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"Jag kände igen mig på platser och det gav mig en starkare upplevelse": En studie om verklighetsbaserade spels påverkan på turism
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2016 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity. 

This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places. 

This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games. 

Abstract [sv]

Spelbranschen expanderar allt mer från år till år och skapar nya trender. Speciellt nu när spel erbjuder så mycket mer än bara tidsfördriv blir spelandet allt mer attraktivt. 

Denna kandidatuppsats presenterar en undersökning av spel som är utformade efter en verklig plats, och om de på så sätt lockar spelaren att besöka den riktiga platsen. Syftet är att se om det finns en koppling mellan turismnäringen och spelbranschen. De metoder som används är både kvalitativa, i form av intervjuer, samt kvantitativa. Den kvantitativa studien genomförs med en enkätundersökning riktad till spelare, och vilka effekter det får på användarens upple-velse, både i spelet men även vid ett eventuellt besök på den verkliga platsen. För att ta reda på detta ställs frågor som rör användarens upplevelse av platsen som spelet är utformat i, och i vilken mån det framkallar en vilja att besöka den fysiska platsen. 

Genom analys av den insamlade datan har man kommit till en slutsats som visar att spelaren påverkas i positiv mening av att spelvärlden existerar i verkligheten. Detta visar sig både ge-nom att spelet upplevs mer verkligt, men också att spelaren tar andra beslut på destinationen, än den hade gjort om hen inte spelat. 

Place, publisher, year, edition, pages
2016. , p. 23
Keywords [en]
Online gaming, Assassin´s Creed, Grand theft auto, Tourism, Game world
Keywords [sv]
Onlinespel, Assassin´s Creed, Grand theft auto, Turism, Spelvärld
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:sh:diva-32098OAI: oai:DiVA.org:sh-32098DiVA, id: diva2:1075024
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2017-02-17 Created: 2017-02-16 Last updated: 2018-01-13Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
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