Academic literature on the topic 'Interaktiva spel'
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Journal articles on the topic "Interaktiva spel"
Nasution, Latifah Yusri, and Mulyadi Mulyadi. "PREDIKAT KOMPLEKS DALAM BAHASA ANGKOLA MANDAILING." LITERA 19, no. 1 (March 21, 2020): 21–36. http://dx.doi.org/10.21831/ltr.v19i1.25455.
Full textDissertations / Theses on the topic "Interaktiva spel"
Klang, Donnie, and Carl-Johan Osvald. "Interaktiva spel i idrottsundervisningen : Vad anser lärare som testat på dessa spel i undervisningen?" Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-2158.
Full textRangmar, Gustav. "GRÄNSNITTETS INTERAKTIVA IKONER : Grafisk utformning för bättre användarförståelse." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9424.
Full textMohall, Sara, and Claes Cederlund. "Spelet om konsumentens uppmärksamhet : En studie av upplevelsebaserad varumärkeskommunikation i interaktiva spel." Thesis, Linköping University, Department of Management and Economics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7420.
Full textBakgrund
Företags varumärkeskommunikation står idag inför stora förändringar. Det finns allt fler varumärkesinnehavare som vill kommunicera sina varumärken till konsumenter, vilka i sin tur lever i ett överkommunicerat samhälle. Detta har gjort att de inte tar till sig budskapen i samma utsträckning längre. Samtidigt har konsumenterna även flyttat en stor del av sin uppmärksamhet och tid från traditionella medier till bland annat interaktiva spel. Varumärkesinnehavarnas jakt efter nya kommunikationsvägar och konsumenternas intresse för interaktiva spel har därför legat till grund för uppsatsens syfte.
Syfte
Studiens syfte är att utreda interaktiva spels potential till att vara kommunikationskanal för varumärken samt undersöka vilken syn varumärkesinnehavarna bör ha på varumärket vid upplevelsebaserad kommunikation i interaktiva spel.
Genomförande
Uppsatsen är genomförd som en kvalitativ studie med en induktiv ansats. Den empiriska studien är uppbyggd kring intervjuer med individer som har kunskaper inom varumärken, spelutveckling samt konsumentbeteende.
Resultat
Studien visar att interaktiva spel möjliggör att konsumenten kan interagera med det kommunicerade varumärket och därmed erhålla en upplevelse av hur verklig konsumtion av varumärket är. Dessutom tyder denna studie på att varumärket i ett interaktivt spel måste integreras på ett sätt som gör att det fyller en funktion i spelet. För att konsumentens förtroende till varumärket ska bibehållas bör produktegenskaperna inte ligga allt för långt från verklig konsumtion. Det är även betydelsefullt att det kommunicerade varumärkets värderingar stämmer överens med spelets kontext vid varumärkets exponeringstillfälle. Då interaktiva spel genererar en unik upplevelse för konsumenten resulterar detta i att bilden av det kommunicerade varumärket kan skilja sig åt mellan olika individer. Vår studie visar dock på att då konsumenten interagerar med varumärket och blir medskapare av detta indoktrineras även bilden av varumärket djupare, och en starkare relation mellan konsument och varumärke kan skapas.
Background
Brand communication is facing extensive changes. This is because the numbers of communicated brands on the market are constantly increasing. This abundance of communication has resulted in consumers who are much more selective in what messages they listen to. The consumers are furthermore devoting a greater part of their time and attention to newer medias, such as interactive games. The brand owners’ need for new ways of communication in combination with the consumers’ interest for interactive games has generated this thesis’ purpose.
Objective
The objective of this thesis is to investigate interactive games’ potential as a brand communication channel and also to study what view brand owners ought to possess towards their brand.
Method
The thesis is an inductive, qualitative study. The empirical material originates from interviews with individuals within three different competences; branding, game development and consumer behaviour.
Result
The study shows that interactive games provide an environment where the consumer can interact with the communicated brand, and thereby obtain an experience of real consumption of the brand. Furthermore this thesis states that it is desirable that the communicated brand are integrated in the game in a way that it is serving a purpose. To keep the consumers’ trust for the brand it is essential that the communicated characteristics are not exaggerated in a too large extend. Furthermore, it is important that the communicated brand’s values are coherent with the game’s context at the time of the brand’s exposure. Interactive games generate a unique experience for the consumer, and the perception of the communicated brand can therefore vary between different individuals. This study also shows that when the consumer interacts with a brand, and thereby becomes a co-producer of its values, the image of it are indoctrinated deeper in the consumer’s mind and a stronger relationship between the consumer and the brand can be created.
Johansson, Peter, and Frans Öyan. "Interaktiva mobilspel i klassrummet : Indikatorer på matematiska förmågor vid elevers användande av ett interaktivt mobilspel." Thesis, Linköpings universitet, Matematik och tillämpad matematik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170099.
Full textThis thesis studies the game Plague Inc as a tool in the mathematics classroom, including students´ attitudes towards digital games in the teaching of mathematics. The survey was made in a class consisting of 12 students in upper secondary school, where they with help from instructions and constructed tasks, played the game on their phones and solved written assignments. Two focus groups were chosen, observed and video-recorded. A poll was also conducted on the students´ attitudes and thoughts toward games in the mathematics practice. The result from the poll showed that most of the students had a positive attitude towards games in class and that they were more motivated when the teaching was varied. A registration of the students´ activities, when playing the game, was also made to try to detect the abilities that Skolverket lists as goals for the teaching of mathematics.
Strömgren, Daniel. "Lola är din vän : En studie i möjliga interaktiva filmberättelser med Lola Rennt i fokus." Thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39629.
