen Time Affect Sleep and Health in Children?
Kandidat-uppsats, Örebro universitet/Institutionen för medicinska vetenskaperSammanfattning : Introduction: As the screen time increases, it has been observed that more children arefeeling unwell. It has also been observed that screen time increases even in young children,but few studies have shown what effect this has. Aim: The aim of this study was to investigate if an increased screen time affected sleeppatterns and health in children. LÄS MER
4. Learning by gaming : A comparison of how Swedish upper secondary male and female students learn English
Uppsats för yrkesexamina på grundnivå, Mälardalens högskola/Akademin för utbildning, kultur och kommunikationSammanfattning : Earlier research has suggested that online gaming can be an effective way of acquiring English as a second or foreign language. It can both increase language proficiency (vocabulary or oral proficiency) and have a positive impact on affective filters such as motivation or willingness to communicate. LÄS MER
5. Problematiskt spelande : En studie om socialekologiska faktorers samband med riskabelt dator- och tv-spelsbruk bland unga
Kandidat-uppsats, Linnéuniversitetet/Institutionen för psykologi (PSY)Sammanfattning : Problematiskt dator- och tv-spelande är ett alltmer växande forskningsområde. Särskilt tonårspojkar är i flertal studier överrepresenterade och samband har visat sig till flertal sociala faktorer, men då forskningsmetoder och begreppsdefinition skilt sig åt har det varit svårt att dra konsekventa slutsatser av studieläget. LÄS MER