Teses / dissertações sobre o tema "Gader"

Siga este link para ver outros tipos de publicações sobre o tema: Gader.

Crie uma referência precisa em APA, MLA, Chicago, Harvard, e outros estilos

Selecione um tipo de fonte:

Veja os 50 melhores trabalhos (teses / dissertações) para estudos sobre o assunto "Gader".

Ao lado de cada fonte na lista de referências, há um botão "Adicionar à bibliografia". Clique e geraremos automaticamente a citação bibliográfica do trabalho escolhido no estilo de citação de que você precisa: APA, MLA, Harvard, Chicago, Vancouver, etc.

Você também pode baixar o texto completo da publicação científica em formato .pdf e ler o resumo do trabalho online se estiver presente nos metadados.

Veja as teses / dissertações das mais diversas áreas científicas e compile uma bibliografia correta.

1

Callegarin, Laurent. "Gadir/Gades et le <> : de la genèse à l'époque augustéenne". Toulouse 2, 2000. http://www.theses.fr/2000TOU20018.

Texto completo da fonte
Resumo:
Durant le 1er millenaire av. J. -c. , gadir / gades (cadix actuelle) symbolise le finis orbis pour les civilisations mediterraneennes. Cette colonie phenicienne est parvenue aux environs des viiie-viie siecles av. J. -c. A creer autour d'elle une entite regionale homogene en extreme-occident : le << circuit du detroit >>, qui conservera ses structures phenicopuniques jusqu'a la periode tardorepublicaine romaine. Notre recherche consiste a definir ledit circuit, c'est-a-dire a tenter de delimiter son cadre geographique, d'apprehender son mode de fonctionnement et de relever ses specificites economiques et culturelles depuis sa genese jusqu'a l'evenement d'auguste. L'etude des monnaies et des amphores produites par le sud de l'iberie et par la mauretanie de l'ouest a permis de degager des periodes de rupture ou de profonds remaniements engendrees non seulement par des evenements macropolitiques (avenement de la thalassocratie carthaginoise au ve siecle, occupation barcide et conquete romaine au iiie siecle av. J. -c. ), mais aussi par des facteurs internes (fluctuations de l'exploitation des metaux, mise en valeur du potentiel productif local avec le developpement des salaisons de poisson a partir de la fin du vie siecle av j. -c. ). Cette trame evolutive a debouche sur un sondage du dialogue qui existait entre les deux rives du detroit de gibraltar et sur le constat d'un developpement quasi-simultane jusqu'au ile siecle av. J. -c. Sur la base de structures heritees des temps phenico-puniques. L'esprit et les productions de la zone du detroit ne changeront radicalement de facies qu'a partir du milieu du ier siecle av. J. -c. Pour s'adapter aux exigences du marche romain. La responsabilite de certaines oligarchies commercantes hispaniques dans cette adaptation s'est revelee particulierement haute.
Estilos ABNT, Harvard, Vancouver, APA, etc.
2

Calampa, Mas Chriatian, Flores María Soledad Díaz, Velásquez Luis Alfredo Injante e Sarmiento Gonzalo González. "Gamer". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/624826.

Texto completo da fonte
Resumo:
GAMER desarrollará y gestionará una página web innovadora que tendrá como propuesta de valor un servicio online de información especializada sobre gaming y establezca contacto con personas que les gustan los videojuegos, con el fin lograr un alto tráfico de usuarios que permita a la empresa comercializar publicidad online para empresas. La empresa ofrecerá tres tipos de paquetes publicitarios online, con el fin de ofrecer distintas alternativas a las necesidades de los potenciales clientes. La investigación realizada determino que hay 150 empresas en el Perú para el sector Gamer actualmente en este mercado, de las cuales el 100% se ubican en Lima. Mediante la encuesta realizada se pudo identificar que tenemos 75 empresas como un mercado operativo dispuesto a la publicidad en la web de GAMER. Por lo que el objetivo el primer año es captar el 22.5% de ese mercado operativo, es decir 45 empresas para que al quinto año lograr un estimado de 100 clientes. Por otro lado, la inversión inicial necesaria es de S/. 92,167.45, destinando como capital de trabajo S/. 63,826.45 y como financiamiento S/. 28,341.00. Se obtendrá una rentabilidad de 18.25% en el quinto año. El TIR libre de 23.11% y del inversionista del 26.04%. El valor actual neto de ambos flujos es muy atractivo con S/. 90,251.81 soles en el flujo libre y S/. 85,878.76 soles en flujo inversionista. Finalmente consideramos que este proyecto tendrá éxito por las cifras e indicadores de rentabilidad mencionados.
GAMER will develop and manage an innovative web site that would have as a value proposition an online service of specialized information on gaming and establish contact with people who like video games, in order to achieve high user traffic that allow the company to commercialize online advertising for companies. The company will offer three types of online advertising packages, in order to offer different alternatives to the needs of potential customers. The research conducted determined that there are 150 companies in Peru for the Gamer sector currently in this market, of which 100% are located in Lima. Through the survey it was possible to identify that we have 75 companies as an operating market ready for advertising on the GAMER website. So the goal the first year is to capture 22.5% of that operating market, in other words, 45 companies for the fifth year to achieve an estimated 100 customers. On the other hand, the initial investment required is S/. 92,167.45, destined as working capital S/ 63,826.45 and as financing S/ 28,341.00. It will get a profitability of 18.25% in the fifth year. The free TIR of 23.11% and the investor of 26.04%. The net present value of both flows is very attractive with S/ 90,251.81 soles in the free flow and S/ 85,878.76 soles in investor flow. Finally, we consider that this project will succeed by the figures and indicators of profitability mentioned.
Tesis
Estilos ABNT, Harvard, Vancouver, APA, etc.
3

Marroquin, Ferreyra Flavio Xavier, García Pablo Enrique López, Rodriguez Renato Andres Piñheiro e Ribeyro Jean Pierre Valera. "Portal gamer". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656966.

Texto completo da fonte
Resumo:
En un mundo tan globalizado, el uso de las aplicaciones en el mundo actual es muy constante puesto que es un uso que se hace el día a día mediante los celulares, laptops, computadores, televisores y se volvió indispensable para nuestras vidas. El mundo de los juegos está en auge en los últimos años, con un crecimiento exponencial, ello se ve repercutido en las plataformas digitales como YouTube, Twitch y Mixer con cientos de miles de reproducciones y seguidores. En el Perú actualmente el mundo de la industria de videojuegos, siendo uno de los referentes en Dota 2, pero identificamos una escasez de potencial en otros juegos como FIFA, Call of Duty, Fortnite, entre otros. Por ello decidimos realizar una plataforma E-learning para impulsar las habilidades de los usuarios en los distintos juegos de E-sports, ayudarlos mediante las enseñanzas con profesores referente en la industria con habilidades únicas para los videojuegos que puedan traspasar sus conocimientos a los alumnos.
In such a globalized world, the use of applications in today's world is very constant since it is a use that is made every day through cell phones, laptops, computers, televisions and it has become essential for our lives. The world of games has been booming in recent years, with exponential growth, this is affected by digital platforms such as YouTube, Twitch and Mixer with hundreds of thousands of reproductions and followers. In Peru currently the world of the video game industry, being one of the benchmarks in Dota 2, but we identified a shortage of potential in other games such as FIFA, Call of Duty, War Zone, among others. For this reason, we decided to create an E-learning platform to boost the skills of users in the different E-sports games, help them through teaching with leading teachers in the industry with unique skills for video games that can pass on their knowledge to students.
Trabajo de investigación
Estilos ABNT, Harvard, Vancouver, APA, etc.
4

Joseph, Simone. "Pourquoi garder les papiers ? Que garder ? Comment garder ? Ethnologie des pratiques et des politiques d'archivage des entreprises". Paris 7, 1999. http://www.theses.fr/1999PA070116.

