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1

Lindskoug, Atle, and Anastasia Niemi. "Free from what? Limitations on Free Play." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29232.

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Syftet med denna studie är att undersöka hur den fria leken på svenska förskolor är begränsad för att gå i linje med förskolans uppdrag som det är presenterat i läroplanen. För att uppnå detta har vi intervjuat sju förskollärare på två svenska förskolor angående deras syn på den fria leken och hur den är begränsad. Det insamlade materialet är sedan analyserat med hjälp av Michel Foucaults teorier samt Jennifer M. Gores mikro-praktiker om makt för att synliggöra hur den fria leken är begränsad och varför. De tre centrala teman som presenteras i läroplanen är: säkerhet och välmående; grundläggande och demokratiska värderingar samt lärande, utveckling och livslångt lärande. En hierarki bland dessa teman blev uppenbar där säkerhet ses som viktigast följt av de grundläggande och demokratiska värdena och sist lärande, utveckling och livslångt lärande. Vi fann även att förskollärarna hellre reglerar leken så att den stämmer överens med läroplanen än att bryta den samt att läroplanens tolkningsbarhet leder till olika strategier bland förskollärarna för att uppnå deras önskade resultat.
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Tähtö, E. (Elias). "Free-to-Play -liiketoimintamalli." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201612103248.

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Tutkielmani tarkoitus on tutustua erilaisiin pelejen sisäisiin mikrotransaktioihin sekä monetisaatioon. Peliteollisuuden tämän hetken suosituimpana pelimuotona on niin sanotut Free-To-Play -pelit, joiden liikevaihto perustuu täysin käyttäjien suorittamiin mikrotransaktioihin, joilla ostetaan erilaisia pelin sisäisiä hyödykkeitä. Free-to-play -malli on ansaintamallina vielä aika uusi, vaikkakin mikrotransaktioita on ollut olemassa erilaisissa peleissä jo monia kymmeniä vuosia. Tutkielmassani aion ottaa myös esille erilaisia piirteitä joita esiintyy perinteisissä mikrotransaktioihin perustuvien pelejen käyttäjissä. Pääpaino tutkielmassani tulee kuitenkin olemaan mikrotransaktioiden liiketoiminnallisessa kannattavuudessa ja siinä miksi free-to-play -malli kannattaa nykypeleissä. Tutkimusongelmaksi muodostuukin näin ”Onko Free-to-Play -liiketoimintamalliin siirtyminen kannattavaa taloudellisesti?”.
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Karlsson, Jonathan, and Kristoffer Engman. "Free to Play eller Free to Pay : En utforskande studie om hur Free to Play påverkarspelupplevelse." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-120385.

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This paper deals with the relatively new business model for digital games called Free toPlay and how aspects of that business model can affect the players gaming experience. Thestudy is done through user studies with the use of interviews, observations and diaries. Forour analysis of the data we’ve looked for themes and then categorized the data intoelements from the CEGE Model by E.H Cavillo-Gámez et al. that we use to measure howFree to Play affects the Core Elements of the Gaming Experience. The paper concludes thatwhen measuring gaming experience and business model together one might have to add asub-element that represents the business model, which can affect the elements all togetheror one by one.
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Riekki, J. (Johannes). "Free-to-play games:what are gamers paying for?" Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201602271254.

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Free-to-play games are a rather new phenomenon on the world of video games. However they have proved to be immensely popular among many gamers. In this study the purpose was to find out more about the business model of free-to-play games and their content, both free and monetized. To help us study these games a closer look at a few games that offered the player free access to the game was taken. The other purpose of this study was to examine the behaviour and motivations of the gamers themselves. By conducting both a survey and researching previous studies on the gamer’s behaviour it was found out that gamers value both functional and visual improvements on the game that they were offering for charge. It was also discovered that players aim to enhance their immersion and enjoyment of the game-play by consuming paid in-game content.
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Skobeltcyn, Aleksandr, and XIN SHEN. "How to increase revenue in Free-to-Play mobile games." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240676.

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The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and monetization strategies. We attempted to find consensus between developers and players. In addition, this research also sought to find out how F2P mobile game can provide as a comprehensive service in order. It sought to find a sustainable and profitable business model for each game by integrating monetization organically inside of the game without sacrificing players’ enjoyment. We used a mixed methods research approach, including both interviews and surveys, to examine the opinions and behavior of developers and players based on the Acquisition-Retention-Monetization funnel.
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OLIVEIRA, Ruy Guilherme Silva Gomes de. "Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play." Universidade Federal do Maranhão, 2017. http://tedebc.ufma.br:8080/jspui/handle/tede/1325.

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Submitted by Maria Aparecida (cidazen@gmail.com) on 2017-04-27T14:21:14Z No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5)
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The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed.
A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
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Kinnear, Tyler 1985. "Alan Hovhaness and the Creation of the 'Modern Free Noh Play'." Thesis, University of Oregon, 2009. http://hdl.handle.net/1794/10308.

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xi, 135 p. : ill., music. A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number.
American composer Alan Hovhaness (1911-2000) published twelve operatic works during his career. Eight of these staged productions were written between the years 1959 and 1969. During these ten years Hovhaness immersed himself in the music and theatre of Japan. The composer traveled to Japan twice, once in 1960 and again in 1962, where he frequently attended Noh plays. As composer-in-residence at the University of Hawaii in 1961, Hovhaness took private lessons on and composed freely for the instruments of Gagaku, the ancient court music of Japan. My study investigates the degree to which Hovhaness was exposed to Gagaku and Noh, and what elements of these Japanese alts the composer manifests in his staged works between 1959 and 1969. I compare Hovhaness' treatment of Japanese elements to that ofother twentieth-century Western composers interested in East Asian music. Through this study we gain greater knowledge of Hovhaness' operatic style.
Committee in Charge: Dr. Marian Smith, Chair; Dr. Anne Dhu McLucas; Dr. Jack Boss
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Hiatt, Kirk Henry. "Landscapes of Play: Supporting Child Development." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338250973.

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9

Speller, Thomas Hughes III. "The business and dynamics of free-to-play social-casual game apps." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/70824.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 95-100).
The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga's longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga's circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.
by Thomas Hughes Speller, III.
S.M.in Engineering and Management
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Winhagen, Christopher, and Mattias Boräng. "Children's Free Play: An Observation of Boundaries and Rules Within the Act." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30775.

