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  • 1.
    Abbaszadeh, Sepideh
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Sunshine Necklace: A design inquiry study about digital jewellery and wearable technology for empowerment in sexual harassment situations2018Independent thesis Advanced level (degree of Master (Two Years)), 40 credits / 60 HE creditsStudent thesis
    Abstract [en]

    This paper addresses a design exploration focusing on interactive jewellery and wearable computing that could affect sexual harassment in social contexts in everyday life. Drawing on a design inquiry study that lead to the creation of an interactive and digital necklace named Sunshine, which is a personal alarm connected to an emergency center, this paper focuses on how a piece of digital jewellery can contribute to women’s empowerment in relation to sexual harassment. The functionality of Sunshine is based on a device that will be activated when the user presses a button on the necklace and an alert with the location of the user will be sent to an alarm center. The users press the button when in danger or exposed to violence and/or abuse. This study so forth addresses a design exploration of a piece of jewellery that can be seen as a symbol for women’s safety, unity and equality. The combination of digital technology and fashion design demonstrate that people can be brought together and especially be empowering in social contexts where sexual harassment might be a part of women’s everyday life.

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  • 2.
    Adolfsson, Emma
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Weaver, Stephanie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ”Gamla datorer, det är det vi jobbar med”: En interaktionsstudie av vård- och omsorgspersonalens användning av digitala artefakter på ett vård- och omsorgsboende2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There is a need to create efficiency through digital technology within the elder care, as the elderly population of society is increasing. Existing IT-systems are considered incompatible with healthcare work, despite of Swedish investments in digital development in healthcare. Practices and the use of digital artefacts within an elder care home was therefore studied. Through an ethnographic qualitative method (consisting of field studies, video ethnography and interviews), the empirically driven study identified the healthcare workers existing interactions with- and use of digital technology, as well as the consequences that the use entailed. The study showed that the healthcare workers used the workplace’s existing digital technology as well as personal digital artefacts to solve daily tasks. Furthermore, the results showed that the healthcare workers interactions with personal digital artefacts mediated new work situations, and the healthcare workers desire for new digital work tools.

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  • 3.
    Alhabboby, Hany
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hussain, Faiyaz
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hallå främling, låt oss samarbeta: En kvalitativ studie av hur anonyma spelare bemöter varandra på Counter Strike2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to investigate how anonymous online players treat each other in the game environment in Counter Strike (CS GO), where the way they communicate can affect other people's gaming experience through cheating or "griefing". We have also sought to examine how issues of anonymity affected player's experiences. Data was collected through the use of qualitative methods, such as semi-structured interviews and non-participant observations. Ten respondents participated in the interviews, five women and five men who had played Counter Strike for at least two years. The questions which they were asked related to attitudes, communication, gaming experience, trust, behavior, cheaters and griefers inCounter Strike.

    The results were analyzed with the help of previous research and theory related to the problem of our study. The results showed that the anonymous players responded to each other positively or negatively depending on various factors such as performance, gender, experience, communication and trust. Positive attitudes gave a positive gaming experience that increased the teamwork and changed the anonymity to friendship, while negative attitudes gave negative gameplay experience that made players lose the desire to play for awhile, because they had high expectations of others.

    In order to improve Counter Strike for anonymous players, we recommend that the game company improves its security, by blocking cheaters and griefers faster than they do at present, by changing blocking of a cheater from only a blocked account to a whole computersystem, and by making the game more expensive. We also recommend applying region or country functions when they people play anonymously to avoid linguistic misunderstandings and to ease communication by ensuring that players from the same country play with eachother and speak a common language.

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  • 4.
    Andersson, William
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Levonius, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Leveldesign: effekter av vägledning i digitala spel2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Nivådesign är en viktig del inom spelutveckling för att skapa fängslande och inlevelserika digitala världar. Hur spel- och nivådesigners kan skapa en intuitiv interaktion mellan spelare och spelnivå med hjälp av olika typer av vägledning, utan att det blir för lätt eller svårt, är en fråga som vi saknar svar på. Vår studie undersöker hur vägledning kan stimulera inlärning- och problemlösning för att uppnå flow. Vi undersöker även vad det har för påverkan på uppmärksamhet samt vilka personliga preferenser spelare av vägledning. För att få svar på dessa frågor utfördes en kvalitativ undersökning där 8st deltagare fick spela Mirror’s Edge Catalyst med eller utan spelets inbyggda vägledningsfunktion ”Runners Vision”. Vi kom fram till att vägledning är väldigt användbart för både nybörjare och målfokuserade spelare. För att vägledningen ska vara effektiv så är det viktigt att spelet skapar en tydlig association mellan handling och problem för spelaren vilket kräver en form av positiv eller negativ respons. Det finns även vissa konsekvenser av vägledning såsom att spelet blir för enkelt eller tar ifrån spelarens självständighet. Dessa utmaningar kan förslagsvis lösas genom att använda adaptiva vägledningsfunktioner som baseras på spelarens individuella behov och förmågor.

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  • 5.
    Andskär, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Carlberg, Gustav
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    When and how to use tutorials in videogames: A quantitative experimental study on competence and memory retention2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Understanding how tutorials affect games is vital for adequate tutorialization. This study investigates how tutorials affect learning and memory retention within videogames. Two versions of a custom game were designed to gather data from the participants (N = 32). The control group (n = 16) played the game with minimal assistance, while the experimental group (n = 16) had both progressive and adaptive tutorials accessible to them. The results revealed that the experimental group had both higher initial learning and higher memory retention.

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  • 6.
    Anlioz, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Ivarsson, Petra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ”Nu måste vi göra det här, och få till det här!”: En kvalitativ studie om statliga museers utmaningar att tolka och implementera WCAG och webbdirektivet2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As the world becomes more digital, the demands on the accessibility of the materials published on the web also increase. A lack of accessibility on the websites risks limiting the opportunities for those with disabilities to access necessary information from authorities. This goes against Article 21 of the Declaration of Human Rights published in 1948 by the UN, which states the right of the individual to public service.

    The purpose of this thesis is to study the new Swedish law on accessibility for digital publicservice and how the WCAG 2.1 guidelines are applied in Swedish state museums. State museums, on behalf of the government, are responsible for making their content available to all citizens.