Texto completo da fonte
Resumo:
La question des archives peut paraître anodine. Elle est liée pourtant à l'utilité du passé et à la nécessité de le conserver quand le contexte économique actuel place les informations, récentes de préférence, au coeur du système. Cette thèse est fondée sur une étude des pratiques d'archivage du centre de recherche d'une entreprise industrielle publique française. Elle est sur trois niveaux. Celui de "l'individu", pris dans un service d'une quarantaine de personnes, lieu de notre observation participante, celui du "local" que constitue ce service, partie du "global" que représente l'ensemble du centre. La législation, les normes, les comportements et les discours des employés, comme de la direction, ont été pris en compte. Si l'archivage est un moment particulier dans le quotidien du travail, nous n'assistons pas à un "rituel" commun. Il n'y a pas d'interprétation collective, quel que soit le niveau, des actes concernés. Interrogation sur la mémoire de l'entreprise, la place des archives renvoie par miroir à son fonctionnement et à sa politique, donc à ses perspectives d'avenir
The archives could seem an insignificant subject. It is still referring to past's utility and the need to conserve it, when our economic context place data, preferably recent, is at the system's heart. The present thesis is based on a study done in a French industrial public firm's research center. It is on three levels. The first level is the individual one, who works in about forty people department, where our participator observing took place. The second one is the "local" level which is this department itself, part of the third, the "global" one which is the whole center. We have taken care of the legislation, norms, behaviors and speeches, from the employees as well as from the management. If archiving is a special time in the everyday work life, we do not assist to a common "ritual". There is no collective interpretation, whatever the level, on these actions. Archive's position interrogate firm memory and sends back to its organization and its politics, and to its perpectives for the future
Estilos ABNT, Harvard, Vancouver, APA, etc.
5

Acosta, Corrales Nieves Mauricio Jesus, Flores Diego Andres Everett, Fiorentini Luis Diego Goicochea, Mago Mauricio Nagaro e Milligan Niccolo Noriega. "Proyecto Academia Gamer". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652261.

Texto completo da fonte
Resumo:
El siguiente proyecto consiste en implementar un negocio que sea rentable, exitoso y pueda sacar beneficios a cada uno de los integrantes o dueños de la compañía. Academia Gamer, es un negocio que brinda todas las herramientas para aprender las principales mecánicas de juego de los más famosos videojuegos de la actualidad. Va dirigido a todas las personas, niños y adultos, de 18 a 35 años de edad que disfruten de jugar juegos de computadora, además de tener un asesoramiento personalizado en grupos de hasta cinco personas. En la actualidad el sector de videojuegos, fue incrementado su participación en cada uno de los países, sobretodo en Perú, que gracias a la pandemia, miles de personas accedieron a jugar en diferentes plataformas, los diversos videojuegos que existen. Por ello, se vió una oportunidad de negocio, fácil y accesible para fomentar en las personas de un mejoramiento en sus habilidades con los juegos.
Estilos ABNT, Harvard, Vancouver, APA, etc.
6

Forester, Gus. "Was Gawain a Gamer?" Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/249.

Texto completo da fonte
Resumo:
Describes a theory of gaming inspired primarily by Jean Baudrillard’s claim that gaming is characterized by a “passion for rules.” Key elements of the theory include that games are an attempt to create a new reality, that games create a space for individuality even in an otherwise homogenized world, and that pain and happiness are not diametrically opposed concepts to the gamer. The theory also emphasizes the importance of the player’s meeting with the “superplayer,” the player’s own constructed ideal that he tries to imitate within the game world. This theory of gaming is then applied to the 14th century British poem, Sir Gawain and the Green Knight both as a demonstration of the theory and to offer a new perspective on the poem. Gawain’s character in the poem is argued as being the archetype of the modern gamer, escaping from an oppressive hegemony by daring to follow the superplayer’s seduction into the passionate world of gaming.
Estilos ABNT, Harvard, Vancouver, APA, etc.
7

Lidström, Michaela. "Identiteten Gamer : Livsberättelser från fyra unga män om hur de utvecklade identiteten gamer". Thesis, Karlstads universitet, Institutionen för sociala och psykologiska studier (from 2013), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66991.

Texto completo da fonte
Resumo:
This study was conducted to explore the identity of gamers. The purpose of the survey was to: Explore the identity gamer. What it takes to develop this identity, and I answered this purpose with help from three questions. To answer these questions four life-stories were made were the interviewees told about their identity progression from childhood to adulthood. After all the information was received, it was sort out together with my four chosen theories: Identity, field/habitus, personal life and stigma.           Based on my analysis, I could draw some conclusions. In these cases, the identity begun early, but initially in a more playful manner that later developed to become part of their self-identity. There is also a difference between playing games and being a gamer, it must meet certain requirements in the form of capital to be included in this field. The identity gamer can be created both as self-identity but most importantly in social contexts. This identity has been stigmatized. The stigma was created based on a stereotype that does not represent a fair picture of what a gamer really is. Words such as: isolated, lonely and weird was common and these words did not fit the typical gamer. Gamers have over the years been more freed from this stigma and the interviewees present some means to fight it. This study wants to present gamers in their true identity of what it means to be a gamer.
Estilos ABNT, Harvard, Vancouver, APA, etc.
8

Cuba, Arturo. "El ocaso de un gamer peruano". Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/344523.

Texto completo da fonte
Resumo:
Trabajo ganador durante en el Curso Taller de Periodismo Literario 2014-2, Facultad de Comunicación y Periodismo, Universidad Peruana de Ciencias Aplicadas - UPC. Lima, Perú
La vida de un gamer profesional es poco conocida en nuestro país y suele estar rodeada de prejuicios. Jean Marco «Saxu_un» Villafana, jugador experto en Defense of the Ancients 2 (DOTA 2), ha encontrado en este estilo de vida una oportunidad para practicar lo que más le gusta: batirse en combate por grupos y salir victorioso de la experiencia, aunque el éxito sea solo un pretexto del momento. Porque vivir una partida multijugador en línea pone al límite nuestras habilidades físicas y emocionales. Tensión, nerviosismo, cansancio, decepción, frustración y desahogo son emociones recurrentes a la hora de vivir una vida que no existe como tal, pero que emula serlo. Es lo que ocurre en la mente de un jugador, de un gamer que avanza sin vacilaciones, lo que hace de la ficción un acontecimiento real.
Estilos ABNT, Harvard, Vancouver, APA, etc.
9

Gahm, Fredrik. "Ventilering av brännbara gaser vid batteribränder". Thesis, Luleå tekniska universitet, Institutionen för samhällsbyggnad och naturresurser, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-82618.

Texto completo da fonte
Resumo:
The use of lithium-ion batteries is something that is becoming more common in today’s society. They are found in a variety of electronic equipment such as mobile phones, laptops and tools. Several incidents have been reported due to lithium-ion batteries ending up in a state called thermal runaway. This in combination with the increasing demands for environmentally friendly and sustainable energy in the form of e.g. wind turbines and solar panels, can therefore lead to unforeseen consequences. Residual energy from wind or solar power can be stored in an energy storage, often a battery system of several interconnected lithium-ion batteries. In case of an incident in these storages where a large quantity of these batteries is located, there is a risk that an explosion will occur. This further leads to the interest if it’s possible to prevent an explosion with the help of mechanical ventilation.  The purpose of this report has been to investigate the reasons why these batteries are being able to cause an explosion, what gases are emitted in the event of a thermal runaway and how explosive they are. With the results given it’s possible to then perform calculations on ventilation capacity needed to maintain a non-explosive atmosphere. This was carried out through a literature study of currently available research combined with information from various authorities, hand calculations and calculations in Excel.  With the results of the literature study, it can be stated that the battery cell consisting of the cathode material lithium-nickel-manganese-cobalt oxide (NMC) is most reactive. The most common gases emitted from these cells during thermal runaway are hydrogen, carbon monoxide, carbon dioxide, methane, ethylene and ethane. These gases are also the most common gases during thermal runaway when the battery consists of a different cathode material, but the distribution may look different. All of these gases, with the exception of carbon dioxide, are flammable and can contribute to an explosive atmosphere.  Three different scenarios are developed where thermal runaway is assumed to take place at a battery cell inside battery storages of different sizes: two container-based energy storage and one battery storage for home use located in a garage space. In these respective scenarios, a certain number of cells are assumed to be in thermal runaway. The lower flammability limit for the ventilated gas mixture is determined to 8,53% based on the amount of emitted gas and the distribution of it due to thermal runaway. With the knowledge of the lower flammability limit of the emitted gas mixture, as well as other available data from each scenario, the desired capacity for ventilation is calculated at 0,23 m3/s for the two container-based battery storages and at 0,035 m3/s for the battery storage located in the garage space. If this capacity of the ventilation is present when thermal runaway occurs, it means that the concentration of combustible gases should remain below the lower flammability limit. It is worth noting that these calculations were performed to some extent based on assumptions and may therefore be judged more as approximate rather than exact.  The conclusions drawn by the performed calculations are that mechanical ventilation is a potential alternative to ensure that the atmosphere in a battery storage doesn’t become explosive if a thermal runaway occurs in the battery cells.
Estilos ABNT, Harvard, Vancouver, APA, etc.
10

Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games". Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.