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Studien inriktar sig på att undersöka barns fria lek på fritidshemmet, och vem det är som sätter gränser och regler i leken. Syftet med studien är att få en större insikt om just gränssättningen i den fria leken och till vilken utsträckning barnen får göra detta på egen hand. Studien syftar också på att undersöka när och hur pedagoger bryter den fria leken. Som utgångspunkt i studien har följande frågeställningar ställts: Vem sätter regler i barns fria lek och spel inom fritidsverksamheten? Hur när och varför? Till vilken utsträckning får barn fritt spelrum att sätta egna gränser i den fria leken? Det aktuella forskningsläget inom problemområdet som presenteras är indelat i fyra teman; Lek, samvarokompetens, regler och makt. Det empiriska materialet har samlats in med hjälp av systematiska och deltagande observationer på två fritidshem i Skåne. Resultatet av studien visar att regler och gränser sätts i alla leksituationer och att de till stor del sätts av barnen själva. Faktorer som spelar in om vem som sätter gränser i den fria leken visar sig vara knutna till studiens fyra teman (lek, samvarokompetens, regler och makt). Studien visar vidare att det är först när leken blir störande som pedagoger går in aktivt och bryter leken.
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Hendershot, Shawnee M. "Young Children‘s Mathematics References During Free Play in Family Child Care Settings." DigitalCommons@USU, 2012. https://digitalcommons.usu.edu/etd/1113.

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This study examined the mathematics talk that children engage in during free play in their non-parental, family child care environments. Audio tapes of children during free play were transcribed and coded for different types of mathematical references using a coding scheme. Types of math talk included: (a) classification, (b) magnitude, (c) enumeration, (d) patterns and shapes, (e) spatial reasons, and (f) part/whole. Results showed that children used spatial relations more than other types of mathematical references. Children‘s math talk was compared based on their gender and age. Results showed that, on average, children who were older than 40 months referenced mathematics more often than younger children. Also, males were more likely to reference math during free play than were females. Children‘s math talk was also analyzed in comparison to provider education and experience. It showed that when providers had CDA or 2-year degrees, children under their care referenced math more frequently. (78 pages)
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Zlatkos, Isabella. "Barnet, pedagogen och den fria leken. : En intervjustudie om pedagogers syn på den fria leken i förskoleverksamheten och dess betydelse för barnet." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32289.

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The following is a study into the importance of "free play". Through interviews- and study into research in child psychology and different theories of interaction I aim to reach a conclusion as to whether the occurrence of "free play" has a fundamental importance in the development of the preschool child. Interviews have been formed to address the adult reflections in relation to play, and addresses the views and opinions as to what extent the adult should merely supervise or partake and thus steer the outcome of play. A question is also formed to determine the omni-importance of play. The interviews have been conducted with 6 adults responsible for children in pre-school institutions. The interviewees are employed at three separate locations. The study looks into several theoretical perspectives and thus also draws its conclusions from these. The perspectives and research are studied under method, and comparison of answers are noted in results and analysis. The most important outcome of the study is that all are in agreeance that play has a huge importance to the children's both physical and social development, thus enabling the child for future engagements in adulthood.
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Nilsson, Aldred Carolin. "A Study about What Conditions are made for Childrens Free Play in Preschool." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29686.

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Jonsson, Jerry, and Lina Tonegran. "Designing Cards as a Polymorphic Resource for Online Free to Play Trading Card Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1914.

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Seasoned players of free to play trading card games or players that invest large amount of money in digital or physical trading card games, end up having superfluous cards that hold no value to them. The purpose of this thesis is to create designs that would counter this problem. We analysed a selection of popular games on the market to get a better understanding about the depth of the problem and existing designs and mechanics to counter said problem. With the knowledge gained from the research, we intended design several systems that would give cards a polymorphic value. To validate those designs we decided to conduct qualitative interviews with highly experienced players of the genre. We discovered from our research and interviews that the problem with superfluous cards was larger than we had anticipated, and few games had taken steps to counter the problem. The systems we designed gave cards a polymorphic value, and the designs were proven successful through our validation. Our research and interviews suggest that by implementing polymorphic attributes to cards it could lessen or even remove the problem of superfluous cards, and at the same time increase the sales figures on booster packs.

Jerry Jonsson går speldesign och programmering och Lina Tonegran går speldesign och grafik.

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Xia, Lu. "FATHERS' LANGUAGE INFLUENCE ON THEIR SIX-MONTH-OLD INFANTS' VOCALIZATION DURING FREE-PLAY." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2142.

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Data for this study were derived from videotapes of 26 father-infant dyads, specifically from a five minute period of free-play. The first step was the creation of a literal transcription of the father-infant dyads interaction. Subsequently, nine variables of fathers' language characteristics and one infant characteristic were coded employing the literal transcriptions and observing the videotapes. The fathers' language variables were number of : (1) father utterances, (2) father words, (3) father contingent responses, (4) father teaching utterances, (5) father descriptive teaching utterances, (6) father directive teaching utterances - making commands, (7) father directive teaching utterance  asking questions, (8) percentage of father teaching utterances, and (9) mean length of father utterances (MLU). The infant variable was number of vocalizations. Eight out of the nine variables were positively correlated to infant vocalizations, indicating the importance of fathers input in child language development. The only negative correlation in the present study was between Mean Length of Utterance (MLU) and infant vocalizations and the possible reasons are discussed. The findings support the idea that there are positive relationships between fathers' language characteristics and infant vocalizations. Recommendations are made that fathers should be involved in early intervention programs.
M.A.
Department of Child, Family and Community Sciences
Education
Early Childhood Development and Education MS
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Lindstedt, Marcus. "Best Practice Free-to-Play: Game Mechanics Impact on Gamification of Higher Education." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20240.

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This thesis investigates the game mechanics utilized in popular free-to-play games and how these mechanics can be used within a gamified system to attempt to affect student retention at higher educational institutes. Free-to-play has become a highly popular revenue model within the game development industry due its ability to attract a larger player base.Several games were chosen for analysis and a game design document was created based upon the findings within this analysis. An application was then developed and used in a case study to evaluate the design. Results found that implementing successful mechanics into a gamified system could positively affect the motivational levels of students.
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Williamson, Megan L. "The difference in physical activity levels and attention in preschool children before and after free play recess and structured play recess." Thesis, Kent State University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3618843.

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Childhood obesity rates have increased three-fold since 1980 and up to 80% of obese children become obese adults. Since young children are forming habits that they will carry with them into adulthood, preschool represents an ideal setting to instill proper physical activity habits. Therefore, the purpose of this investigation was to assess the amount of physical activity in preschool children during three different recess conditions on separate days: free play, structured play and a control (non-active) condition.

Physical activity levels were measured in preschool children (N = 22) during three, 30-minute recess conditions; control, structured play recess, and free play recess. Children wore accelerometers for the duration the school day (165 minutes) for three days. Accelerometer counts during the recess sessions and for the entire school day were recorded. Each recess condition was completed on a separate day, but all during the same week. After all three recess conditions had been completed; the child was asked which recess period they preferred.