    In our research, we started from semi-structured interviews that were analysed by theme in order to find common denominators between the various museum authorities. We concluded that there were challenges that made working with accessibility more difficult. The biggest challenge at the present seems to be how the law should be interpreted in the best way as the interpretation can differ greatly depending on who’s doing the interpretation. Web accessibility for the authorities is also a question of resources, as the organizations previously haven’t had this as a priority in budget planning. With the new law, the employees responsible for the publication on the webpages hope that this will be something they can use in the future to justify why the organization needs to invest resources in web accessibility. 

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  • 7.
    Arnold, Nico
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Programmering inom medieteknik2021In: Introduktion till medieteknik / [ed] Falkenberg Josefsson, Pernilla ; Wiberg, Mikael, Lund: Studentlitteratur AB, 2021, p. 249-258Chapter in book (Refereed)
  • 8.
    Arnstad, Henrik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Swedish sailor songs, popular culture and maritime national identities, 1918–19602023In: International Journal of Maritime History, ISSN 0843-8714, E-ISSN 2052-7756, Vol. 35, no 4, p. 589-621Article in journal (Refereed)
    Abstract [en]

    In twentieth-century Sweden, conventional inland nationalism was challenged by strong currents of maritime national identities. The reason was a national frenzy regarding maritime popular music – primarily, songs about Swedish sailors and their adventures in exotic faraway lands. Throughout the 1920s, 1930s and 1940s, and continuing into the 1950s, numerous Swedish composers, singers and musicians produced hundreds of sailor songs. Their commercial success was staggering, to the delight of Sweden's developing music industry, but the identitarian consequences were even more astonishing. Maritime national identities flourished as Swedishness itself changed drastically via this huge exposure to sailor songs.

  • 9.
    Arnstad, Henrik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Parkes, Abigail Christine
    University of Southampton.
    Maritime military archery: Bowmen on European warships, 1000–16002021In: Facing the Sea: Essays in Swedish Maritime Studies / [ed] Simon Ekström; Leos Müller, Lund: Nordic Academic Press, 2021, 1, p. 41-74Chapter in book (Refereed)
    Abstract [en]

    There is a considerable research gap in both maritime and military history concerning the naval use of bowmen. For over three millennia—spanning from the ancient Egyptians until around the year AD 1600—archery was a key component in maritime combat. This essay highlights the importance, flexibility, and impact of naval archery with special attention given to European waters in the late Middle Ages and the early modern period.

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  • 10.
    Ask, Alexandra
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Österlund, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mitt jag och min avatar: Identifikation och emotionella förbindelser genom spelkaraktärer i digitala spel2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Emotional design is a phenomenon that is relevant in connection with the user experience in game design. Designers could develop a product that provides a more emotional experience for the user by taking emotional connections and emotions to consideration. With the growing gaming industry, it is relevant for game development to take emotional connections into consideration. During the process it is important to understand where the motivation for the game lies within the user. 

    This study examined how users relate and identify with their own created characters. The study has been based on Massive Multiplayer Online Role-Playing Games (MMORPG) where social and emotional connections are observed. The work also evaluates how the relationship between the user and the avatar appears. Theories will also be presented that compile the data collection, which will be presented and discussed. Finally, the result is presented that demonstrably introduces what the relationship looks like and why it looks the way it does. 

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  • 11.
    Askvall, Cornelia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Westerberg, Catrin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    “Utan onlinevänner hade jag antagligen varit död”: En studie om via vilka plattformar och aktiviteter nya vänner möts på nätet2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Friends no longer meet only in physical places; they can also meet on various different online platforms. This paper aims to explore where online friends meet, in which activities they socialise, how frequent they socialise and how many online friends also meet each other offline. The purpose of this paper is to get a better understanding of where and how people meet friends online. The paper was realised through a survey with 1000 participants, distributed both on social networking sites and offline. An analysis of already existing related research papers was also made. The result of the survey showed that there are various different platforms where online friends can be made. The most common platforms were Facebook and World of Warcraft. Most online friends socialised via text chat, voice chat and through playing games together. The majority of the online friends kept in touch with each other on a daily basis and met 2-5 online friends offline. The survey was given big attention at social networking sites and hopes to complement already existing research as well as contribute with inspiration to further studies.

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  • 12.
    Asplund, Einar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bergsten, Max
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hur hittar vi fram?: En studie om hur spelare navigerar i 3d miljöer2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Is it important that a player can navigate easily through a level? To get the answer ten participants were tested during a short play-session of a game made for the study. By looking at prior research, themes could be found that were all common. To learn the player to recognize what a goal looks like, to get the player to understand what the goal is. That the player can navigate to the goal and that the level should have flow is also important. This study shows that what earlier research suggests seems to have merit. Of all participants that played the game, almost everyone that played where navigational techniques were implemented spoke of how they felt certain in where to go.

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  • 13.
    Asplund, Ingeborg
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Songs of Transistor: A study of sound design in video games2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.

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  • 14.
    Asplund, S.
    et al.
    KTH.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    SWAY - designing for balance and posture awareness2018In: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2018, p. 470-475Conference paper (Refereed)
    Abstract [en]

    This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.

  • 15.
    Avebäck, Freja
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Pagan, Katarina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hur påverkas vi av interaktionen med sociala medier?: En kvalitativ undersökning på hur människors mående påverkas av interaktionen med Instagram och dess funktioner2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The writers have chosen to immerse themselves deeper into the interaction between people and social media, where we examined how people's feelings are affected by the interaction with social media. The application chosen for the study was Instagram. The study consisted of 40 participants in the age group 18 - 26 years. Participants were randomly selected for a questionnaire conducted with students at Södertörn University in Stockholm. In addition to the survey, six interviews were conducted based on the original participants from the questionnaire, which was made to gather more in-depth material on the subject.     

    The results have shown that the interaction among users is mainly through sharing, liking and commenting than through other features that Instagram has to offer (for example, chat function and live broadcast). During the interviews, it occurred that respondents mostly use Instagram's features to create a wider community between themselves and their friends. When it comes to the influence on impact through interaction, it turned out that this is not generated directly by the application, but rather by who you as a user follow on your profile. The participants in the studies conducted for the thesis explain both that they are affected, but also that they are not affected by impact through social media. It is very different depending on how you as a user interact with the different functions of the application. The study has not shown a clear result on whether there is a clear link between the interaction with Instagram and the user's health.   