Texto completo da fonte
Resumo:
Due to the huge amount of smart-phone applications available nowadays,there is a need to check them in order to know if they are trustworthy, efficientand reliable. Furthermore, research on smart-phones is really intensive,so it is important to be able to easily profile applications and collect datathat researchers can use. In this thesis we have focused on Android gamesas they represent a big portion of Android applications and Android is themost used mobile operative system nowadays. The thesis work can be divided in two main tasks. The first task consistsof research on Android games in order to know how they are developed,which game design engines are used nowadays and how can we automatisethe execution of Android applications and, in particular, games. The secondstep consists of development of a program called Monkey Gamer that canplay Android games automatically and collect execution traces of the game. The Monkey Gamer analyses the screen shown on a device, recognises theplaces where the user should touch, and interacts with them. Then, consideringeach screen as a state of a state machine, the program tries to coverthe whole game, generating the highest possible number of execution traces. In order to test our solution we have compared the traces generated bythe Monkey Gamer with the ones obtained by some real players, achievinga significant similarity. The tests were executed on three games, coveringdifferent categories and implementation solutions.
Estilos ABNT, Harvard, Vancouver, APA, etc.
11

Mendonça, Christopher Nóbrega. "Caracterização do Gamer de eSports em Portugal". Master's thesis, Universidade de Évora, 2020. http://hdl.handle.net/10174/28125.

Texto completo da fonte
Resumo:
A dinamização e interligação entre as federações, organizações e todas as estruturas que possuem interesse nos eSports visam satisfazer as diversas equipas e jogadores, bem como dos consumidores casuais, com o objetivo de promover a diversidade cultural, o desportivismo, fair-play e marketing de forma a provocar um crescimento e desenvolvimento do desporto de uma forma sustentável, equitativa e de qualidade (Funk et al., 2017). Esta dissertação tem como objetivo caraterizar e identificar o perfil de um jogador de eSports, bem como do estudo a nível da organização e gestão deste tipo de eventos e quais a variáveis a ter em conta para a sua realização. Para este estudo foram aplicados 100 questionários a jogadores de eSports de um determinado evento realizado em Portugal, de forma presencial e sem quaisquer restrições de idade e género, de forma a que mediante as variáveis inquiridas fosse possível caraterizar do perfil do atleta e identificá-lo de acordo com as suas experiências e vivências com este desporto. Através dos resultados obtidos, foi possível a criação de um padrão específico aquando da caraterização do atleta mediante os diversos fatores estudados a diferentes níveis e ficar a conhecer de que forma estes eventos são realizados. As conclusões refletem a pouca profissionalização dos atletas, sendo que esta, ainda está em processo de crescimento e desenvolvimento, juntamente com a organização e mediatismo deste tipo de eventos no panorama nacional, que relativamente aos restantes países, ainda está numa fase de inicial de prospeção; Abstract: The dynamisation and interconnection between federations, organisations and all structures that have an interest in eSports aims to satisfy the various teams and players, as well as casual consumers, with the aim of promoting cultural diversity, sportsmanship, fair-play and marketing in order to bring about the growth and development of sport in a sustainable, equitable and quality manner (Funk et al., 2017). This dissertation aims to characterize and identify the profile of an eSports player, as well as the study at the level of organization and management of this type of events and which variables should be taken into account for its implementation. For this study, 100 questionnaires were applied to eSports players of a given event held in Portugal, in a face-to-face manner and without any age or gender restrictions, so that through the variables surveyed it was possible to characterize the athlete's profile and identify him/her according to his/her experiences and experiences with this sport. Through the results obtained, it was possible to create a specific pattern when characterizing the athlete through the various factors studied at different levels and get to know how these events are held. The conclusions reflect the low professionalization of athletes, which is still in a process of growth and development, together with the organization and media coverage of this type of events in the national panorama, which in relation to other countries, is still in an initial phase of prospecting; Resumen: La dinamización e interconexión entre las federaciones, organizaciones y todas las estructuras interesadas en los deportes electrónicos tiene por objeto satisfacer a los diversos equipos y jugadores, así como a los consumidores ocasionales, con el fin de promover la diversidad cultural, la deportividad, el juego limpio y la comercialización para lograr el crecimiento y el desarrollo del deporte de manera sostenible, equitativa y de calidad (Funk et al., 2017). Esta disertación tiene por objeto caracterizar e identificar el perfil de un jugador de deportes electrónicos, así como el estudio a nivel de organización y gestión de este tipo de eventos y qué variables deben tenerse en cuenta para su aplicación. Para este estudio se aplicaron 100 cuestionarios a los jugadores de eSports de un determinado evento celebrado en Portugal, de forma presencial y sin restricciones de edad o sexo, de manera que a través de las variables encuestadas fue posible caracterizar el perfil del deportista e identificarlo según sus experiencias y vivencias con este deporte. Gracias a los resultados obtenidos, fue posible crear un patrón específico al caracterizar al deportista a través de los diversos factores estudiados a diferentes niveles y conocer cómo se celebran estos eventos. Las conclusiones reflejan la baja profesionalización de los deportistas, que se encuentra todavía en un proceso de crecimiento y desarrollo, junto con la organización y la cobertura mediática de este tipo de eventos en el panorama nacional, que en relación con otros países, se encuentra todavía en una fase inicial de prospección
Estilos ABNT, Harvard, Vancouver, APA, etc.
12

Herodotou, Christothea. "Game appropriation : where does the gamer fit?" Thesis, University College London (University of London), 2009. http://oro.open.ac.uk/49459/.

Texto completo da fonte
Resumo:
The socio-technological transformation of digital games means that they are no longer single-player, co-located game experiences but instead are multiplayer socially-oriented ones (e.g. World of Warcraft). This change underpins the central concern of this thesis, to understand game appropriation and the intrinsically motivating nature of gaming. Game appropriation is defined as the broad incorporation of Massively Multiplayer Online Role-Playing Games (MMORPGs) into gamers’ daily practices, including the nature of their gameplay. Gaming is not viewed as a set of defined moments of participation but as a dynamic activity, directly interrelated with a gamers’ everyday life. Therefore, a broad perspective on motivation and gaming is adopted, incorporating not only reinforcing aspects of game design but also acknowledging the role of the social context and the gamer as an individual during gameplay. The findings of three studies showed that game design, social interaction and gamers’ psychological characteristics uniquely interplay to support game appropriation. The key findings are: (i) Flexible game design is a prerequisite for game appropriation; multiple game structures enable the creation of collaborative and competitive relationships and contribute to innovative forms of play; (ii) Diverse forms of social interaction, within and around gameplay, define the nature of game appropriation; (iii) The role of the gamer in game appropriation is critical. The gamer as an individual is the agent defining the distinct social forms of play when shaping the game experience, underpinned by certain psychological characteristics. While gamers with higher trait emotional intelligence (trait EI) play for social interaction per se, those with lower trait EI make purposive use of sociality in order to progress and succeed in the game. Similarly, on a needs scale (Basic Psychological Needs Scale) lower scorers on autonomy are more prone to competitive and instrumental social gaming practices; (iv) The process of game appropriation is progressively developed, influenced by the type of in-game activities and novel game features, trait EI scores and the presence of other gamers in the game. In summary, game appropriation, being game-specific, begins with the interaction between the gamer and a flexible game design and becomes socially negotiated within a community of gamers. The final social configuration -instrumental or social per se- is influenced by certain psychological characteristics of gamers as individuals.
Estilos ABNT, Harvard, Vancouver, APA, etc.
13

Córdova, Aguilar Hildegardo. "Semblanza del geógrafo Daniel Wayne Gade". Pontificia Universidad Católica del Perú. Centro de Investigación en Geografía Aplicada, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/119645.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
14

Gauer, Florian [Verfasser]. "Strategic interaction and socio-economic structure / Florian Gauer". Bielefeld : Universitätsbibliothek Bielefeld, 2016. http://d-nb.info/1104367343/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
15

Gauer, Niels [Verfasser]. "Pharmakodynamisches Monitoring immunsuppressiver Therapie nach Nierentransplantation / Niels Gauer". Berlin : Medizinische Fakultät Charité - Universitätsmedizin Berlin, 2014. http://d-nb.info/105202078X/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
16

Guillard, Valérie. "La tendance de certains consommateurs à tout garder". Paris 9, 2009. https://bu.dauphine.psl.eu/fileviewer/index.php?doc=2009PA090082.