Children accumulated significantly (p = 0.001) more accelerometer counts during recess and for the entire school day in the free play (570 ± 460 counts.min-1 at recess; 632 ± 232 counts.min-1 during school day) and structured (1,416 ± 448 counts.min-1 at recess; 629 ± 200 counts.min-1 during school day) recess conditions versus the control condition (570 ± 460 counts.min -1 at recess; 462 ± 200 counts.min-1 during school day). Accelerometer counts during recess and for the entire school day were not different (p = 0.9) between the free play and structured recess conditions. All children indicated that they preferred either the structured play (55%) or free play (45%) recess conditions over the control recess condition.

Presently both a structured play and free play recess condition were equally successful in increasing physical activity behavior and were preferred versus a non-active recess condition. Providing pre-school children with the opportunity to be physically active during recess successfully increases physical activity during the school day and is preferable to a sedentary recess.

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Williamson, Megan L. "THE DIFFERENCE IN PHYSICAL ACTIVITY LEVELS AND ATTENTION IN PRESCHOOL CHILDREN BEFORE AND AFTER FREE PLAY RECESS AND STRUCTURED PLAY RECESS." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1365712511.

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Bristow, Robert Evan. "THERE IS MORE TO LIFE THAN EXPECTED VALUES: RESULTS OF FREE DISTRIBUTIONS OF MULTIPLE-PLAY GAMBLES." Miami University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=miami1304352729.

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Rapinoja, Larisa. "Interaktion mellan de yngsta förskolebarnen : Fri lek på förskolan." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-36962.

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The aim of the study is to describe how toddlers at pre-school interact with each other during the free play. The following research-questions have been chosen: In which ways are made visible when toddlers interact with each other during the free play? Which repeated patterns are there in toddler’s interaction with each other? The method that was used was observation. Implementing of observations happened during five days on a pre-school. Observations show that the interaction makes visible in various ways when it comes to toddlers, for example through observing, laughing and using the verbal communication. Repeated patterns that are shown are for example eye contact and smile occurs when toddlers interact with each other
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Tonhauser, Stankoska Karolina, and Ildiko Olah. "”Vår uppgift är att vägleda barnen” - En kvalitativ studie om barn som har svårt att delta i den fria leken." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31238.

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Detta examensarbete ämnar att få ta del av pedagogers egna tankar och förhållningsätt kring barn som har svårt att delta i den fria leken. Syftet med detta examensarbete är att genom intervjustudier återge pedagogers beskrivningar av lekens betydelse och hur de ser på sin egen roll inför barns oförmåga att leka i den fria leken. I vår studie har vi utfört kvalitativa intervjuer med sju pedagoger i både förskola och försko-leklass. Det är den sociokulturella teorin grundad av Lev Vygotskij och Donald Woods Winnicots begrepp mellanområde samt Corsaros begrepp tolkande reproduktion som vi har förhållit oss till för att kunna tolka vår empiri. Intervjuerna har vi sedan tolkat och analyserat samt delat in i olika kategorier.Studiens resultat visar att pedagoger i förskolan uppfattar den fria leken nödvändig och ger relativt stort utrymme för denna. Det är i förskoleklass som den fria leken är mer begränsad. De intervjuade pedagogerna har en likartad bild om vad det är som gör att barn i olika sam-manhang har svårt att delta in den fria leken. Studien visar också att det kan finnas flera or-saker till leksvårigheter. Det kan handla om mognad, brist på förståelse, miljö eller att barnet inte har knäckt de sociala koderna. I studien framgår att pedagogers viktigaste analytiska redskap är observationer. En intressant aspekt som blev synlig i vår studie är att barn med sociala problem och leksvårigheter kan bli påverkade av svåra situationer i hemmet.
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Smith, Derek Wesley. "108 Kōans." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1161.

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The capacity for creative thought is of utmost importance for the survival and furtherance of humanity. Luckily, creative thought is the most essential aspect of humanity; it is what defines us. Unfortunately, we have created a society that tries to make us forget that. I am building a body of work that encourages mindfulness and heightens awareness. Awareness of self and mindfulness in everyday activities are prerequisites to social and spiritual evolution. I want nothing less than to expand human consciousness. 108 Kōans occurred over a period of time that I devoted to maintaining a "beginner's mind." During that time, 108 evidences of this practice were produced. These are my kōans. They are events, observations, sounds, interventions, texts, images, scripts, objects, rearrangements, etc.--experiments in recontextualization that attempt to remind people of the ability they have to recontextualize their everyday. If we can become aware of our everyday habits and assumptions and experiences--the mundane thoughts and actions that make up the bulk of who we are--then we will realize that there are other ways of being that are available to us. This awareness will then extend to examinations of cultural, social, and institutional habits. People cannot imagine another way of existence for society until they can imagine another way of being themselves. We must become literate in the language of creativity. We must celebrate our self as one with the Universe and realize that the nature of the Universe is change.
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Puolakanaho, K. (Kai). "Monetization in free-to-play business model from a game designers point of view." Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811082998.

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Free-to-play games are a growing trend in the gaming world. Microtransactions are a way for the player to get more content in a free-to-play game. Microtransactions are the main source of revenue from free-to-play games. This research introduces important free-to-play key performance indicators also known as free-to-play metrics. In addition to knowing the basics of free-to-play key performance indicators, a game designer should be aware of user acquisition. User acquisition is closely associated with Big Data and data analytics. Data analytics can and should greatly affect the game designing solutions. The free-to-play world offers several other challenges for the game developer. The three biggest of these challenges are: to make as many players as possible to download the game, to maximize the number of player returning to the game after a while and then maximize the monthly average gross revenue per paying users. Two interviews were made in a Finnish gaming company called Rovio Entertainment Corporation specialized in free-to-play games and their monetization. According to the literature review and the interviews made data analytics and user acquisition are an essential part in making a free-to-play game profitable. Planning and optimizing a game economy should be done as early as the prototype phase and should be maintained through the life span of the game.
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Reagon, Kara Anne. "Using Script-Fading Procedures to Teach Children with Autism to Initiate During Free Play." DigitalCommons@USU, 2012. https://digitalcommons.usu.edu/etd/1495.

