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Showing result 1 - 5 of 17 swedish dissertations matching the above criteria.

  1. 1. Gaming Interaction : Conversations and Competencies in Internet Cafés

    Author : Björn Sjöblom; Karin Aronsson; Jonas Linderoth; Elisabeth Keating; Linköpings universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Computer gaming; interaction; ethnomethodology; peer group; informal learning; identity; competence; internet café; Datorspelande; interaktion; etnometodologi; kamratgrupp; informellt lärande; identitet; kompetens; internetcafé; INTERDISCIPLINARY RESEARCH AREAS; TVÄRVETENSKAPLIGA FORSKNINGSOMRÅDEN;

    Abstract : The dissertation analyzes interaction in adolescents’ computer gaming. Through the use of video recordings in internet cafés, players’ communicative practices are illuminated. Ethnomethodological and interaction analytical perspectives are used to explicate the participants’ methods for meaning-making in the gaming. READ MORE

  2. 2. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

    Author : Lina Eklund; Karin Bergmark; Lars Udehn; Mia Consalvo; Stockholms universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Digital games; video games; computer games; online gaming; gender; sociality; social relationships; social interaction; everyday life; MMO; World of Warcraft; Sociology; sociologi;

    Abstract : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. READ MORE

  3. 3. Psycho-physiological reactions to violent video gaming : Experimental studies of heart rate variability, cortisol, sleep and emotional reactions in teenage boys

    Author : Malena Ivarsson; Lennart Högman; Frank Lindblad; Staffan Janson; Stockholms universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; video gaming; media violence; autonomic nervous system; heart rate variability; HPA axis; cortisol; sleep quality; emotional reactions; desensitization; teenagers; Psychology; psykologi;

    Abstract : Playing violent video games may provoke aggression. Psycho-physiological methods may provide knowledge about the underlying psychological processes. Most previous studies have been performed in laboratory settings at daytime with adults. READ MORE

  4. 4. Creating Player Appeal. Management of Technological Innovation and Changing Pattern of Industrial Leadership in the U.S. Gaming Machine Manufacturing industry, 1965-2005

    Author : Mirko Ernkvist; Göteborgs universitet; []
    Keywords : HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Management of technological innovation; Technological change; Digitalization; Disruptive innovation; Technological frames; Competence-destroying innovation; Entrepreneurship; Player Appeal; Gaming machine industry; Gaming machines; Slot machines; Video-Poker; Spinning-reel machines; WAP; Virtual-reel; Class III; Casino gambling; Bally Manufacturing; Bally Distributing; Bally Technologies; IGT; International Game Technology; Universal; WMS Gaming.;

    Abstract : The gaming machine market has been growing rapidly in the U.S. for the last three decades, following a period of deregulation and an increasing share of gaming machines on casino floors. READ MORE

  5. 5. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Author : Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Abstract : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. READ MORE