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  • 16.
    Backe, Hans-Joachim
    et al.
    Center for Computer Games Research of the IT University, Copenhagen.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Theorizing the Player-Playable Figure Relationship2022In: Narrative (Columbus, Ohio), ISSN 1063-3685, E-ISSN 1538-974X, Vol. 30, no 2, p. 240-254Article in journal (Refereed)
    Abstract [en]

    The paper revisits a central question in the study of characters in digital games: Do players of, for example, a racing game steer the virtual car directly themselves, or are they controlling the body of a virtual driver? This seemingly technical question is shown to be primarily cognitive and conceptual: players draw ontheir real-life and fictional frames of reference in an ongoing epistemological processof situating themselves vis-à-vis gameworld and playable figure. The traditional metaphor for this relationship, that of a cyborg, neither captures the variety of relationships suggested by games, nor the range of interpretations open to players. To overcome this limitation, I propose six conceptual types, based on the significance that tools and vehicles have for the playable figure. I ask: is there a co-dependence between equipment and user, is it permanent, and do they have a metonymic relationship to eachother? These abstract categories are shown to be connected to archetypical proto-narratives epitomized by characters from mythology and popular culture, which players implicitly refer to in conceptualizing their relationship to the gameworld. The essay, then, offers a framework for the conceptual variety of player-playable figure-relations,which, in drawing on cultural history, should be equally transparent to scholars of game studies and narratology.

  • 17.
    Barbara, J.
    et al.
    St. Martin’s Institute of Higher Education, Malta.
    Koenitz, Hartmut
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bakk, Á. K.
    Moholy-Nagy University of Art and Design Budapest, Hungary.
    The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage2021In: Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings / [ed] Alex Mitchell; Mirjam Vosmeer, Cham: Springer, 2021, p. 288-292Conference paper (Refereed)
    Abstract [en]

    As IDNs are used to represent complex phenomena, we are bound to assess the ethical dimension of these representations in order to help IDN mature as a practice and a discipline. In this paper, we consider ethical aspects arising from applications of IDN in VR for Cultural Heritage experiences. Using a discussion of ethical aspects of cultural heritage and virtual reality as a foundation, and considering a range of IDN VR cultural heritage experiences, we derive a set of ethical questions for IDN design in general and for cultural heritage specifically as the basis for the development of standard ethics guidelines and help start a conversation on the topic in the community.

  • 18.
    Barbara, Jonathan
    et al.
    Saint Martin’s Institute of Higher Education, Malta.
    Bellini, Mattia
    University of Tartu, Estonia.
    Makai, Peter Kristof
    Ludwig-Maximilians-Universität, Germany.
    Sampatakou, Despoina
    University of York, United Kingdom.
    Irshad, Shafaq
    NTNU, Norway.
    Koenitz, Hartmut
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Sacra Infermeria — a focus group evaluation of an augmented reality cultural heritage experience2022In: New Review of Hypermedia and Multimedia, ISSN 1361-4568, E-ISSN 1740-7842, Vol. 28, no 3-4, p. 143-171Article in journal (Refereed)
    Abstract [en]

    The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics at the end of the article. 

  • 19.
    Barbara, Jonathan
    et al.
    Trinity College Dublin, Dublin, Ireland.
    Koenitz, Hartmut
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Pitt, Breanne
    Trinity College Dublin, Dublin, Ireland.
    Daiute, Colette
    City University of New York, USA.
    Sylla, Cristina
    University of Minho, Portugal.
    Bouchardon, Serge
    Université de Technologie de Compiègne, France.
    Soltani, Samira
    Toronto Metropolitan University, Canada.
    IDNs in Education: Skills for Future Generations2023In: 16th International Conference on Interactive Digital Storytelling / [ed] Lissa Holloway-Attaway & John Murray, Cham: Springer Nature, 2023, Vol. 14383, p. 57-72Conference paper (Refereed)
    Abstract [en]

    Interactive Digital Narrative (IDN) literacy and authoring skills are being gained too late along a typical student’s educational journey and only by a niche subset of learners while such skills are crucial to consume modern day media communications reporting on complex phenomena from multiple perspectives. This paper acknowledges the impact of technology on teaching and learning methods as well as the current status of digital media in education and uses them to explain how IDN can be used to teach K-12 subjects with the aim of helping students attain IDN literacy skills. It also suggests ways to expand IDN literacy by adding authoring skills. The paper connects these overarching goals with current initiatives in establishing IDN literacy and authoring skills in the K-12 curriculum and presents short-, medium- and long-term objectives towards the above two aims.

  • 20.
    Barmasi, Emanuel
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Islam, Zidan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Self-service Business Intelligence: Påverkan på anställdas roll och organisationsstruktur: En kvalitativ studie av Self-Service Business Intelligence, konsekvenser för organisationsstruktur samt anställdas roll vid införande av SSBI-verktyg inom organisationen2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this essay we have chosen to investigate how an implementation of Self-Service Business Intelligence can affect organizational change and the role of users within the organization. Self-Service BI is a tool that enables decentralization of BI which means that the user in a business can perform various tasks themselves without being dependent on the IT department. To concretize the work, we have chosen to examine four companies. The survey was conducted via five interviews (four semi-structured and one structured interviews) to gather insight on how these companies use Self-Service Business Intelligence and the result for their organization and employees when the tool was applied in the organization. In the study, TOE-framework has been used to analyze which factors play a role in the implementation of a new technology. The theory of Organizational IT maturity (OITM) was used to analyze the organizations and its employees' different attitudes towards IT while other theories of different roles of users, training and organizational change were used to gain a deeper insight into the factors that affect organizational structure, employee roles and factors which causes the changes.

    The results of the study showed that the roles of the employees and the organizational structure were affected by Self-Service Business Intelligence to varying degrees. There was a clear division of user roles, power users and casual users, within all organizations. Concrete changes in the organizations were better decision-making processes, relieves in the IT department and more efficient workflow. Among the organizations where Self-Service Business Intelligence has become widespread, a greater impact on organizational structure and employee roles has been noted, while it has been noted that those organizations with a smaller spread of the tool have seen a smaller impact on their operations. However, this presupposes that the organizations train their employees through a structural training program and justifies the purpose of Self-Service Business Intelligence for a greater spread of the tool and thus a greater impact on the organization and the employees' roles.

