Search for dissertations about: "digital technologies"
Showing result 6 - 10 of 572 swedish dissertations containing the words digital technologies.
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6. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games
Abstract : Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. READ MORE
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7. Design for Participation and Inclusion will Follow : Disabled People and the Digital Society
Abstract : Digitalization is rapidly taking over all aspects of society, but still there are parts of the population who have to struggle for access to, and to be able to use, the digital resources. Design processes and outcomes in the form of artefacts, that takes accessibility into account, is key to participation. READ MORE
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8. "Please Mind the Grey Digital Divide" : An Analysis of Digital Public Policies in Light of the Welfare State (Sweden and Greece)
Abstract : This thesis examines the grey digital divide and digital policies in the divergent welfare regimes of Sweden and Greece. The grey digital divide is a serious problem not only for the individual but also for society. The grey digital divide signifies the inability of older people to utilize digital technology. READ MORE
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9. Digital internationalization of SMEs : A phenomenon-based study on the video game industry
Abstract : Digital technologies, platforms, and infrastructure have changed how business is conducted in many industries. In particular, digital platforms have evolved as a facilitator of internationalization of small-and medium-sized enterprises (SMEs). READ MORE
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10. Sacred Games - Becoming Gods : Priming digital game ethics
Abstract : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. READ MORE