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Children with autism often display deficits in social interaction, communication, and play. Unlike typical peers during free play with a variety of games and toys, they often do not initiate to others or engage in interactive game play for sustained periods of time. Previous research has demonstrated the effectiveness of script-fading procedures in increasing initiations and conversational repertoires for children with autism. However, these procedures were examined in arranged environments using an activity schedule or in structured settings. In addition, the role of the conversation partner has not been studied. The use of activity schedules has also been effective in increasing independence and decreasing adult prompts. In particular, the use of a joint activity schedule increased independent game play between preschoolers with autism. Therefore, the current study investigated (a) the use of script-fading procedures and the use of manual guidance to teach four preschool children to initiate game play during free play without the aide of an activity schedule. Second, the study examined the effects of scripts and script-fading procedures on (b) the frequency of interactions, (c) the conversation partner's interactions on participants' interactions, (d) generalization across stimuli and people, (e) maintenance, and (f) independent free play. Results demonstrated participants' play initiations, engagement, number of games played, and frequency of interactions increased, skills generalized across games and peers, and maintained. Furthermore, the number of prompts decreased, indicating script- fading procedures with manual guidance alone may be effective in increasing independent free play and initiations.
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Mackley, Honor. "Outdoor loose part materials mediating collaboration in primary play spaces." Master's thesis, Australian Catholic University, 2019. https://acuresearchbank.acu.edu.au/download/07270b0f59fcf72a105a90629ab3a4f95552b8fa6c924ae5092e50706be73ac6/3961057/Mackley_2019_Outdoor_Materials_Mediating_Collaboration_Play_Spaces.pdf.

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This study is about outdoor unstructured play with recycled loose parts materials by primary school aged children. Specifically, it is an exploration of how loose parts play materials mediate the creation of intersubjectivity leading to collaborative behaviours between children. Using a micro-ethnographical approach, this study explored how groups of primary aged children (10-11 years old) from the same year group in a school located in Queensland, Australia used outdoor recycled loose parts as tools to create shared understandings and meanings leading to the construction of collaborative interactions and outcomes. Framed by sociocultural theory, verbal and non-verbal gestures, utterances and physical manipulations of the loose parts
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26

Öksuz, Zöhre. "Lekens funktion för språkinlärning hos flerspråkiga barn." Thesis, Södertörns högskola, Lärarutbildningen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22227.

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This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm. The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities. One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities. Finally, I can also mention that bilingual children develop their language in the play by using different materials and communicate in different ways to contact other children. In play, children work a lot with their fantasies, knowledge and experience they already have from before and that they created during the game.
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Burger, Tammie L. "The Effects of Free Play As an Instructional Tool on the Quality of Improvisation of First, Second, and Third Grade Children." Thesis, University of North Texas, 2000. https://digital.library.unt.edu/ark:/67531/metadc2730/.

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To look at the effect of free play on the musical improvisations of first, second and third grade children, 108 children were randomly assigned to either a control or treatment group. Subjects were tested using a researcher-designed instrument to elicit an improvisatory response. The control group then received regular music instruction (120 minutes every 2 weeks) and the treatment group received regular music instruction in conjunction with musical free play (100 minutes of instruction and 20 minutes of free play every 2 weeks). The treatment lasted 14 weeks. At the end of the treatment, all students were tested with the same testing instrument used for the pre test. Videotapes of the improvisations were submitted to three independent judges to rate for quality on a 5-point Likert scale. The change in ratings between pre and post tests were analyzed with an analysis of variance to determine if there were significant differences between the control and treatment groups. The analysis of the data revealed no significant difference in the change of ratings between control and treatment groups for the group as a whole, or for any particular grade level within the total group.
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Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.

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Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also made purchases to avoid grinding and to gain competitive advantages. In summary people think that their purchases were justifiable since the games are free but the common consensus is that while cosmetic items are acceptable, pay-towin items which provide a competitive advantage are not.
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Casén, Sara. "Att effektivt marknadsföra Junebuds spel MilMo med sociala medier : Marknadsföring av ett gratis socialt massivt multiplayer online spel för barn och ungdomar." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4132.

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Det här examensarbetet utfördes från februari till mitten av april, våren 2010 på företaget Junebud. Jag arbetade efter hypotesen att en stark närvaro på sociala medier har en positiv effekt på aktiviteten på spelets hemsida samt för att få nya spelare att hitta till spelet. Spelet som marknadsfördes heter MilMo och är ett socialt massivt multiplayer spel för barn och ungdomar, som är gratis att spela. Om spelaren vill få tillgång till extra material kan han/hon betala en mindre summa pengar men något köptvång föreligger ej för att endast spela. För att genomföra marknadsföringen på de sociala medierna valdes fyra stycken nätverk på Internet ut; Facebook, Deviantart, MySpace och Youtube. Det som skapades var en fangrupp, en sida för konst, en profilsida och en kort film som visar spelet. Till detta kom även tre stycken nyhetsbrev, att strukturera upp och underhålla ett forum för spelare samt att emaila traditionella medier som nyhetssidor om spel och se vilken effekt det fick. Resultatet visar att många företag idag har en profil på sociala medier, men att de ofta bäst utgör ett komplement till produktens egen hemsida. Det som drev upp spelaraktiviteten mest var omnämnande på externa sidor om spel, samt det första nyhetsbrevet ut till spelarna

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Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.

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In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
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Whitworth, Bernadette Ann. "Exploring Age Cohort Differences in Childhood Nature Experiences and Adult Feelings of Connection to Nature." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1367359205.

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32

Strand, Johanna, and Linnéa Wahlström. "It didn´t turn out the way it was supposed to : Possibilities for children´s agency in a teacher organized environment." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30742.

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The purpose of this study is to examine the ways in which preschool teachers’ organization of the physical and social environment both restrict and enable children's free play. Specifically, we want to understand how these forms of organization has an impact on children’s agency. To reach this aim we conducted a case study to examine the organization of the physical environment in preschool rooms where free play takes place, and the actions children take in these rooms. We focused in particular on the teacher’s role in this organization. The study is based on observations and interviews of teachers from a rural preschool with 14 children aged 3-4 years. Interview transcripts and field notes were subjected to a content analysis. We found that the teachers have a vision that the environment should be in constant change and therefore want a diversity and variation in the material. It also became apparent that teachers distinguish between “good” and “bad” forms of play, and that these distinctions play a role in how the teachers evaluate children’s free play and the organization of free play spaces. In addition, it became evident that certain rooms and material were conducive to certain types of play. The results showed for example, that teacher´s ideas of good play and the use of closed doors and gates became an infringement on children´s agency. Conclusions of this study were that through the environment the teachers have designed and the materials they have chosen, their control of free play and children´s agency is always present.
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Schmidt, Vita. "Genusskapande under fri lek i grundskolan." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-363116.