Texto completo da fonte
Resumo:
Dans cette thèse, nous nous sommes intéressée aux objets a) encore utilisables, b) dont les consommateurs n’ont plus l’utilité et c) qui ne valent pas la peine d’être vendus. Les consommateurs sont amenés à garder ce type d’objets car, pour certains d’entre eux, ils ont des difficultés à s’en séparer. Nous considérons le fait de garder ce type d’objets comme une tendance stable qui se manifeste de façon récurrente chez certains consommateurs. Deux focus groups et treize entretiens semi-directifs en profondeur nous ont permis d’identifier quatre motivations qui apparaissent de façon récurrente dans le discours des consommateurs : 1) instrumentale (« ça peut toujours servir ! »), 2) sociale (« il y a bien quelqu’un qui va les vouloir un jour, non ? »), économique (« quand je pense au prix, ça me fait mal au cœur de m’en débarrasser ! ») et sentimentale (« ça me rappelle tellement de choses »). Nous avons ensuite développé et validé une échelle de mesure formée des quatre dimensions précédemment identifiées. Cet instrument ainsi que huit variables de personnalité et deux variables démographiques (âge et genre) ont permis, via une analyse typologique, d’identifier quatre groupes de consommateurs qui ont tendance à tout garder : les accumulatrices chroniques (jeunes femmes plutôt anxieuses), les nostalgiques (seniors qui ont une propension à la nostalgie), les conservateurs philanthropes (hommes, seniors, plutôt altruistes) et les thésauriseurs (hommes ou femmes qui ont une attitude de rétention à l’égard de l’argent). Les consommateurs qui ont une TTG élevée sont par ailleurs matérialistes et ont une forte tendance à la procrastination. Enfin, nous avons montré l’impact de la tendance à tout garder sur deux comportements : le remplacement des produits et le don. Les consommateurs qui ont une forte TTG ont une fréquence de remplacement plus faible de leurs produits. Ils sont par ailleurs plus récalcitrants à donner des objets. Ils pensent que leurs objets ont toujours une valeur pour autrui et accordent donc une plus forte importance à la légitimité du bénéficiaire et au fait de savoir « à qui ça va ». Ceci les conduit à avoir une attitude souvent négative vis à vis des associations caritatives
Estilos ABNT, Harvard, Vancouver, APA, etc.
17

Gauer, Clinton Francis. "Radiation tolerant many-core computing system for aerospace applications". Thesis, Montana State University, 2010. http://etd.lib.montana.edu/etd/2010/gauer/GauerC0510.pdf.

Texto completo da fonte
Resumo:
When integrated circuits are exposed to ionizing radiation, a variety of fault conditions can occur. This draws concern to the aerospace community as they look toward integrating more complex computing systems into flight applications. The detrimental effects that radiation can have on integrated circuits can be broken up into two categories: single event effects and total ionizing dose. Single event effects refer to non-destructive electron hole pairs that are created by the radiation which can lead to logical failures. Total ionizing dose refers to the permanent damage to a device caused by the electron hole pairs getting trapped prior to recombination and results in oxide breakdown and leakage current. In order to provide a robust computing platform for aerospace applications, both of these effects must be addressed. This thesis presents a set of novel fault mitigation strategies to increase the reliability of aerospace flight computers by exploiting the reconfigurability of Field Programmable Gate Arrays. First, redundant circuitry and a voting system are used to recover from non-destructive faults. Secondly, spare circuitry is used to spatially avoid faults and replace permanently damaged circuitry. Finally, partial reconfiguration of the Field Programmable Gate Array is used to repair faults in the configuration memory of the device. These fault mitigation techniques are all combined into a complete system to provide a robust computing platform for aerospace applications.
Estilos ABNT, Harvard, Vancouver, APA, etc.
18

O'Connor, Clémence. "'Pour garder l'impossible intact' : the poetry of Heather Dohollau". Thesis, St Andrews, 2009. http://hdl.handle.net/10023/791.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
19

Gayer, Nils [Verfasser]. "Magnetotransport und Thermoelektrik in zylindrischen GaAs-Halbleiterstrukturen / Nils Gayer". München : Verlag Dr. Hut, 2018. http://d-nb.info/1170474128/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
20

Law, Y. Y. "The travelling gamer : an ethnography of video game events". Thesis, University of Salford, 2016. http://usir.salford.ac.uk/40411/.

Texto completo da fonte
Resumo:
This thesis is an ethnography of video gamers and video game events. It considers the social and cultural practices of video gamers away from the video game screen, and in particular focuses on those who participate in, and attend, various video game related events. Previous studies on video games have often focused on the isolation of video gamers (in small groups) or the textual analysis of video games themselves. However, these focuses have often been too closely aligned with a very narrow understanding of (direct) play, which often ignore the social aspect of video gaming away from the video game screen. Using an ethnographic approach, consisting of questionnaires, interviews, group interviews, and extensive observational research, this research considers the social significance of video games in enabling and maintaining social networks, patterns and the identity formations of those who attend various video game events across the United Kingdom; including video game conventions [MCM Comic Con, Eurogamer/EGX Rezzed, Play Expo], tournaments and competitions [Edmas 2, Edintines, Manchester Monthly Regionals], local area network parties [Insomnia Gaming Festivals i50/i51/i52/i53/i54/i55/i56], game related musical events [Video Games Live, Final Fantasy Orchestral concerts and Legend of Zelda Orchestral concerts] and other video game practices away from the video game screen. The research findings suggest that video game events are not just about playing video games. Video game events provide a unique opportunity for video gamers, who are usually separated by distance, to come together and interact in meaningful ways, besides gaming itself. Many of those who attend video game events often engage themselves through various forms of socialisation, tuition, and social progression, that are often taken for granted. Therefore, this research seeks to provide an understanding of an important, but largely under-researched aspect of video gamer culture.
Estilos ABNT, Harvard, Vancouver, APA, etc.
21

Howat, Tyler Paul. "Scott Pilgrim's Gaming Reality: An Introduction to Gamer Realism". University of Dayton / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1343318875.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
22

Briano, Fuentealba Victoria, e Adasme Liliana Mera. "Identidad Gamer: constructos personales y relatos en videojugadores/as". Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/145767.

Texto completo da fonte
Resumo:
Psicólogo
La gran mayoría de los estudios que se han realizado desde la Psicología respecto al tema de los videojuegos se centra en posibles aspectos patológicos y en el impacto positivo o negativo que este pasatiempo podría tener en sus usuarios, dejando un vacío en lo que respecta a la experiencia subjetiva del videojugador. En la presente investigación se entrevistó y aplicó el método de rejilla a 5 participantes que se identifican como gamers, con el fin de explorar el posible rol del videojuego en la construcción de su identidad. Luego de un análisis de contenido de las entrevistas y el análisis de las rejillas, se concluye que el videojuego efectivamente tiene parte junto a otras experiencias en la configuración identitaria de estosgamers, y que algunos de los elementos relacionados con el juego son integrados a su sentido de sí mismo y redes de significado
Estilos ABNT, Harvard, Vancouver, APA, etc.
23

Varé, Gaitán Diego Alberto. "E-Sports: la relación entre los influencers y la intención de compra de periféricos de computadora en jóvenes de 18 a 30 años del NSE B residentes de Lima Metropolitana". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/627764.

