Sökning: "non-gamers"

Visar resultat 1 - 5 av 12 uppsatser innehållade ordet non-gamers.

  1. 1. Den andre spelaren : En etnologisk studie av kvinnliga gamers i en manlig spelkultur

    Master-uppsats, Uppsala universitet/Institutionen för kulturantropologi och etnologi

    Författare :Moa Broqvist; [2021]
    Nyckelord :gamer identity; discourse theory; gender; representation; gameridentitet; diskursteori; genus; representation;

    Sammanfattning : The gaming community is generally regarded as highly masculine. Gamers are often identified as white, heterosexual, young men. Women who play games are viewed as an anomaly. In reality many women play, and depending on which games that count, women are the majority of game consumers. LÄS MER

  2. 2. Gamers and non-gamers preferences ofcrossmodal AI assistants : A remote explorative study on the uncanny

    Magister-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Rabii Allawerdi; [2021]
    Nyckelord :Uncanny Valley; Uncanny Wall; Voice Assistants; AI Assistants; Future Technology;

    Sammanfattning : Technological advancements have allowed the design of more realistic virtual characters, for example, in-game development; meanwhile, researchers argue that more realism is not always suitable. As an explorative pilot study, this thesis investigates the uncanny among human-like agents and intelligent systems with human-like attributes. LÄS MER

  3. 3. Gaming Language and How It Is Characterized

    Kandidat-uppsats, Lunds universitet/Allmän språkvetenskap

    Författare :Catarina Hsu; [2020]
    Nyckelord :gaming; lexicon; vocabulary; jargon; sociolinguistics; ludolect; semantic field; Languages and Literatures;

    Sammanfattning : Language is a social act and the fact that social communities create new or change existing words that are known in daily standard language, can make the lexicon difficult to comprehend for the ones not involved. The communication that belong to a specific social group can be classified as a jargon, and in this present study we look at gaming language as an example of how social communities’ lexicon can be manifested. LÄS MER

  4. 4. Attitudes of Adolescent users of Electronic Games towards Extramural EFL/ESL Exposure and Language Skills

    Magister-uppsats, Stockholms universitet/Engelska institutionen

    Författare :gabriel hjalmarsson; [2020]
    Nyckelord :Electronic Games; Extramural English; L2 acquisition; Attitudes; Motivation;

    Sammanfattning : Studies relating to Electronic Games (EG) and the development of language acquisition for ESL learners have shown remarkable results. A Swedish study researching vocabulary proficiency reported that “frequent gamers had a higher total mean score than the moderate gamers, and in turn the moderate gamers had a higher score than the non-gamers” (Sundqvist & Sylvén, 2012, p. LÄS MER

  5. 5. The relationship between extramural English activities and performance on vocabulary tests among Swedish upper secondary school learners

    Uppsats för yrkesexamina på grundnivå, Karlstads universitet/Institutionen för språk, litteratur och interkultur (from 2013)

    Författare :Lejla Zeidan; [2019]
    Nyckelord :Extramural English; out-of-school learning; vocabulary; second language acquisition; second language learning; ESL; EFL; vocabulary acquisition; core vocabulary; peripheral vocabulary; gaming; gamification; upper secondary school; gamers; non-gamers; vocabulary test; Paul Nation; extramural engelska; vokabulär; vokabulärinlärning; språkinlärning; EFL; ESL; gaming; gamification; gymnasiet; gamers; non-gamers; Paul Nation;

    Sammanfattning : The purpose of this study is to provide additional research on the topic of the relationship between extramural English activities and performance on vocabulary tests among Swedish school learners. Data were collected from English L2 learners in Swedish upper secondary school (English 6 course). LÄS MER