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The study seeks an in-depth understanding of how gender is being constructed in elementary school. More specifically, the essay aims at investigating the creation of gender during free play at the breaks in primary school. On the basis of this purpose, the essay sets the following questions: How is gender created during free play? How are boundaries between male and female / boy and girl established? What scopes are there for violations and breach of the gender contract? The questions are answered based on socio-cultural perspectives and gender theory. A central aspect emphasized by Hirdman is the gender contract. This theory assumes that social contexts are gender coded and governed by invisible “gender contracts” that govern how men and women should think and behave. The study is based on observations throughout the schoolyard made for a total of five days. The focus is on children in one class, from grade 1 to 3. The results confirm that children's play is gender coded and governed by norms for how men and women should behave. Boundaries between male and female / boy and girl are established both through the choice of games, and through how the children act in the different games. An interesting detail here is the way in which teachers at school changed the conditions for children's play by scheduling football games so girls and boys can play separately on certain days of the week. As regards the issue of infringements, the survey has shown that there is both an overrun of the gender contract through "interspersed gender interactions" and an enhancement of the gender contract by children themselves marking when others exceed limits and norms.
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Mullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.

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35

Zevallos, vargas Rosa. "Lek i förskolan : En studie av fri och styrd lek." Thesis, Södertörns högskola, Lärarutbildningen, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-23575.

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The purpose of my study is to examine how four teachers reflect on free play and controlled play in preschool. What are their reflects concerning free play, controlled play and children’s development and education. The main focus of this research is the experiences of the teachers and I compare their perspectives against each other regarding free and controlled play. To be able to realize this study, I propose the following questions: What kind of vision does the teacher have concerning free play and controlled play? According to the teacher, how does playing affect the children? Which development areas are affected by participating in the play? This is a qualitative study, based on interviews with four teachers from two different preschools. My theoretical approach to this is Vygotskij theories which are used to analyze the collected data. The result obtained is according to two teachers. They thought that the result of controlled play was positive. Meanwhile, two other teachers meant that the combination of free and controlled play should be used as a complement to children’s development and learning. The four teachers have different experience regarding what they think is good for the Childers development and education.
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Harty, Richard J. "The effect of teacher behaviour, and teacher sex, on children's sex-role-stereotyped free play activity choices." Thesis, Queensland University of Technology, 1995. https://eprints.qut.edu.au/36492/1/T%28ED%29142_Digitised%20Thesis.pdf.

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It has peen argued that for young boys who are trying to evolve a sex-role differentiated from that of girls, contact on a daily and prolonged basis with male teachers should serve to help clarify their concept of the masculine sex-role (Clyde 1987). It is this traditionally based reasoning, that males are needed to defeminise early childhood centres by modelling masculine behaviours, that has been used by many writers as the basis for calls to include more males as teachers in early childhood education. Lee and Gropper (1974, cited in Fagot 1981) took a non-traditional stance in suggesting that providing male teachers for young children would also help teach young children that males can engage in female-typed activities, thereby increasing the chances of providing a non-sexist environment for young children. Carpenter et al (1986) suggested that to facilitate attempts to thoughtfully and ethically modify the conditions of socialisation of sex-typed behaviours, the optimal strategy might be first to understand the processes by which individual's sex-typed behaviours are socialised, and secondly to use elements of the naturally occurring processes to implement changes. One of those naturally occurring processes is the free play activity choices that children typically make. The present study arises from the premise that children's play experiences can be used as a vehicle of social change, and focuses on the development of gender-role stereotypes in early childhood. Specifically, the effect of teacher modelling of gender appropriate and gender inappropriate behaviour on the free play activity preferences of children will be examined. It is hoped to determine the relative importance of the sex of the teacher, the activity choice, and the sex-typing of the teacher modelled behaviour on children's choice of free play activities in order to better understand the processes by which individual's sex-typed behaviours are socialised. The subjects in the present study were twenty five children from a local pre-school centre. The children ranged in age from four years seven months to five years four months of age. The only criteria used for the selection of the centre was that it had an established male and female teaching team. The present study was conducted in three phases, the first of these involved a pre-test or baseline phase. Observations made during this time were used in three ways 1) to provide definitions of masculine and feminine behaviour for the treatment conditions in the intervention phase, 2) to provide baseline participation levels against which to compare the influence of the interventions and 3) to provide information on the social context of the centre. The second phase of the study was the intervention phase. During this phase the treatments were introduced following a reversal methodology (ABA). By then withdrawing the intervention in the third reversal condition experimental control was increased. Systematic evidence was collected using three event recording check lists. The first of these, the Male and Female Representations Check List (Meade 1981 ), was designed to assess gender-based differences in the number of representations of males and females in pictures, jigsaws, books and dress-up clothes displayed within the centre. The second check list, The Preschool Teachers Interactions with Children Check List (Ebbeck 1985), was designed to record differences in the interactional style of staff towards the children. It also shows the curriculum areas in which the teachers were involved with the children during free play. Finally, the Children's Participation Check List (Lloyd 1989) was used to establish the usage pattern of the centre by the children during the pre-test, intervention and post-test phases of the study. The pre-test observations were made for five days prior to the intervention phase. From these observations, two areas were selected to concentrate on, one area in which the participation rate was dominated by the girls and one area in which the participation rate was dominated by the boys. The activity themes and equipment used in these areas by the girls were coded as feminine, and the activity themes and equipment used by the boys were coded as masculine. Eight treatment conditions were formed from the combination of teacher sex, curriculum area, and activity theme I equipment choice variables. Results of the pre-test phase showed that although there was little in the physical environment to label and reinforce notions of gender appropriate and genderinappropriate behaviours, the daily experiences of the children showed a differentiation based on gender, both in terms of the teacher's interactions with children and their free play activity choices. From these observations the area in which the participation rate was dominated by the girls was the collage area, and the area in which the participation rate was dominated by the boys was the block area. With the introduction of the intervention conditions in the block and collage areas, the girl's participation rate decreased in the presence of the female teacher and increased in the presence of the male teacher. The greatest increase in the girl's participation rate occurred when the male teacher modelled masculine behaviour in the block area and feminine behaviours in the collage area. The boy's participation rate however increased in the presence of both teachers in the collage area and decreased with the presence of both teachers in the collage area. These results are discussed with reference to the prevalent theories on sex-role development, and their implications for the provision of non-sexist learning environments for children. The results of the present study suggest that there is little to discriminate between a male or female teacher in terms of the children's responses to the modelling conditions. Neither teacher was a more effective model because of their sex. Thus the non-traditional stance can be supported from these results, that is that the male teachers contribution consists of disproving the idea that men need to act in some "manly" way.
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37

Eklund, Löfgren Ida. "Pedagogers reflektioner om den fria leken i förskolans verksamhet : En kvalitativ intervjustudie baserad på fyra pedagogers reflektioner." Thesis, Karlstads universitet, Institutionen för pedagogiska studier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66276.