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    SSBI: Påverkan på anställdas roll och organisationsstruktur
  • 21.
    Barton, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Flygare, Sandra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    När informationssystemen leder till dubbelarbete: En fallstudie av ärendehanteringen inom Huddinge kommun2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today organizational management work is largely done with the help of computer technology. However, there are inefficiencies in how these management efforts are performed in various computer systems which has led to higher costs for less-generated benefits for customers. In the public sector, these customers are the residents. This study examines how the municipality of Huddinge works with case management in various forms of media, what influences the case management in and between these media forms and the problems that arise in the case process as a result of these. The study addresses how sociotechnology and human-computer interaction cooperate within the field of information systems and data management in relation to users and case management. Observations and interviews were conducted at three municipal administration units and the Service center in Huddinge. The results show that case management within the municipality is dependent on various forms of media, where the information systems usability and functionality affects how safe, consistent and reliable case handling takes place. Recurring problems regarding duplication of work, unfinished cases and inconsistent data collection and registration of data linked to case work can be identified. The results can be used by the municipality of Huddinge when defining requirements and purchasing information systems intended for case management. Limitations have been made regarding the number of represented administration units within the municipality. Other units within the municipality can use other forms of media, and therefore have other experiences regarding the use of these when working with case management.

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  • 22.
    Becic, Alexander
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kvocka, Mihajlo
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Användningen av beslutsstöd inom perioperativ medicin och intensivvård (PMI): En fallstudie på Karolinska universitetssjukhuset2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to get a better understanding of how hospitals use data and information in conjunction with Business intelligence (BI). That was done by examining a case that was a BI-system which people and technologies of the PMI department in Karolinska university hospital were a part of. The research questions that were supposed to be answered included what distinguished the usage of decision support in the medical processes in PMI. In addition to this the effect the increasing access of data had on the aforementioned processes were also to be examined. The departments that were examined included preoperative care, intensive care unit (ICU) and a translational research platform. This was conducted as a qualitative case study where relevant people who worked in PMI with different roles were to be interviewed. This included a BI architect, anaesthesiologist and unit managers. The empirical data that was created included several semi structured interviews which were the main data source and internal documents that had useful information regarding the departments. The main theoretical framework that was used to analyse the data was a BI framework and work system theories, but other theories regarding BI capabilities were also used. The result that was generated by the study was that all the different parts of the analysed BI-system have to work together in order for the decision support to be as good as possible. The results also showed that the BI capabilities organizational memory and information integration builds the first step towards decision support. Then it is insight creation and presentation/communication that creates the understanding of previous events. Another conclusion was that the increasing amounts of data did not have a major effect on the BI-system or decision support as a whole.

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  • 23.
    Bengtsson, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hoff, Isabelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Digitalisering av brädspel: Hur automation av spelmekanik kan förändra sociala interaktioner vid spelande2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Enjoyment and social interaction are closely connected, and board games can be synonymous with both of these things. Board games and digital versions of those games are often used in parallel, which offers a unique position of inquiry. Automation is a tool commonly used in the creation of digital board games, but how does it affect the sociality and how does it differ from physical board games? This is the question that this paper explores through an observational study of the game Ticket to Ride, both in its original, physical form as well as its digital counterpart. Two groups of players were recorded while playing both versions of the game in a different order. Throughout the observation of these game sessions, seven different game mechanics have been used as the lens to determine how the difference in social interaction is connected to the game itself. These game mechanics were turn-taking (time), game surface (space), object (state), actions (strategy), rules (automation), bookkeeping and chance, but social interactions unrelated to the game were also examined. Two of the seven game mechanics turned out to have the most effect on social interaction in the different versions of the game; rules and turn-taking. These two mechanics were important to the learning of the game and for maintaining focus throughout the game.

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  • 24.
    Berglund, Elvira
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Vergara, Juliet
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Vem bryr sig om etisk data?: En explorativ metodstudie om hur företag kan reflektera kring omsorg i syfte att fatta etiska beslut om data2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    When the data protection regulation was introduced in 2018, the aim was to create uniformprotection for privacy in personal data. Despite this, there is still a lack of trust among manyusers about how companies actually process their personal data. This highlights the need fornew methods and tools that can support companies to handle personal data in an ethical andresponsible manner. Based on a theoretical and relational framework for ethics of care, thisstudy developed a set of questions to emphasize ethical reflection in the development ofdata-driven services. Through a design exploratory perspective, the set of questions weredeveloped during iterations, and through two workshops as research methods. The workshopsessions were conducted with researchers from Sweden's research institute as well asrepresentatives from two pseudonymous companies that collaborate in collecting citizens'location data. The result showed that the question package fulfilled different functions ofpromoting care, and thus ethical reflection around the handling of personal data. Theparticipants were aware of the ethical challenges that exist when collecting users' locationdata, based on users' needs. The participants had the ability to illuminate these challengesthemselves, but did not know how to respond to the challenges in practice.

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  • 25.
    Berglöf, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Flodin, Frida
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Muskulösa hjältar och krigarinnor i klack: En kvantitativ innehållsanalys av manliga och kvinnliga karaktärer i digitala spel mellan år 2015 och 20202021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This quantitative study examined male and female characters in digital games between the years 2015–2020 and a total of 120 games were analyzed where 2108 characters were observed. Quantitative content analysis was used to analyze the characters. The analysis indicates that female characters (n=448) are underrepresented compared to male characters (n=1660). The female characters are significantly more portrayed with sexually revealing clothing, nudity, sexual verbal expressions, sexual behavior and inappropriate clothing for the task they were expected to perform in the narrative than the male characters. The male characters are more often portrayed with unrealistic body proportions than the female characters and overall the male characters are portrayed stereotypically muscular as previous research has shown. The results are compared with previous research and this study observes more female characters in 20 digital games released in 2020 than is noticed in 60 games from 2003. Furthermore, more characters with unrealistic body proportions are found in games from 2020 (n=39) than in games from 2003 (n=24).

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    Muskulösa hjältar och krigarinnor i klack
  • 26.
    Bergström, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Den mobilanpassade jobbrekryteringsprocessen: En kvalitativ undersökning om två intressentgruppers användarupplevelse av tjänsten Uptrail2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to examine two user groups experience and usage of the mobile job advertising service Uptrail. The two groups that are the focus of this work are the companies that use the service for job recruitment and job-seekers that have applied for work through Uptrail. In which context job-seekers apply for work through the service and why is also examined in this study. This is to give an understanding of how the mobile interface might influence users behaviour during the job recruitment process. The study is based on a qualitative research method where individual in-depth interviews with representatives from the different groups are used for gathering data. Also a shorter observation has been applied during the interviews with the job seekers. Collected data were then analyzed through an inductive interpretation method and combined with previous research and theories regarding mobile usage, context, digital recruitment (e-recruitment) and user experience (UX).

    The result of the study implies that Uptrail has impacted the motives behind job advertising by affecting the user experience of the recruitment process. Job applicants experienced that the mobile format and the process of the service changed their habits on applying for work through digital application. In line with previous research results from this study also suggest that the usage of mobile services largely takes place in “home like” environments. This is explained as a consequence of existing attitudes and thoughts regarding the job search process. 