Texto completo da fonte
Resumo:
El presente trabajo de investigación tiene como principal objetivo mostrar la relación entre los influencers en el ámbito de los e-Sports y la intención de compra de periféricos para computadoras en jóvenes de 18 a 30 años del NSE B residentes en Lima Metropolitana. Este tema de investigación ha sido escogido dado el creciente fenómeno de los e-Sports que se da alrededor del mundo, el cual es un incentivo para los jóvenes a adquirir cierto tipo de periféricos y a su vez, es un incentivo para algunas empresas a empezar a vender este tipo de productos y a empezar a realizar otras estrategias de marketing como el marketing de Influencers. Con este trabajo de investigación se quiere llegar a entender de qué manera el marketing de Influencers orientado a los e-Sports motivaría al público peruano a adquirir productos periféricos, y a su vez entender qué factores motivan a los jóvenes a involucrarse cada vez más en el proceso de compra. Para este estudio se realizará una serie de acciones que faciliten la obtención de información por parte del público involucrado en el fenómeno, entre estas tenemos entrevistas a profundidad y encuestas, que serán de ayuda para determinar qué es lo que motiva a estas personas a convencerse de comprar determinada marca para cierto tipo de periféricos.
The main objective of this research work is to show the relationship between the influencers in the field of e-Sports and the intention to purchase peripherals for computers in young people between 18 and 30 years old from NSE B, residents of Metropolitan Lima. This research topic has been chosen given the growing phenomenon of e-Sports that occurs around the world, which is an incentive for young people to acquire certain types of peripherals and in turn, is an incentive for some companies to start sell this type of products and start to perform other marketing strategies such as Influencers marketing. With this research work we want to understand how Influencers marketing oriented to e-Sports would motivate the Peruvian public to acquire peripheral products, and in turn understand what factors motivate young people to become more involved in the process shopping. For this study a series of actions will be carried out to facilitate the obtaining of information by the public involved in the phenomenon, among these we have in-depth interviews and surveys, which will be of help to determine what motivates these people to be convinced of Buy certain brand for certain type of peripherals.
Trabajo de investigación
Estilos ABNT, Harvard, Vancouver, APA, etc.
24

Eriksson, Anton. "Spelarbeteende – Gamer mode : Hur framställningen utav uppgifter påverkar spelarens beteende". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13663.

Texto completo da fonte
Resumo:
Gamer mode är ett vinstfokuserat-beteende där Frank menar att det finns 3 faktorer till varför ”gamer mode” uppkommer, där en av faktorerna handlar om hur spelet framställs. I det här arbetet har fokus varit på den andra faktorn om framställning och hur den påverkar spelarens beteende gällande poängsamlande. Deltagarna i undersökningen delades upp i två grupper och som skulle spela ett spel som var identiskt förutom dess framställning i form utav en introduktionsskärm. Denna introduktionsskärm uppmanade till att utföra egocentriska eller altruistiska uppgifter där de egocentriska uppgifterna lede till poäng. Resultatet visade på att den gruppen som fick en egocentrisk framställning var mer benägna till poäng medan de som fick en altruistisk framställning inte var lika benägna till poängsamlande. Möjligheter till vidare forskning finns genom att pröva olika grader av framställning för spelaren för att undersöka hur dess beteende påverkas, samt liknande undersökning fast i ett 3D-spel.
Estilos ABNT, Harvard, Vancouver, APA, etc.
25

Nykiel, Florence. "L'accouchement anonyme ou le droit de garder une maternité secrète". Lyon 3, 1995. http://www.theses.fr/1995LYO33012.

Texto completo da fonte
Resumo:
Le but poursuivi est l'etude de la place et de l'utilite de l'accouchement anonyme dans la legislation francaise. Elle comprend une introduction relatant notamment l'historique de l'abandon secret et deux parties traitant respectivement du droit subjectif que constitue la demande d'une maternite secrete et les effets du maintien ou de la levee du secret de l'accouchement. Il apparait que la consecration de l'accouchement anonyme dans le code civil par la loi du 8 janvier 1993 a ete favorablement accueillie et s'avere globalement positive. La reforme n'a cependant pas corrige l'inadequation qui existe entre cette forme de remise en adoption et le droit social applicable en matiere de maternite. Il en est de meme des modalites de recueil du nouveau-ne qui obeissent a des pratiques elaborees, pour la plupart maladroitement jusqu'ici, par les organismes d'accueil. Mais l'abus le plus manifeste reste sans commune mesure celui qui est commis par les oeuvres privees d'adoption, dont certaines s'arrogent le droit de recueillir un enfant ne d'un accouchement anonyme alors qu'aucun texte ne leur en donne juridiquement la possibilite. Un chapitre est consacre a un autre probleme inherent a la maternite secrete, celui du droit d'acces aux origines. Bien que reaffirme recemment par la convention internationale relative aux droits de l'enfant, le droit d'acces aux origines est tenu en echec par le droit francais qui reconnait desormais pleinement l'accouchement anonyme et la fin de non-recevoir qui en decoule quant a l'etablissement de la filiation maternelle. Face a la difficile conciliation de ces deux droits, des reflexions ont ete presentees notamment par le professeur jean-francois mattei, d'abord dans un rapport au premier ministre, puis dans sa proposition de loi discutee actuellement devant le parlement, qui viserait a renforcer les droits de l'enfant tout en protegeant
The purpose of this study is to assess the importance and the benefits of anonymous birth in french legislation. This study includes an introduction recounting the history of anonymous abandonment and two sections dealing respectively with the legal response to the mother's claim to remain anonymous and the consequences attached to keeping the birth anonymous or not. It seems that the establishment of anonymous birth in the civil code by the law dated 8 january 1993 was well accepted and proved to have positive effects. However, the reform did not do anything regarding the inadequacy which exists between this type of adoption and the social legislation applicable to maternity. Neither was anything achieved in the procedures related to the taking in care of the baby, these procedures follow quick fix practises set up by adoption bodies. A chapter is devoted to another issue connected to anonymous maternity : the right of access to information on family origins. Though this right was confirmed by the international convention on children rights, the right of access to information on family origins is still denied by french law which fully admits the right to anonymous birth and the correlative denial of all claim tending to establish maternal filiation. A part of the thesis is devoted to the abuse of anonymous birth, especially the practise of surrogacy, not forgetting all the penal offences which can result from the abuse or the lack of knowledge on anonymous birth
Estilos ABNT, Harvard, Vancouver, APA, etc.
26

William, Persson. "Educating the gamer. : An analysis on how the “gamer” is taught the rules of a game efficiently to recognize patterns and become a better player". Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325204.

Texto completo da fonte
Resumo:
In this thesis, the question of immersion and learning in tutorials is examined to find whether there are principles of design that can universally form a tutorial of a high quality according to several predetermined traits. A formal analysis of the tutorials for three specified games are conducted to identify the underlying principles of design that govern the structure for each individual tutorial. The resulting analyses are then compared to each other to reveal similarities between the tutorials so that the principles of design can be identified and examined. The findings point to no universal principles of design that will generate a tutorial of high quality, instead, the utilization of these principles is angled towards the specific needs of the game being developed.
I denna uppsats undersöks frågan om fördjupning och inlärning i de inledande, handledande/guidande sekvenserna i spel för att granska om det finns design-principer som universellt kan användas för att göra handledande/guidande sekvenser i spel av en högre kvalitet enligt flera förbestämda drag. En formell analys av introsekvenserna för tre specifika spel görs för att identifiera de underliggande design-principerna som utgör strukturen för varje individuell introsekvens. De resulterande analyserna blir sedan jämförda med varandra för att uppdaga likheter mellan introsekvenserna så att design-principerna kan identifieras och undersökas. Resultaten visar att inga sådana universella design-principer finns, istället bör dessa design-principer nyttjas på ett sätt som bäst passar de specifika krav som spelet som utvecklas har.
Estilos ABNT, Harvard, Vancouver, APA, etc.
27

King, Tanya Rachel. "P-T-t-d evolution paths within the Gander Zone, NE Newfoundland". Thesis, Oxford Brookes University, 1997. https://radar.brookes.ac.uk/radar/items/0a101a65-5018-4aa9-ba85-4e4f3e914f8a/1/.