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38

Edmark, Elina, and Anna Maria Lund. "Nu är det fri lek! : Men hur fri är egentligen den fria leken?" Thesis, Mittuniversitetet, Institutionen för utbildningsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37353.

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Studiens syfte var att undersöka den fysiska miljöns förutsättningar för den fria lekens betydelse i förskolan. Det är en kvalitativ studie med inspiration från fenomenografin där vi har använt oss av semistrukturerade intervjuer. Sex förskollärare i sex olika förskolor på fyra olika orter intervjuades, alla hade en viss arbetslivserfarenhet inom förskolan. Resultatet visar att pedagogerna organiserar miljön så att den ska erbjuda många sorters lekar samt att de regelbundet ändrar miljön. Huruvida barnen har fri tillgång till material och rum styrs av den fysiska miljön samt organisering av tiden. Pedagogerna i studien anser att det bör finnas en mångfald av material där barnen kan välja efter eget intresse, men samtidigt uppger pedagogerna att allt material inte alltid är tillgängligt för barnen. Studien visar också att barnen gärna leker både i närheten av vuxna i förskolans centrum och i rum som barnen själva har skapat där pedagoger inte kan styra och ha kontroll. Samtliga pedagoger i studien uppfattar den fria leken som lek initierad av barnen själva vilket är i enlighet med vad tidigare forskning i bakgrunden säger. Lekar som ses som mindre lämpliga, såsom springlekar och krigslekar regleras av pedagogerna. Slutsatsen är att pedagogers planering av den fysiska miljön har stor betydelse för barns fria lek och att miljön kan utgöra både möjligheter och begränsningar samt påverka vad barnen leker. Det går även att utläsa att den fria leken inte alltid är så fri som den kan verka.

Godkännande datum: 2019-06-07

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39

Rosales, Andrea. "Designing wearable and playful accessories to encourage free-play amongst school aged children : conception, participatory design and evaluation." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/283134.

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De acuerdo a los estudios sociales, la vida cotidiana ha reducido las oportunidades de que los niños puedan disfrutar del juego libre, lo cual a largo plazo, puede perjudicar su desarrollo social y físico. La investigación en Interacción Persona Ordenador, ha abordado ésta cuestión de como usar sensores y reactores para estimular el juego libre, por ejemplo interviniendo los parques infantitles u objetos de uso compartido con estas tecnologías. Esta disertación explora el proceso de diseño y evaluación the accesorios digitales para ponerse, diseñados para motivar el juego libre entre los niños de edad escolar, en contextos alternativos. Esto se ha hecho para aprovechar las oportunidades de juego libre que pueden surgir cuando los niños estan en camino a algun lugar, asi como para motivar retos corporales y experiencias socials a partir de experiencias individuales. En este contexto la tesis discute (a) tres casso de estudios de accesorios juguetones, (b) una evaluacion cuantitativa y cualitativa sobre la capacidad de los accesorios para motivar el jugo libre, (c) el proceso de diseño de las experiencias jugables con la participación de niños y personas mayores (60+). Además, esta disertación presenta un conjunto de oportunidades de diseño que pueden ser tenidas en cuenta en la investigación de futuros objetos para motivar el juego libre.
According to social studies, everyday life has reduced children’s opportunities for free-play, which, in the long term, can compromise their social and physical development. Previous HCI studies have been addressing the question of how to apply sensing and reactive technologies to encourage free-play by, for example, augmenting playgrounds and shared objects with these technologies. This dissertation explores the design process and evaluation of wearable digital accessories to encourage and facilitate free-play amongst school-aged children in alternative free-play settings. This is done in order to take advantage of free-play opportunities that arise on the move and to encourage body challenges and social experiences through individual exploration. In this context, the thesis discusses (a) three design cases of playful accessories, (b) a quantitative and qualitative evaluation to assess the ability of the accessories to encourage free-play, (c) the design process of playful experiences with the participation of children and older people (60+). This thesis also provides a set of design opportunities that can be taken into account in the research of future digitally-augmented objects to encourage free-play.
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Svensson, Åsa. ""[T]he Free Play of Fantasy" The Interrelations between Ethnicity and Sexuality in Shyam Selvadurai´s Funny Boy." Thesis, Växjö University, School of Humanities, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2178.

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The goal of this essay is to pursue a reading of ethnicity and sexuality in Shyam Selvadurai’s novel Funny Boy to show the importance of the interrelations between the two and how equally crucial both of these are in order to understand the protagonist Arjie’s journey and search for identity. To investigate the interrelation between ethnicity and sexuality, the analysis makes use of a method of simultaneous consideration that is similar to Mae Gwendolyn Henderson’s focus on “simultaneity of discourse” used by black women writers.

The turning points in the protagonist’s life and search for an identity are crucial and influenced by issues of separation, and the theme of exile is prominent in the novel. Selvadurai uses the theme in several aspects on a number of levels, concerning both ethnicity and sexuality. However, the narrative also allows the protagonist to find an alternative route in exploring his identity as a “funny one”.

These turning points are illustrated by a moving beyond the traditional gender roles and the idea of masculinity in areas of gendered and racialised spaces. Selvadurai shows a people that are ethnically and/or sexually divided while at the same time being linked through words and languages that can give and/or take away possibilities.

Hence, a second aim of this essay is to show that the protagonist overcomes the limitations that society has set by choosing the path that is right for him, a path that allows him to be “funny”.

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Johansson, Yvonne, and Eva Åberg. "Den fria leken - en studie av styrning och gränser. The free play - a study of governance and boundaries." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30710.