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  • 27.
    Bergström, I.
    et al.
    KTH.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Sarka: Sonification and somaesthetic appreciation design2016In: MOCO '16: Proceedings of the 3rd International Symposium on Movement and Computing, New York: Association for Computing Machinery (ACM), 2016, article id 1Conference paper (Refereed)
    Abstract [en]

    We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.

  • 28.
    Berkowicz, David
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bröderman, Robin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Faktorer inom den sociala dimensionen och dess inverkan på strategisk linjering i IT-projekt: En fallstudie inom svensk industri2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to investigate and identify factors within the social dimension of strategic alignment that can create mis-alignment within the organization and its IT projects. Identified factors are seen as risks and obstacles that organizations should work with to prevent strategic misalignment in future projects.

    The study examines the implementation of a common CRM-system (Customer relationship management) for a global organization based in Sweden. The study is anonymized to protect the organization and its respondents. Data collection has been performed using a triangulation based on semi-structured interviews with project members from both the IT and business department, documentation about the CRM project, the case organization's IT strategy and results from related research. The study took place during the COVID-19 pandemic and was thus carried out remotely using digital tools.

    A total of 17 factors were identified, of which 8 are unique to this study that has a direct impact on the case organization's strategic alignment within the CRM project. These factors have also been the basis for placing the case organization in a maturity pyramid for strategic alignment. Communication and knowledge sharing between IT and business, remnants of old legacy from silo operations and previously unsuccessful CRM projects, shortcomings in time planning and resource allocation, weak preparation, lack of training and low commitment are examples of what the results of this research identify affect strategic alignment for large Swedish organizations in projects.

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  • 29.
    Betzeki, Christina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Swedan, Leyla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Persuasive design som medel för miljövänligt agerande: En studie om hur funktioner i miljöfrämjande mobilapplikationer kan motivera användare att agera miljövänligt2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to investigate how an environmental mobile application can motivate users to act more eco-friendly by using persuasive design principles. In this study, we identify a set of key principles to consider when designing mobile persuasive technology in order to motivate and influence pro-environmental behavior change. We evaluated three existing mobile applications by using PSD design principles. After the evaluation, one mobile application was selected for usertesting, with a total of six participants. The participants received one week to get familiar with the application and its functionalities . Furthermore, the participants received a survey with general questions about their eco-friendly habits. The upcoming phase included the interview we conducted, which contained questions to bring forward the participants opinions about functions and motivation factors that could affect their usage of eco-friendly applications. The result showed that the design principles rewards, personalization, simulation, self-monitoring, normative influence, cooperation, social comparison, competition and reminders had the greatest influence on the users motivation to use the application and act eco-friendly. The reason of importance for the chosen design principles was mainly due to individual, social and practical factors.

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  • 30.
    Bjärkeblad Karlsson, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Blakstad, Victoria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Aktivitetsarmbands och smartklockors inverkan på användares motivation, engagemang och upplevelse.: En tematisk analys.2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    It has become popular today to track one’s activity in order to improve and simplify one’s everyday life and well being. By using different tools you can today give products and services access to your data for them to track your activity, be it your movement or your phone activity logs. By giving them access to such you can in turn get information for example about how much - or how little - you exercise during a day. This study has focused on how users experience wearables and smart watches and how these tools influence their motivation. Through a diary study and interviews we have identified five themes: activity tracking, functionality, personal development, feedback and connection. The result of this study has shown that most of the participants of the study experience motivation to use the wearables and watches, partly because they can clearly see how many steps they have taken and how many steps they have left to reach their goal. The result also shows a higher commitment among the participants to track their activity and their health, which the wearables and smart watches enable them to do.

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  • 31.
    Björninen, Evelina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Evelina Björninen.
    Chammas, Michael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Marknadsföring i sociala medier bland skärgårdsföretag: En kvalitativ studie kring användning av sociala medier hos skärgårdsföretag inom projektet Archipelago Business Development2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In Sweden and Finland, the tourism industry has grown with an export value that is constantly increasing. However, this is mainly occurring in the big cities. From a decision of the Swedish government and the EU, a development project called Archipelago Business Development has emerged. The project has the task of strengthening digital investment in the archipelago. With consumers' access to social media and Word-of-mouth (WOM), companies should re-examine their marketing strategy. This study aims to investigate how companies in the archipelago social media in their marketing, and what pros and cons the companies experience. This is studied through qualitative interviews with project managers within ABD and companies in the archipelago from Finland and Sweden participating in the project. The results show that there are two general types of companies in the archipelago that use social media for marketing to varying degrees.

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  • 32.
    Boghammar, Isak
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Wilhelmsson, Per Albin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Från innovation till branschstandard: En kvalitativ studie på hur arbetsstyrningssystem med socioteknisk utgångspunkt kan utvecklas mot hemtjänsten och hur The Technology Adoption Life Cycle kan nyttjas som marknadsstrategi2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This undergraduate thesis discusses how a new type of workforce management system successfully can be developed from a socio-technical perspective for businesses in the home care service to adopt and benefit from the tool. To answer the question “How can companies that develop high-tech workforce management systems (WFM-systems) towards the home care sector use The technology adoption life cycle for the tool to go from innovation to industry standard?”. A qualitative method is used in the form of a case study. To collect the empirical material, semi-structured interviews were conducted with respondents from three different Swedish home companies services and a company that is developing a high-tech WFM-system for the home care sector. The substrate for the theory is based on how companies that develop high-tech WFM-systems can be inspired by The technology adoption life cycle to increase their competitiveness and avoid collapse due to the gaps that exist between different market segments and their varying needs. 

    Through analyzes of the collected empirical data, the authors of this thesis have concluded that the home care sector is facing a digital transformation where the implementation of high-tech WFM-systems is considered necessary. The reason behind this is that high-tech tools that use advanced algorithms for scheduling can improve resource management, while reducing costs and travel times. In order for the implementation to achieve the desired effect, these tools need to be developed in accordance with a socio-technical perspective where both home care businesses and technically able developers work together to create tools that have a positive impact on the future of the industry.