Texto completo da fonte
Resumo:
The Gander Lake Subzone of northeast Newfoundland preserves a complex tectonothermal evolution resulting from continental collision of Gondwana and Laurentia following closure of the Iapetus ocean. Field, petrographic, geothermobarometric studies and isotopic age data define five northeastsouthwest trending domains, each with a characteristic P-T-t-d evolutionary path, which reveal elements of the overall tectonothermal evolution in this sector of the Appalachians. Domain I preserves deformed low grade metasediments and east vergent flat-lying 02 folds formed at c. 470 Ma. Domain 2 preserves focusing of later progressive deformation (D3wEST) into a steep, predominantly sinistral high strain zone characterised by andalusite ~ kyanite ~ sillimanite indicative of a clockwise metamorphic path (peak conditions c. 650°C, 5.5 kbar). In domain 3, deformed metasediments (D2-D3EAsT) display an eastward increase in structural complexity and metamorphic grade to a peak of c. 600°C. Domain 4 displays progressive amphibolite facies deformation (D3EAsT) characterised by prograde andalusite ~ sillimanite-bearing (c. 425 Ma) migmatites with peak conditions of c. 700°C, 4.5 kbar. Retrograde 04 deformation and metamorphism is concentrated in steep narrow high strain zones. S4WES~amphibolite to greenschist facies shear fabrics (predominantly dextral) overprint prograde fabrics (S3WEST)within domain 2 and are cross-cut by the c. 427 Ma Middle Brook Granite, Locally in domains 3 and 4 prograde (D3EAsT) fabrics are overprinted by amphibolite to upper greenschist facies S4EAST fabrics which also form the dominant fabric in c. 417 Ma syntectonic granites. D5-06 retrogressive deformation is pervasive in a c. 2 km wide mylonitic zone adjacent to the Dover Fault. D5 dextral greenschist-facies ductile structures are cut by the c. 385 Ma Newport Granite which in tum is cut by 06 sub-greenschist facies brittle dextral faults. In combination, the domains preserve A) low grade deformation (Ordovician?) associated with easterly thrusting of the Dunnage Zone over the Gander Zone, B) Silurian rIletamorphism and deformation progressively partitioned into high strain zones and, C) Devonian retrograde ductile-brittle shearing and brittle faulting local to the Dover Fault. The spatial and temporal coincidence of transpressive deformation, moderate to high grade metamorphism and voluminous granite magmatism in the east portion of the Gander Zone is taken to relate to sinistrally oblique collision between two major crustal blocks during the Silurian. Devonian reactivation juxtaposed part of the high grade Gander Zone against the low grade Avalon block across the brittle-ductile Dover Fault.
Estilos ABNT, Harvard, Vancouver, APA, etc.
28

Gager, Yann [Verfasser]. "Causes and consequences of sociality in a neotropical bat / Yann Gager". Konstanz : Bibliothek der Universität Konstanz, 2016. http://d-nb.info/1112944761/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
29

Molander, Björn. "Initial behandling med kortikosteroid vid inandning av retande gaser : en litteraturstudie". Thesis, Sophiahemmet Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:shh:diva-1818.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
30

Frank, Anders. "Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming". Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156886.

Texto completo da fonte
Resumo:
Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. In military education with games, this poses a problem when the learner becomes too focused on the rules, trying to win at any price rather than taking the representation and what it implies in terms of permissible behaviour seriously. In here we attempt to understand how participants in a wargaming situation act out this tension by studying the interaction between the player and the game in military tactical training. The results first of all confirm that there is a tension – there are occasions where players are mainly concerned with winning the wargame, disregarding what the theme is meant to represent. I propose the term gamer mode to refer to this player orientation: players in gamer mode have an extreme rule-focused interaction, meaning they behave rationally with respect to game rules but irrationally with respect to the portrayed real-life situation they are training for. Gamer mode can probably occur for many reasons. This thesis documents two contributing factors. The first concerns whenever the game does not match players’ expectation on mimicking warfare. In these situations players may find that the game breaks the fragile contract of upholding an accurate representation of warfare. The other factor that may lead to gamer mode are game design features such as explicit reward structures or victory conditions. To remedy the situation, the instructor can, in real-time, actively support players’ orientation towards the game and explain in-game events, keeping them on track. When gamer mode occur I argue that the conditions for learning are compromised as the gaming activity becomes its own learning subject, blurring and overshadowing the learning objective. Although the results suggest that gamer mode is mainly detrimental to learning I conclude that gamer mode is a natural way students will approach games and as such, needs to be dealt with by the instructor.

QC 20141209

Estilos ABNT, Harvard, Vancouver, APA, etc.
31

Olsson, Maria. ""True gamer" culture on Twitch and its effect on female streamers". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24013.

Texto completo da fonte
Resumo:
The aim of this thesis has been to explore how messages in Twitch chats are affected by the gender of the streamer and the type of game that they are playing. Using a quantitative method, messages from twelve different streamers, male and female were downloaded and categorised depending on their content. The analysis used theories on game categorisation in order to understand the complexity of the games that the broadcasters were playing, and in combination with this knowledge and the results of the data collection conclusions could be drawn between the complexity of a game and the amount of comments regarding gameplay or appearance in female streams.The analysis used feminist theories in order to understand the underlying reasons for the observed exclusion of women in both the gaming world in general, and in the Twitch streams. This analysis showed tendencies in the Twitch audience to adapt a male gaze as they were more prone to comment on passive aspects of the female streamers. The thesis concluded that the "true gamer" culture seems to be affecting female streamer son Twitch in several ways, and that the exclusion of female streamers takes different forms depending on the game they are playing.
Estilos ABNT, Harvard, Vancouver, APA, etc.
32

Oechsle, Siegfried. "Symphonik nach Beethoven : Studien zu Schubert, Schumann, Mendelssohn und Gade /". Kassel ; Basel ; London : Bärenreiter, 1992. http://catalogue.bnf.fr/ark:/12148/cb35531549h.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
33

Bothén, Simon, e Patrik Nilsson. "How Interactions Shape the User Experience – a Mobile Virtual Reality User Study". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20671.

Texto completo da fonte
Resumo:
Virtual reality is becoming more popular and accessible to a broaderaudience, since practically every modern smartphone can be used. The problemwith new components of a technology is the lack of guidelines for the developers.In this thesis, a set of mobile virtual reality games were analysed and broken downinto its core interactions. These interactions were then isolated and implemented ina test application to be the base for a user study. A description of theimplementation was presented focusing on these interactions. The purpose of theuser study was to compare the different interactions and compare them to atraditional controller. From this, guidelines for mobile virtual reality interactionswere developed by analysing the result comparing the interactions for both gamersand non-gamers performance in the user study. The results of this thesis showedthat there are more preferred interactions in virtual reality and that both people thatplay video games, and those who do not, prefer virtual reality interactions over atraditional controller in many cases.
Estilos ABNT, Harvard, Vancouver, APA, etc.
34

Pekkari, Niklas. "”Jag skulle aldrig se mig själv som en gamer” : En kvalitativ studie om dataspelande medelålders män". Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74747.