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Vårt examensarbete handlar om styrning av leken samt pedagogers förhållningssätt till, ochtankar kring den fria leken. Studiens teoretiska utgångspunkt har varit Charlotte Tullgrensavhandling om makt och styrning, Den välreglerade friheten. I den empiriska delen användsintervjuer med pedagoger samt observationer av barn under deras fria lek. Syftet med vårstudie har varit att undersöka vilken styrning som syns i den fria leken på två förskolor och ien förskoleklass, samt vilken syn pedagogerna har på den fria leken utifrån begreppetstyrning. Frågeställningarna vi har utgått ifrån är:· Vilken syn har pedagogerna på den fria leken?· Vilken styrning syns i den fria leken?Resultatet av vår undersökning visar att det förekommer mycket styrning av barnens fria lek.Leken styrs av många olika faktorer och frågan är om det överhuvudtaget finns någon helt frilek? Pedagogerna har olika uppfattning om det. Vi har kommit fram till att det till stor del ärkompisarna som på olika sätt styr barnens val av lek. Det håller också pedagogerna med omoch de menar även att det ibland är bra med något barn som kan leda leken. Vi kan tillika seatt pedagogerna styr barnen mot det de anser är bra och att de ibland har svårt att tillåta lekarsom till exempel bråklekar. Barnen är dock bra på att försöka hitta frirum när de vill vara ifredoch leka. Inrutningen av tid och rum är en annan faktor som har stor påverkan på barnens lek.Detta använder pedagogerna ibland sig av för att undvika ”kaos” i rummen. Här inverkarockså alla rutiner och regler som finns. Pedagogernas medvetenhet om hur stor del av barnenslek som är styrd varierar. I förskoleklassen anser pedagogerna inte att barnens eget val är styrtmedan pedagogerna i förskolan ser att det överhuvudtaget inte existerar någon lek som är heltfri från styrning. Genom vårt arbete har vi fått större insikt i att den fria leken inte alltid är såfri som det låter och kanske borde begreppet fri lek byta namn och definitivt diskuteras mera.Nyckelord: fri lek, förskola, förskoleklass, lekteorier, pedagoger, styrning
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Parish, Loraine Elizabeth Rudisill Mary E. "Preschoolers' heart rate and physical activity response to three different motivational climates Mastery, performance, and unplanned free play /." Auburn, Ala, 2008. http://hdl.handle.net/10415/1115.

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43

Holmer, Sofia, and Malin Benbasat. "Störa eller stötta? : En kvalitativ studie kring förskolebarns syn på pedagogers delaktighet i fri lek." Thesis, Södertörns högskola, Lärarutbildningen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41595.

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This is a study that deals with the participation of educators in children's free play from the perspective of children. The aim of the study is to create a greater understanding of how children perceive the participation of educators in their free play. Are we interfering with it or supporting? The study also highlights previous research in the field of play and key concepts are highlighted and clarified. The collection of material has taken place through qualitative interviews with children in three different ways, group interviews, individual interviews and spontaneous conversations. The interviews have been recorded and transcribed. The data has been processed from a children’s perspective to make children’s thoughts visible and to be able to see the phenomenon of play and the participation of educators through their eyes. In the results section, the children’s thoughts about the pedagogues participation in their free play are made visible, the result also shows the children’s perceptions of the concept of play and what it means to them. The results of the study show that children's perceptions about their free play include the phenomenon of role play. A game that the educator does not participate in, only observes and supports when needed. Educators who play are unusual from the children's perspective and only happen in controlled games and activities. The results analysis then turns into a discussion that problematizes the children’s view of the teachers’ absent presence in their play based on previous research.
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Prytz, Jessica, and Marica Wahl. "Vuxnas delaktighet i barns fria lek i förskola och förskoleklass : Vad det innebär och hur det kommer till uttryck." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5418.

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Syftet med studien var att genom intervjuer och observationer undersöka pedagogers delaktighet i den fria leken i förskola och förskoleklass. De frågeställningar som låg till grund var, Vad innebär vuxnas delaktighet i barnens fria lek? På vilket sätt kommer den vuxnes delaktighet till uttryck i den fria leken? Detta för att vi ville veta om vuxna deltar och på vilket sätt de deltar i barnens lek. Vår studie är kvalitativ och i metoden är vi inspirerade av fenomenografi och sociokulturellt perspektiv. Studien grundar sig på sju intervjuer med pedagoger i förskola och förskoleklass och på observationer, en i förskola och en i förskoleklass. I resultatet kom vi fram till att vuxnas uttryck av delaktighet har visat sig på flera olika sätt. De vanligaste uttrycken är handledare och förespråkare för verkligheten, däremot kunde vi se att deltagande som lekkamrat inte förekom så ofta även om respondenterna uttrycker att de gärna vill.
The purpose of this study was that through interviews and observations to examine pedagogues participation in the free play in preschool and preschool classes. The issues which formed the basis was, What does adult involvement in children's free play mean? How will the adult's participation be reflected in the free game? This is because we wanted to know about the adults involved and how they participate in children's play. Our study is qualitative and the method we are inspired by is phenomenography and socio-cultural perspective. The study is based on seven interviews with teachers in preschool and preschool classes and observations, one in preschool and one in the preschool class. In the result, we concluded that the adult expression of participation has proved in several different ways. The most common expressions are play tutor and spokesman for reality, however, we found that participation playmate was not so often, even if respondents say that they want to.
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Salas, Gil Andrés Wenceslao. "Factores económicos que se relacionan al posicionamiento de los videojuegos free to play competitivos en hombres en Lima Metropolitana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652110.

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En la actualidad, la industria de los videojuegos ha presentado un gran crecimiento con respecto a otras industrias, lo que ha generado un mayor número de competidores en el sector. Asimismo, los modelos de compra de videojuegos han variado con el tiempo, convirtiéndose el free to play en la modalidad más atractiva entre los videojugadores. Por tal motivo, los videojuegos free to play competitivos han optado por invertir en distintos ámbitos, con la finalidad de mejorar su posicionamiento y atraer nuevos usuarios. No obstante, con respecto las inversiones, se ha determinado tres factores que se relacionan al posicionamiento, la inversión publicitaria, la inversión en la escena competitiva y la inversión en influencers. Razón por la cual, se desarrolla cada uno de ellos, mediante su aproximación con el marketing de videojuegos. La metodología comprende un análisis cuantitativo y cualitativo, mediante un análisis cruzado de las variables, entrevistas a profundidad y grupos focales. De esta manera, se discute lo recogido, encontrando hallazgos de vital importancia que validan las hipótesis presentadas. Lo que coloca a la inversión en la escena competitiva, como la inversión de mayor importancia para el posicionamiento de los esports free to play.
At present, the videogames industry has shown great growth compared to other industries, which has generated a greater number of competitors in the sector. Likewise, videogame purchase models have varied over time, making free to play the most attractive modality among videogames. For this reason, competitive free to play video games have chosen to invest in different fields, in order to improve their positioning and attract new users. However, with respect to investments, three factors have been determined that relate to positioning, advertising investment, investment in the competitive scene and investment in influencers. Reason why, each of them is developed, through its approach to videogame marketing. The methodology includes a quantitative and qualitative analysis, through a cross-analysis of the variables, in-depth interviews and focus groups. In this way, the collected is discussed, finding findings of vital importance that validate the hypotheses presented. What places the investment in the competitive scene, as the most important investment for the positioning of esports free to play.
Trabajo de investigación
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Minchev, Evgeni, and Torben Schmitt. "Purchasing digital items in free to play games : Investigating personality theory through an explorative study of League of Legends." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-31580.