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  • 33.
    Bonow, Madeleine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Environmental Science.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Community gardening in Stockholm: participation, driving forces and the role of the municipality2018In: Renewable Agriculture and Food Systems, ISSN 1742-1705, E-ISSN 1742-1713, Vol. 33, no 6, p. 503-507Article in journal (Refereed)
    Abstract [en]

    The paper reports on a study of community gardening in Stockholm. We contribute to the body of knowledge about the sustainability of community gardens and this new form of citizen-led initiatives in Stockholm, with the ambition of creating a debate about the best way to sustain and develop these initiatives in Sweden. We argue that although community gardening may provide leverage for means of developing a sustainable city, it is a marginal phenomenon and contributes little to sustainable development its present form. Through interviews we have investigated how the citizens and municipality officers of Stockholm try to adapt to the renewed interest in community gardening by looking at the policy makers’, municipality officers’ and grassroots movements’ incentives to start community gardens. We specifically focus on how the community gardeners articulate their reasons for participating in collaborative initiatives in the city and how these expectations evolve when they are faced with the reality of gardening and the problems relating to producing food in the city. We have found that there are a growing number of citizens and local authorities advocating community gardening, but the sustainability and endurance of gardens are hampered by vague responsibilities, lack of leadership and unclear expectations of the outcome. Community gardening cases in Stockholm contribute to the debate by exemplifying how formal (e.g. policy making) and informal advocacy (e.g. civic engagement in community gardening) groups are collaborating, but also showing that they often have different agendas and initial motivations for setting up new gardens. We argue that uncritical enthusiasm results in an overly instrumental approach to governance of community gardening and that the sustainability and endurance of the community gardening is not an issue that the governing bodies plan for, and hence it is forgotten. We suggest some routes forward, involving employing facilitators from various stakeholders such as the municipality, housing companies and various NGOs.

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  • 34.
    Bonow, Madeleine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Environmental Science.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Urban Community Gardens’ Contribution to the New Rurality: An Example from Stockholm (Sweden)2016In: Challenges for the New Rurality in a Changing World: Proceedings from the 7th International Conference on Localized Agri-Food Systems: 8-10 May 2016, Södertörn University, Stockholm, Sweden / [ed] Paulina Rytkönen & Ursula Hård, Huddinge: Södertörns högskola, 2016, p. 37-38Conference paper (Refereed)
    Abstract [en]

    In the global North, there has been a considerable renewed interest for urban agriculture (UA) as a means to re-localize food systems by shortening food supply chains. This can be done by local food initiatives, such as community gardens. This paper is iscussing community gardens in Stockholm. We have choose to look at community gardens under the lens of neoliberal governmentality. Material has been gathered through participatory attendants on meetings, interviews and surveys. The results show that in Stockholm one can to some extent see urban gardening practices as agents of counter-neoliberal urban transformation. But also as an expression of the new rurality were the citizens desire to shorten the food chain and re connect with their food and to create new food regimes.

  • 35.
    Bonow, Madeleine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Environmental Science.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lossien, Sabine
    Södertörn University.
    Offering urban spaces for community gardens: Implementation, development, and resilience in Stockholm, Sweden2020In: Socialni Studia/Social Studies, ISSN 1214-813X, Vol. 17, no 1, p. 71-86Article in journal (Refereed)
    Abstract [en]

    One way of using public green spaces is to allow cultivation by citizens. Community gardening has proven to have many social benefits and can undoubtedly contribute to a sustainable society in a variety of ways. Yet while being clearly attractive for both citizens and officials, it does not always flourish in practice. In this study we draw on interviews with park engineers working in the city of Stockholm to analyze why community gardening is not more prevalent, despite the clearly existing political and popular will to promote it. The study shows that there are significant differences between Stockholm City's district administrations. Through applying implementation theory, we show that relatively small variations in local resources, expertise, and interests fundamentally shape the outcome of community gardening initiatives. It is also shown that unclear guidelines and a lack of horizontal and vertical communication constitute institutional barriers to the implementation, development, and resilience of community gardening in the districts of Stockholm. © 2020 Masaryk University.

  • 36.
    Borg Gyllenbäck, Ossian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Visual Conveyance of Narrative: From A Cognitive Perspective2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This qualitative study aims to explore, from a cognitive perspective, the influence visuals have on conveying the game's narrative and how this engages the player. The focus being to further the understanding of how both visuals and narrative affect the overall experience. Motivated by the underrepresentation of visuals and narrative studies within game research. At the centre of the study is a thematic analysis of qualitative data collected from face to face interviews in a home and school environment, where players shared memorable moments experienced while playing a game. The interviews were complemented by data from popular forums, with the same focus. Helping the analysis of the data were cognitive theories into how our minds process and interpret information, an analysis which resulted in five main themes with corresponding code, which represented what appeared central for the creation of the memorable moment. There were, however, always more than one element within the game which provided and engaged the player in the narrative construction of the memorable moment, which served to highlight the importance of considering all aspects of the design, as all affected our meaning making. Central to engaging the player's narrative construction was the intrinsic motivation of curiosity, in tangent with our desire to learn. Exactly how different visuals elements affected the player's narrative construction did not become apparent during the analysis, as a fine line existed between what element provided for different memorable moments. Most notably was that all of the themes and codes could be tied back to engagement, as all of them served to engage the player's meaning making. A discovery that in turn, lead to the creation of a framework for future studies, which, while supported by cognitive theories, aims to enable the discovery of what and how different aspects engage the player in the experience.

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  • 37. Borggren, Clara
    et al.
    Moberg, Åsa
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. KTH.
    Finnveden, Göran
    Business meetings at a distance - decreasing greenhouse gas emissions and cumulative energy demand?2013In: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 41, p. 126-139Article in journal (Refereed)
    Abstract [en]

    Transportation, or rather access, is a major challenge in relation to achieving environmental goals and in striving for sustainable development. One potential means suggested to decrease the environmental impact related to accessibility is mediated meetings. However, few studies have quantified the potential environmental impacts with a life cycle perspective. With inspiration from a project involving four major Swedish media companies experiencing an increasing need for business travel and decreasing resources, this study assessed the potential greenhouse gas (GHG) emissions and cumulative energy demand (CED) related to different types of business meetings, using a life cycle perspective. The potential consequences for emissions of GHG and CED in two hypothetical companies introducing mediated meetings were also assessed. The results indicated that mediated meetings using personal computers can reduce GHG emissions and CED per meeting and that more advanced mediated solutions are preferable to meetings which require travel, if the equipment is frequently used to replace travel. However, advanced technology that is under-used may give similar or higher GHG emissions and CED than meetings traveled to by train. All mediated meeting alternatives studied here had lower GHG emissions and CED than meetings which required travel by plane or car. LCD screen manufacture contributed the main environmental impact of mediated meetings, but the meeting rooms needed, electricity use for equipment and internet use for data transmission were also important in some cases. As LCD screen manufacture and internet energy use were main issues and as the data on these issues are uncertain, they should be further assessed+ and updated in future studies. Introduction of mediated meetings in companies and organizations should involve a thorough consideration of needs and possible solutions to achieve the best possible environmental benefits through efficient use and replacement of travel. (c) 2012 Elsevier Ltd. All rights reserved.