Texto completo da fonte
Resumo:
Under den senaste 20-års perioden har dataspelande ökat i popularitet bland stora delar av befolkningen i den industrialiserade västvärlden (Interactive Software Federation of Europe, 2012). Dataspel har gått från att vara en fritidssysselsättning som ungdomar ägnar sig åt till att ha blivit ett signifikant kulturellt fenomen som stora delar av befolkningen ägnar sig åt. Dataspelande är dock fortfarande vanligast förekommande bland ungdomar av manligt kön (Verheijen, Burk, Stoltz, van den Berg, & Cillessen, 2019). Denna studies syfte är att undersöka vilka drivkrafter medelålders män har till att spela dataspel online samt att söka en djupare förståelse för hur dataspelandet påverkar de medelålders männens självbild och känsla av tillhörighet. Den valda metoden är av kvalitativ karaktär och insamling av empiri har skett genom semistrukturerade intervjuer som genomförts med sex medelålders män som spelar tillsammans via Internet. Studiens teoretiska ramverk består av Anthony Giddens och Stuart Halls teorier om identitet och identitetsskapande i det senmoderna samhället samt Randall Collins teori om sociala interaktionsritualer. Resultatet pekar på att medelålders mäns motiv till att spela dataspel i en online-miljö främst är att få tillgång till social interaktion och därigenom ha möjligheter till att bygga vänskapsnätverk. Informanternas spelande utgör ett slags virtuell och digital interaktionsritual som bidrar till att skapa en avslappnad miljö som tillåter informanterna att ladda sig med positiv emotionell energi som bidrar till att de klarar av att hantera en stressfylld tillvaro i det verkliga livet.
During the past 20 years, computer games have grown in popularity among large parts of the population in the industrialized Western world (Interactive Software Federation of Europe, 2012). Computer games have gone from being a leisure activity that young people are engaged in to being a significant cultural phenomenon that large parts of the population engages in. However, computer gaming is still most common among young males (Verheijen, Burk, Stoltz, van den Berg, & Cillessen, 2019). The purpose of this study is to investigate the driving forces behind middle-aged mens gaming online and to seek a deeper understanding of how the computer gaming affects the self-image and sense of belonging among these men. The chosen method is of a qualitative nature and the collection of empirical data has taken place through semi-structured interviews conducted with six middle-aged men who play together via the Internet. The study's theoretical framework consists of Anthony Gidden's and Stuart Hall's theories on identity and identity creation in the late modern society as well as Randall Collin's theory of social interaction rituals. The result points to the fact that middle-aged men's motives for playing computer games in an online environment are primarily to gain access to social interaction and thereby have the opportunity to build friendship networks. The informants act of gaming is a kind of virtual and digital interaction ritual that helps to create a relaxed environment that allows the informants to load up with positive emotional energy that helps them cope with a stressful existence in real life.
Estilos ABNT, Harvard, Vancouver, APA, etc.
35

Mottola, Marco. "La responsabilità del gamer. L'autore nel videogioco e nel mercato videoludico contemporaneo". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24507/.

Texto completo da fonte
Resumo:
L'obiettivo dell'elaborato è analizzare la figura dell'autore nel linguaggio e nel mercato del video game e stabilirne il rapporto con il giocatore. In primo luogo vengono poste le basi terminologiche e sulla struttura dell'industria, così da affrontare il discorso successivo legato alla definizione di autore e responsabilità del gamer. In ultimo vengono trattati tre casi di studio, tutti di enorme rilievo nel mercato contemporaneo, a cui sono applicati i concetti illustrati in precedenza.
Estilos ABNT, Harvard, Vancouver, APA, etc.
36

Hiidenheimo, Karoliina, e Ida Andersson-Junkka. "The Gamer Girls of Jorvik : Motivations of Play in Star Stable Online". Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-357893.

Texto completo da fonte
Resumo:
This thesis examines the motives of play amongst girl gamers aged nine to seventeen. It focuses on the players of the game Star Stable Online also referred to as a ‘pink’ game. It is an empirical study, using a mixed method design. The study is split into two parts and the results from part two were used to support the results from part one. In the first part of the study, quantitative data was collected through an online survey using a closed card sorting method. The survey was complemented with open and closed questions, which also gave the form a qualitative element. The second part of the study was purely qualitative, consisting of an artwork study where the method resembles arts-based elicitation. The girls were requested to send in artwork depicting the thing they love the most in the game or something they would love to have. The images were then put through thematic analysis and the outcome was compared with the data collected in the survey. The results showed that girls chose to play Star Stable Online due to their interest in horses as well as to immerse themselves in its story and narrative.
Estilos ABNT, Harvard, Vancouver, APA, etc.
37

Steele, Samara Hayley. "The Gamer Who Destroyed the World and Other Stories from my Life". PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/2020.

Texto completo da fonte
Resumo:
The Gamer Who Destroyed the World and Other Stories from my Life is the framework of a memoir about the extrapolation of utopic ideology upon bodies. It chronicles the author's life and lineage, examining themes of family, gaming, technology, gender, domestic violence, and economics. The memoir is divided into a prologue, three chapters, and an epilogue. The prologue is a scene depicting the teenaged author at a Live Action Role Play ("larp") game. The first chapter focuses upon the author's family history and her childhood experience of growing up in low-income housing in the 1990s, during which she creates meaning by working for money, until her childhood is disrupted by two expulsions: the expulsion of meaning from the "franchise" workplaces of her teens, and an abrupt expulsion from her childhood home. The second chapter flips between two realities: the author's anxiety as she struggles with homelessness while pushing herself through the American university system, and her adventures in the nerd subculture of the 2000s, focusing on her transition from cosplay (pretending to be fictional characters at genre conventions) to larp (pretending to be part of a fictional universe with others at a campground, dance club, or other physical location). The third chapter jumps forward to the authors' life in a Bay Area cooperative house during the Occupy Movement in 2011. The epilogue jumps back in time to 2006 to describe the author's final experiences larping, and the text concludes with her reflections on the concepts of consent and utopia.
Estilos ABNT, Harvard, Vancouver, APA, etc.
38

Gamer, Thomas [Verfasser], e M. [Akademischer Betreuer] Zitterbart. "Dezentrale, Anomalie-basierte Erkennung verteilter Angriffe im Internet / Thomas Gamer ; Betreuer: M. Zitterbart". Karlsruhe : KIT Scientific Publishing, 2010. http://d-nb.info/1185493131/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
39

Comrie, Allison. "The Plight of the 'Girl' Gamer: Deconstructing the Stereotypes of Women in Gaming". Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/350.

Texto completo da fonte
Resumo:
In 2012, the Entertainment Software Association announced that 47% of all game players are women. Before this statistic came out, it wasn't a surprise that girl gamers existed but the fact that this supposed 'minority' almost shared equal parts with the majority was used as a catalyst for the types of gaming environments we have today where females are faced with sexism, patriarchy, and other various forms of prejudice. This, in turn has initiated both positive and negative discourse and has perpetuated social change in the video game community. This is my response...
Estilos ABNT, Harvard, Vancouver, APA, etc.
40

Strong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games". Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.

Texto completo da fonte
Resumo:
Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamers’ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-standard language, that I call gamer-speak, is the object of my research. In particular, the focus is on the gamer-speak generated by French gamers during group play of two localised Massively Multiplayer Online Role-Playing Games (MMORPGs): World of Warcraft and WildStar. The main aim is to investigate the phenomenon of gamer-speak in MMORPGs and examine its significance for MMORPG localisation. I achieve this through a linguistic analysis and comparison of gamer conversations, analyses of localised texts and its original counterparts, and from survey data collected from active MMORPG gamers regarding their language use. In this thesis I devise an interdisciplinary theoretical and methodological framework for the study of gamer-speak and its influence on MMORPGs which draws principally from Translation Studies and Games Studies. This framework is used to describe the salient features of gamer-speak generated by French gamers when playing the two MMORPGs chosen in the context of Polysystem Theory and Descriptive Translation Studies. The familiarity with and knowledge of French MMORPG players of gamer-speak is determined through surveys. I also examine localised MMORPG text, translated from English into French, paying attention to the role of gamer-speak. Finally, I address the social and cultural implications that gamer-speak has for the target audience of localised MMORPGs. This work adds to our understanding of gamer culture and has implications for game localisation and translation studies.
Estilos ABNT, Harvard, Vancouver, APA, etc.
41

Wallenå, Josefine. "En helt vanlig gamer : En kvalitativ analys av bemötandet av kvinnor i CS:GO". Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-116067.

Texto completo da fonte
Resumo:
An ordinary gamer - a qualitative analysis of the treatment of women in CS:GO is an essay with the aim to examine the treatment of women who play CS:GO, and the influence of the response and to highlight the player interaction and communication in the game and its influence on the individual. With questions concerning treatment, the consequences of treatment and future interest in gaming and the gaming industry, the paper examines how a selection of women look at the treatment they receive in CS:GO. The essay also focuses on player interaction and communication in the game, and examines the importance of communication in the game, and the impact on the individual. To analyze the result, gender theories regarding femininity, masculinity, queer, gender hierarchy and patriarchal structures was used. The study was conducted with 10 qualitative interviews of girls aged 14-24 years who play or have played CS:GO. The study also uses a more ethnographic method where I play the game to observe the communication, treatment and response at close range. The result show a broad picture of the response to that woman gets, and contains stories about the good, bad and neutral approach. The results also show that the treatment is something very subjective and different for all individuals. Furthermore, the results also shows patriarchal structures within the game and how men use power and violence in order to organize women. Regarding communication and play interaction, is it through interviews and observations clear that communication plays an important role in the game and affect the individual to either play better or worse depending on what type of response and treatment the player gets. Conclusions are that women that play CS:GO are treated in different ways, some take it more personally than other and some are affected bigger than other. Some women choose not to play the game or only play with friends while other choose to play with an anonymous profile and to distort their voice.
Estilos ABNT, Harvard, Vancouver, APA, etc.
42

Pienaar, Marike. "Pensioenbelang en die eis van die nie-lid gade na egskeiding". Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/65710.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
43

Wasserloos, Yvonne. "Kulturgezeiten : Niels W. Gade und C.F.E. Hornemann in Leipzig und Kopenhagen /". Hildesheim : G. Olms, 2004. http://catalogue.bnf.fr/ark:/12148/cb399123898.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
44

Liepa, Marcis. "How Male Gamers Perceive Games with Non-sexualized Female Protagonists : Swedish Males Aged 18 and Above". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1943.