Full textBlückert, Olliver. ""Att döda för underhållning är harmlöst." : En analys av de interaktiva elementen i TV-spelet Spec Ops: The Line." Thesis, Stockholms universitet, Institutionen för kultur och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-186630.
Full textHerco, Adnan. "Gympa på skärmen : En kvalitativ studie om IKT-stöd i undervisning i idrott och hälsa." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35063.
Full textThe aim of the present study was to investigate students' perceptions and experiences of ICT support in education in physical education and how the use of ICT contributed to their learning. The methodology used in the study was the qualitative research with stimulated recall. Students from an upper secondary school were interviewed. The interviewed students had participated in ICT-assisted learning during a period of two years in which some of the lessons were recorded on video.The purpose of video recording was to stimulate the students’ experiences, later described in the interviews. The video clips of some lessons were shown during the interviews. The theoretical starting point was a socio-cultural perspective. In the study that meant that the students interacted with each other, but also with artifacts such as balls, lines, gymnastics equipment and ICT tools who in this case linked the movements of the students. The study showed that the students had positive experiences with ICT support in the learning of physical education. When ICT was used many pupils enjoyed both the educational moment and the entertainment it provided. Another aspect of the study was that the ICT support facilitated easier learning and by making information and instructions more understandable. This resulted in improved student engagement, better focus and increased motivation, which actually also lead to faster learning.
ICT, physical education, teaching, learning, exergames, multimedia
Backenroth, Tove, and Axel Olsson. "Musikens funktion för spelupplevelsen : En undersökning kring olika musiktypers påverkan på prestation och immersion i spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19965.
Full textBylund, Erik. "Förskolan och digitala medier : En undersökning om hur interaktiva barnböcker och pekskärmsenheter kan användas i förskolemiljö." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4953.
Full textThis paper has researched how interactivity, through interactive children’s books on mobile devices with touch screen, can affect the involvement in reading for children in the ages three to five years old. This has been done by creating an interactive children’s book and then conducting participative observations over six occasions at three different preschools where the children got to test the developed product. The observations were then supplemented with opinions on digital learning from preschool teachers from each of the schools through the use of semi-structured interviews. The result from this research shows a tendency that the involvement of the kids can be increased by introducing interactivity to children’s books by the use of mobile devices with touch screen. However the research is at too small a scale and both the product and the research contain too many flaws for an actual theory to be constructed. Instead a hypothesis is constructed that would need to be evaluated during a longer period of time and through more rigorous research.
Ledenvik, Elin. "Sociala spel på arbetsplatsen : En kvalitativ studie om sociala spels påverkan på arbetsplatsrelationer." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-21420.
Full textBooks on the topic "Interaktiva spel"
Rapp, Uri. Rolle, Interaktion, Spiel: Eine Einführung in die Theatersoziologie. Wien: Böhlau, 1993.
Find full textTedeschi, James T. Conflict, Power, and Games: The Experimental Study of Interpersonal Relations. Taylor & Francis Group, 2017.
Find full textBook chapters on the topic "Interaktiva spel"
Sallge, Martin. "Interaktive Narration im Computerspiel." In Das Spiel: Muster und Metapher der Mediengesellschaft, 79–104. Wiesbaden: VS Verlag für Sozialwissenschaften, 2010. http://dx.doi.org/10.1007/978-3-531-91945-4_5.
Full textBreymann, Ulrich. "Interaktives Spiel mit Grafik und Sound." In C++, 249–67. München: Carl Hanser Verlag GmbH & Co. KG, 2016. http://dx.doi.org/10.3139/9783446449121.011.
Full textWinter-Froemel, Esme. "Horizontale und vertikale Wortspiele in der Sprecher-Hörer-Interaktion: Textuelle Signalisierung und Auffälligkeit von Wortspielen." In Sprach-Spiel-Kunst, edited by Esme Winter-Froemel, 247–52. Berlin, Boston: De Gruyter, 2019. http://dx.doi.org/10.1515/9783110586770-026.
Full textDiehm, Isabell. "Religion ist im Spiel – oder virulent. Diskursive und interaktive Inszenierungen ethnischer Differenz." In Kindheit und Jugend in muslimischen Lebenswelten, 59–76. Wiesbaden: VS Verlag für Sozialwissenschaften, 2010. http://dx.doi.org/10.1007/978-3-531-92237-9_4.
Full text"KAPITEL 9. Zwischen Spiel und Provokation." In Interaktion mit virtuellen Agenten?Realitäten zur Ansicht. Berlin, Boston: De Gruyter, 2010. http://dx.doi.org/10.1515/9783110510461-010.
Full text"Sprache, Bild und Spiel – zur Poetik Tankred Dorsts." In Das Sprach-Bild als textuelle Interaktion, 305–26. Brill | Rodopi, 1999. http://dx.doi.org/10.1163/9789004333673_015.
Full text"Von irritierten Körpern und theatralen Selbstbekenntnissen. Potentiale der Subjektivation in interaktiven Theateraufführungen." In Sich selbst aufs Spiel setzen, 271–87. Wilhelm Fink Verlag, 2016. http://dx.doi.org/10.30965/9783846757918_017.
Full text"Beleibt und sublimiert Der weibliche Körper im intertextuellen Spiel von Botho Strauß’ Ithaka." In Das Sprach-Bild als textuelle Interaktion, 381–405. Brill | Rodopi, 1999. http://dx.doi.org/10.1163/9789004333673_018.
Full text"Teil III. Das Spiel der Kräfte des sozialen Feldes im ästhetischen Raum: Interaktive Aufführungen." In Frieden stiften durch Theater, 143–276. transcript-Verlag, 2013. http://dx.doi.org/10.14361/transcript.9783839419106.143.
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