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The continuous growth of the gaming industry develops a highly competitive environment, which provides an incubator of innovation. These conditions lead to the emergence of new business models. Free to play as one of those newly and still developing models is currently trending among the game developing and publishing companies. Delivering skyrocketing profits, the full potential of the model is yet to be revealed. At first sight, the model has a simplistic structure on the business side, however, on the user side it is unclear what motivates players to become customers through the purchase of digital items in the games. This research uses an exploratory and qualitative approach to collect data and identify purchasing behaviour stimuli. It also proposes an option of connecting personality theories as a possible explanation to the purchasing behaviour of players. As a focus for this study, the currently most successful free to play game, League of Legends, was selected and twelve interviews with League of Legends players were conducted. The interviews consisted of two parts, one semi-structured and the other one structured. The semi-structured interview aimed at identifying purchasing behaviour and finding reasons for the purchase of digital items in League of Legends. The second was a personality assessment test, Keirsey Temperament Sorter2. A conventional content analysis of the interviews identified the theme “personal satisfaction” as the main motivation for purchasing digital items. The investigation regarding the proposed connection to personality theory, the research’s results fail to show any connection. However, answering research question number one unveils the importance of the personality factor remains valid and a subject of future research. The research discusses possibilities and direction for future research in the face of testing other than the applied Keirsey personality theory.
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Nordengren, Jonas. "Fri lek är viktigt! : barns perspektiv på fri lek på fritidshemmet." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29988.

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The overall purpose of this study was to investigate the child's perspective on the free play in the youth recreation center. The closer intention of the study has been to investigate what children themselves express as meaningful aspects of free play in the youth recreation center and what various opportunities children highlight when it comes to identity formation and social training in the free play. To answer the purpose three focus groups discussions were conducted with children of mixed ages from grade one to three. The results of the study were analyzed from a symbolic interactionist perspective. Meaningful aspects of free play that the children were describing is that the free play is fun, it's good because then they decide for themselves, they can be with their "friends" and it's good that they get moving. A social skill they get to practice on is to negotiate with each other about what game they are playing, the hearing takes place primarily through various voting methods. The children also develop empathy in free play and create and maintain social relationships. Furthermore, the study shows that choice of game is an important part of the children's identity process. Finally, an important conclusion of the study is that free play is as important as other guided activities in the youth recreation center.
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Rasmus, Enhörning, and Herman Andreas. "Freemium-design för GoSupernova-mobilspel." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120600.

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The decision of which business model to follow, when developing a game, has become one of the most important choices a company has to make. In our re- search we have compared and evaluated different kinds of freemium based busi- ness models. The objective with the research is to follow a constructed business model when developing a game. The game concept is based on an existing game called GoSupernova complemented with a litarature-based study. Which parts of the concept that has been implemented follow the client’s requests, but also discussions on which parts are most essential for the gameplay. The goal with the game concept is to have good potential to consolidate a continuous playing behaviour. To accomplish this we had to take many different factors into account that could affect the user’s opinion of the game, both in short and long term. The game should be satisfying enough to get users to play, but unsatisfying enough so users to have something to work for. This can also benefit in-app purchases, when users try to achive different goals.
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Emilia, Kahlbom, and Lindau Sarah. "Får vi vuxna vara med? : -En studie om förskollärares förhållningssätt till den fria leken." Thesis, Södertörns högskola, Lärarutbildningen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45772.

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The purpose of the study is to find out preschool teachers' approach to free play. We want to investigate how preschool teachers perceive their participation in children's free play and what factors that may differ, as well as shed light on how the importance of free play in preschool can be understood. We have performed qualitative interviews with six preschool teachers from one and the same preschool and then interpreted them from a hermeneutic perspective. In the analysis, the answers of the preschool teachers’ have been interpreted with the use of phenomenological approach, to give a broader picture of how preschool teachers think, experience and relate to free play.  Based on the preschool teachers' answers, it appears that free play is viewed as an important activity for the children and that the preschool teacher's participation is necessary in many situations. At the same time, they say that they participate far too seldom, but if opportunities were given, they liked to participate more often. The preschool teachers believe that this is because of all the "musts" that includes in their occupational responsibilities, such as administrative tasks. Furthermore, we conclude that the preschool teachers' main purpose for participation is to be a supportive educator, but also that the purpose may differ between the children’s different ages.
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Lindström, Anton. "Förskolan Klippan." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223226.

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I started the project by doing a workshop with aclassmate using a derivative of the german officeBaupiloten’s methods. The goal of the workshop was toextract their actual needs and wishes.Traditionally when asking a client “What do you want?”,they’ll be constricted by their own reality and context.Taking children as an example they would ask for moreslides or a trampoline. By using an seemingly nonconnectedand abstract task the children can expresstheir actuals needs and wishes for their enviroment.We had a group of 8, 5 year old children that we showed 9pictures of natural phenomena while telling the childrenabout the pictures to spark their imagination. Afterwardwe asked each child to pick the pictures they liked. Withthem and other material we then instructed them to“construct worlds” inside A4-boxes. During the wholeprocess speaking to the children to extract their thoughtprocess as thoroughly as possible.On top of this the concept was based on the ongoingdebate regarding the lack of outdoor areas for childrenin Stockholm as well as the pedagogies of Reggio Emiliaand Montessori. From this I derived four key points.Exploration and independence, denuded architecture,free play outside and children’s inherent creativity.
Jag startade projektet genom att göra en workshop med en klasskamrat med hjälp av ett derivat från tyska arkitekturkontoret Baupilotens metoder. Målet med workshoppen var att extrahera deras faktiska behov och önskemål. Traditionellt när man frågar en klient "Vad vill du ha?", kommer de att vara begränsade av sin egen verklighet och kontext. Ta ett barn som exempel. De skulle be om mer rutschkanor eller en studsmatta. Genom att använda en till synes icke-kopplad och abstrakt uppgift barnen kan uttrycka deras faktiska behov och önskemål för deras omgivningar. Vi hade en grupp av åtta stycken, fem år gamla barn som vi visade nio bilder av naturfenomen samtidigt som vi berättade om bilderna för att tända barnens fantasi. Efteråt bad vi varje barn att välja bilderna som de tyckte mest om. Vi instruerade dem sedan till "Konstruera världar" i A4-lådor. Under hela processen talade vi med barnen för att extrahera deras tankeprocess så noggrant som möjligt. Utöver detta var konceptet baserat på den pågående debatten om bristen på utomhusområden för barn i Stockholm samt pedagogiken i Reggio Emilia och Montessori. Från detta härledde jag fyra huvudpunkter. Utforskning och självständighet, redovisande arkitektur, fri lek utomhus och barns inneboende kreativitet.
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