Texto completo da fonte
Resumo:
Some game publishers and developers do not think that games with non-sexualized female protagonists are worth making because they would not sell. With close to a half of gamers being female (47%) it is a bit puzzling that they are not catered to. This could be because publishers think that male gamers, who they perceive as their main demographic, would not buy games with non-sexualized female protagonists. A study was done to see if that statement is correct. By questioning 91 Swedish male gamers, aged 18 and above, it was found that in games where one can choose the character’s sex 46% of the subjects play as a female character at least half of the time and in total 90% of the 91 subjects have at some point chosen to play as a female character. No one of the subjects have any negative thoughts about there being more games with non-sexualized female protagonists who are heroic in their own right and not a trophy, when asked 47% said it would be “Very good”, 24% said it would be “Good” and 29% said that they have “No opinion” in the matter.
Estilos ABNT, Harvard, Vancouver, APA, etc.
45

Bordbar, Kaveh. "Kunskap om och upplevelse av halitosis samt klinisk mätning av svavelhaltiga gaser bland gymnasieelever". Thesis, Kristianstad University, School of Health and Society, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-6993.

Texto completo da fonte
Resumo:

The aim of this study is to examine the knowledge and experience of the bad breath among high school students in Kristianstad. A further objective was to measure the amount of VSC (Volatile Sulfur Compounds) among those who perceive themselves to have a bad breath. A questionnaire with 21 closed questions was distributed to 120 high school students from Kristianstad municipality who were between the ages of 17-20. The results of this study revealed that most of the students had good knowledge of halitosis. The majority of all participants thought it was important to smell fresh in the mouth and also experienced most of their breath as very good or good. Only a few felt that they had bad breath. However, these persons did think their breath affect their everyday life. Furthermore, they have never felt embarrassed or caught in embarrassing situations due to their breath. The results from the clinical examination was carried out on 8 of the 120 students and was designed to measure the amount of sulphurous gases in the oral cavity which revealed that the average values that emerged in the examination below is the limited values for having a poor breath.


Syftet med denna studie var att undersöka kunskapen och upplevelsen av dålig andedräkt hos gymnasieelever i Kristianstad, ytterligare ett syfte var att mäta mängden VSC (reaktiva svavelföreningar)  hos dem som upplever sig ha dålig andedräkt. En enkät med 21 slutna frågor delades ut till 120 gymnasieelever som var mellan 17-20 år och studerade i Kristanstads kommun. Av resultatet i denna studie framkom att de flesta av gymnasieeleverna hade goda kunskaper om halitosis. Nästan alla 120 som besvarade enkäten tyckte att det var viktigt att lukta fräsch i munnen och dessutom upplevde de flesta sin andedräkt som mycket bra eller bra. Endast ett fåtal (14% ) kände att de ibland hade dålig andedräkt. Hos dessa  påverkades inte andedräkten deras vardagliga liv och de hade aldrig blivit generade eller hamnat i pinsamma situationer på grund av sin andedräkt. Resultatet från den kliniska undersökningen som gjordes på 8 av de 120 elever som besvarade enkäten där mängden av de svavelhaltiga gaserna i munhålan mättes visade att i genomsnitt ligger värden som framkom i undersökningen under gränsvärden för att man skall ha dålig andedräkt.

Estilos ABNT, Harvard, Vancouver, APA, etc.
46

Gadre, Shubhankar [Verfasser], e Thomas [Akademischer Betreuer] Schrader. "A new GC Binder for sequence-selective DNA recognition / Shubhankar Gadre ; Betreuer: Thomas Schrader". Duisburg, 2019. http://d-nb.info/1191691845/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
47

Braaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion". Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.

Texto completo da fonte
Resumo:
Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017.
Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Estilos ABNT, Harvard, Vancouver, APA, etc.
48

Oliveira, Rodrigo Oliveira de. "Garotas que jogam videogame: expressões de identidade e interações sobre cultura gamer no Facebook". Universidade do Vale do Rio dos Sinos, 2014. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3225.

Texto completo da fonte
Resumo:
Submitted by Maicon Juliano Schmidt (maicons) on 2015-04-01T17:52:06Z No. of bitstreams: 1 Rodrigo Oliveira de Oliveira.pdf: 2830022 bytes, checksum: 454083ae2a33ba4c6b9b43af344154ce (MD5)
Made available in DSpace on 2015-04-01T17:52:06Z (GMT). No. of bitstreams: 1 Rodrigo Oliveira de Oliveira.pdf: 2830022 bytes, checksum: 454083ae2a33ba4c6b9b43af344154ce (MD5) Previous issue date: 2014-10-17
CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Este trabalho tem como objetivo principal a análise da página do Facebook "Garotas que jogam Video game" considerando sua criação, organização, postagens e interações entre os usuários. Propõe-se aqui a realização de uma pesquisa que compreenda as expressões identitárias relacionadas a reivindicações feministas e construção de sentidos produzidos a partir de trocas comunicacionais tematizadas dentro do consumo cultural de produtos relacionados direta ou indiretamente aos videogames. Para tanto, há uma apresentação de contexto sociocultural e mercadológico que tenta entender como o consumo de videogames parece ser algo não pertencente ao universo feminino pelo senso comum, bem como um panorama de mudanças percebidas e tendências. Também são apresentadas teorias e conceitos utilizados para se criar a perspectiva da pesquisa, considerando especialmente relações entre consumo, gênero, feminismo e cultura gamer. Posteriormente, é apresentado um trabalho empírico desenvolvido a partir da observação da página e seus conteúdos e interações, relacionando-os com a problemática proposta, onde é possível detectar o espaço como local legítimo de fomento à igualdade de gêneros, porém, de forma sutil e gradual.
This work aims to conduct an analysis of the Facebook page "Garotas que jogam video game" considering its creation, organization, posts and interactions among users. We propose to conduct a research to understand the identity expressions related to feminist demands produced from themed communication exchanges within the cultural consumption of products directly or indirectly related to videogames. There is a presentation of sociocultural and marketing context that attempts to understand how the consumption of video games seems to be something not belonging to the female universe by regular sense as well an overview of perceived changes and trends. Also, we present theories and concepts used to create the perspective of research, especially considering relationships between consumption, gender, feminism, gaming culture. Is subsequently lodged an empirical work that is carried out direct observation of the page and its contents and interactions, relating them to the problem proposed, where is possible to detect the space as a legitimate place for fostering gender equality, but in a way subtle and gradual.
Estilos ABNT, Harvard, Vancouver, APA, etc.
49

Gauer, Sabrina [Verfasser], e Friedrich [Akademischer Betreuer] Giffhorn. "Molekulare Evolution von Dehydrogenase-Varianten zur Herstellung enantiomerenreiner Feinchemikalien / Sabrina Gauer. Betreuer: Friedrich Giffhorn". Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2011. http://d-nb.info/105143436X/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
50

Gayer, Fabian Alexander [Verfasser]. "Das inflammatorische Infiltration im Seminom - Ein Hinweis auf den klinischen Verlauf? / Fabian Alexander Gayer". Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2021. http://d-nb.info/1236753992/34.

Texto completo da fonte
Estilos ABNT, Harvard, Vancouver, APA, etc.
Oferecemos descontos em todos os planos premium para autores cujas obras estão incluídas em seleções literárias temáticas. Contate-nos para obter um código promocional único!

Vá para a bibliografia