  • 38.
    Brodd, Markus
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Passas, Spyridon
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    What factors create intrinsic and extrinsic motivations in video games?2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The aim of this study is to find out what factors generate intrinsic and extrinsic motivations in video games. A stimulated recall method is used to conduct a study, where nine participants played The Legend of Zelda: Breath of the Wild (Nintendo, 2017) for 20 minutes before participating in an interview about their game session. The interviews are later transcribed and analyzed using thematic analysis. The conclusions drawn from this study are that game systems and intrinsic integration have aspects which generate both intrinsic and extrinsic motivation, while behavioural components such as the Immersion, Achievement, and Social components, can influence which of those aspects players will be drawn to. This has implications for research into education, where several discovered factors of creating motivation (game systems and intrinsic integration) can be used into creating more motivation for students to play education games.

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  • 39.
    Bytoft, Hannah
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Norberg, Julia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Digitala designprocesser: En jämförande studie om digitala designprocesser utifrån två anställningsformer2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this paper was to examine digital design processes by looking at two different types of employment, which are agency-employment and freelance-employment within digital design. The study which was conducted intended to investigate how digital design process is possibly unique compared to other working procedures within creative professions. The method which was used to seek answers to the questions of this paper was structured and semi-structured interviews. The results showed that design process within digital design do not differ markedly depending on type of employment, but are instead based in a similar structure. The results confirmed that the knowledge and personal experiences of the designer create a subjective apprehension of creativity and therefore steers the direction of a project. The digital factor is something which makes digital design process unique from another working procedures, which facilitates quick communication and efficient execution of digital design projects.

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  • 40.
    Bäckström, Stina
    et al.
    Södertörn University, School of Culture and Education, Centre for Studies in Practical Knowledge.
    Huitric, Miriam
    Stockholms universitet.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Reflekterande texter om digitala media: Ett forskningskompendium till teaterföreställningen Spegla mig – ett drama av Rebecca Örtman, konstnärlig ledare för RATS Teater2018Book (Other (popular science, discussion, etc.))
  • 41.
    Calleberg, Erik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Making Content Moderation Less Frustrating: How Do Users Experience Explanatory Human and AI Moderation Messages2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This is a study where social media users’ reactions and interpretations to different types of content moderation messages. The focus was to try and determine what reactions explanations, explanations by an AI, or explanations by human moderators had on social media users. The goal of the study was to have this study become a pilot study for future research to find a solution to fair and transparent content moderation. The main research question sought to find out what ways do user attitudes differ from content moderation messages if the moderator is human or an AI. It was found that users react more strongly against AI moderation and decision making, showing higher rates of frustration. Providing a reason for moderation increases fairness and transparency rate, regardless of human or AI delivering the decision.

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  • 42.
    Calleberg, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    von Eckermann, Christoffer
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Viktiga kvaliteter för ett dialogsystem i RPG-spel: En kvalitativ studie av dialogens betydelse för spelupplevelsen2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This work is a study with the question What are important qualities within a dialogue system for RPG games? About dialogue systems in RPG games to try to identify important qualities to find out what it is that creates a good dialogue system. In the background, research on dialogue systems, dialogues with NPCs, other forms of dialogue systems and game design is observed. The study resulted in a ready-made analysis model that can be used for RPG games within the same genre and a number of important attributes that a dialogue system should have in order to be defined as good.

    The question is answered using a content analysis of three RPG games, selected with the help of an expert panel consisting of skilled in the field, Star Wars: Knights of the Old Republic 2, Oxenfree and Life is Strange. In order to analyze the results of the content analysis, previous research and theories like agency, the Eliza effect and what will be called Freemans techniques have been used to form an analysis model that has been used to carry out a content analysis. The result shows both similarities and differences in the dialogue between different games within the genre RPG-games. A good dialogue system contains qualities that have a good level of agency to give the player the opportunity to choose what the character should say to create emotions. Also opportunities not to participate in a dialogue was found extra interesting as several games do not have that option. The game's dialogue should be perceived as complex, realistic and personal to the player so that it can be taken seriously and convincingly create emotions.

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  • 43.
    Carlsson, Joakim
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Wallbäck, Andreas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Viktiga värdeskapande faktorer i digitala tjänsteerbjudanden: En studie riktad mot användare av tjänster i ett digitaliserat samhälle2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I ett allt mer digitaliserat och tjänstebaserat samhälle ter det sig viktigt att se över på vilket sätt olika typer av produkter framförs och används. Världens framtida ekonomi beräknas ligga inom tjänstesektorn, och då främst den digitala, vilket gör att tjänstelogiken verkligen är att ta på allvar. Denna studie syftar till att bidra med en ökad kunskap kring utvecklandet av främst digitala tjänster genom att påvisa de viktigaste faktorerna vid utvecklandet av dessa. För att påvisa detta genomfördes en enkätstudie samt en intervjustudie. Resultatet som påvisades är att tillgänglighet, bekvämlighet och tillit uppfattas som de viktigaste faktorerna. Dessa faktorer tenderar sedermera att vara vitala vid utvecklandet av digitala tjänster för att tjänsten skall upplevas som värd att nyttja. Dock så dras slutsatsen att de resurser som innefattas inom dessa faktorer är kontextbaserade och sedermera att samskapande mellan olika aktörer likväl är nödvändigt.

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  • 44.
    Carlsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Framgångsrik UI-design inom e-handel: En jämförelse mellan två B2C e-handelssidor utifrån ett UI-perspektiv2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study investigates how successful B2C e-commerce companies and UI-design are interconnected. The survey has its starting point in which elements and features of an e- commerce page that users consider relevant. Relevant meaning that it is important for users to think that e-commerce is professional and visually appealing, to make users stay on the page and hopefully become paying customers.

    The study was conducted alongside six respondents and it compares two e-commerce pages. The two e-commerce pages have been selected based on the fact that one of them meets the criteria formulated, in the form of a basic assumption, and the other because it does not meet these criteria. The moments and methods of interview, interaction recording, retrospective think-aloud and questionnaire are included in the study and act as data collection. The result of this data collection is then set against the theoretical explanatory models presented in the report. The result shows clear results about which elements and functions are considered relevant and along with the theoretical explanatory models, the result shows an advantage for the e-commerce that meets the criteria. The results presented are analyzed and discussed to conclude a conclusion. In conclusion, the results of the study are based on the original research question and provide suggestions for further research. 

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  • 45.
    Carrigan, Carina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Järvinen, Markus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Att göra fantasy av verklighet: Spelares motivation för långsiktigt engagemang inom Allsvenskan Fantasy2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The game Allsvenskan Fantasy is researched to investigate how players are motivated and uphold their motivation over time. The study makes use of the Motivational Technology Model which is based upon Uses and Gratifications Theory and Self-Determination Theory. Ten semi-structured interviews are conducted with the aim to identify how players are motivated to play Allsvenskan Fantasy. A thematic analysis is applied to the data from the interviews and six themes are identified: 

    -  The game is played outside of the game -  The player becomes an actor, receives agency by using their knowledge -  Social interaction enhances the game experience -  Reality gives an extra level of the game -  The game is adaptable -  The players are self-propelled but need each other 

    These six themes are discussed by using the theoretical framework with focus on the affordances of the game and the basic psychological needs for intrinsic motivation among the players. 

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  • 46.
    Christensen, Fanny
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lannerö, Stina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    “Klockan två på natten, det är då du ska göra allting, för då är det som lägst”: – en kvalitativ studie om utmaningar och möjligheter gällande medveten elanvändning med hjälp av digital teknik i familjekontext2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines challenges regarding conscious electricity use in family households. Previous research has drawn attention to the fact that people often lack knowledge in the field of energy, including their own use of electricity at home. In addition, the current geo-political situation (with sanctions and tensions between Russia and the West) contributes to electricity use being identified as a present phenomenon. Through methods based in design research, so-called cultural probes and follow-up interviews, this study examines how families understand their own household's electricity consumption and proposes design solutions for technical services with the aim of supporting families to a more conscious use of electricity at home. The use of feedback, better adaptation based on children's needs as well as integrating design solutions in the home are aspects identified in the study to consider in relation to future design solutions in the area.

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    Christensen_Lannero
  • 47.
    Cowley, Benjamin
    et al.
    University of Helsinki, Finland / Aalto University, Helsinki, Finland.
    Kosunen, Ilkka
    University of Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Aalto University, Helsinki, Finland.
    Kivikangas, J Matias
    Aalto University, Helsinki, Finland.
    Järvelä, Simo
    Aalto University, Helsinki, Finland.
    Ekman, Inger
    Aalto University, Helsinki, Finland / University of Tampere, Finland.
    Kemppainen, Jaakko
    Aalto University, Helsinki, Finland.
    Ravaja, Niklas
    University of Helsinki, Finland / Aalto University, Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Experience Assessment and Design in the Analysis of Gameplay2014In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 45, no 1, p. 41-69Article in journal (Refereed)
    Abstract [en]

    We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.

  • 48.
    Dahl, Sebastian
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hamajalal, Daniar
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    CRM:s och CRM-verktygs påverkan på verksamhetsprocesser samt dess påverkan på måluppfyllelse inom organisationers försäljningsarbete2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna kandidatuppsats är att bidra med kunskap gällande hur och varför CRM och CRM-verktyg används i verksamhetsprocesser och vilken påverkan de har på måluppfyllnad i försäljningsarbetet. Syftet är även att se hur försäljningen inom en organisation uppnår måluppfyllelse till följd av CRM. Studien är en kvalitativ fallstudie där totalt sju respondenter medverkar. De respondenter som deltog i studien arbetar inom samma organisation, dock besitter respondenterna olika befattningar. Den tidigare forskningen redogör för resonemang och ställningstaganden som finns kring CRM i organisationer. De teorier som används i denna studie valdes då de bidrar med insyn gällande hur organisationers nyttjande av CRM går att värdera. Datainsamlingen som möjliggjorts genom djupintervjuer har tillsammans med teorierna genererat slutsatser gällande den frågeställning som studien använt sig av. Studiens slutsats är att användandet av CRM har påverkat försäljningsprocessen samt kundhanteringsprocessen för de individer som arbetar med försäljning. Vidare har studien även påvisat att CRM-verktyg kan bidra med måluppfyllelse inom försäljningsarbetet genom användandet av CRM:s kontrollmekanismer.

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  • 49.
    Danielsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tabletop Role-playing Games (TRPG) and Group Coherence2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Tabletop role-playing games (TRPGs), also known as Pen-and-Paper role-playing games(PnP-RPGs), are games that can be described as a mix between board games and improvisationaltheatre. Each player takes on the role of a single character, while the game’s leader(GM or DM) is in charge of both simulating the game world, acting out all remainingcharacters and facilitating the game rules. The games are often played in campaigns,continual stories told over several gameplay sessions. This thesis investigates whetherplayers’ types/characteristics and preferences affect the enjoyment of play, and in particularwhether being coherent with the rest of the role-play group in these respects affects theenjoyment of TRPG play. The research questions were addressed primarily by a surveyamong TRPG players that received 1,982 completed questionnaires. These were thenanalysed by correlation and factor analyses in order to find connections between responses.The thesis work shows that the length and depth of previous experiences have almost nocorrelation to the level of enjoyment. Some aspects of the game itself contributed to theenjoyment, but a clearer factor was that of group coherence – if the player perceives thegroup to have the same or similar stances as him/herself on game preferences.Keywords: tabletop role-playing game, pen-and-paper role-playing game, groupcoherence, game enjoyment, satisfaction

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    Tabletop Role-playing Games (TRPG) and Group Coherence
  • 50.
    de Freitas, Andreas
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Alvelöv, Timmy
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Förberedd eller inte - Vetskapen om skräck i skräckspel2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines how the knowledge of that a game belongs to the horror genre affects the players gameplay experience and choices in the game. Ten participants were recruited for the study. First, the participants had to fill in a pre-study form to make sure that they were a part of our target group. During the data gathering the participant was informed of what kind of prototype they were about to play, either a horror prototype or a puzzle prototype. Then they proceeded to play the horror prototype. To gather the data, stimulated recall and semi-structured interviews were used. The data was analysed with an EPP-method. No significant connection were found between the play experience or the choices the player made and the type of information given beforehand to the participant. A connection were found between fear and expectations, that could be linked to knowledge of the horror.

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