Essays about: "gender differences in gaming"
Showing result 1 - 5 of 8 essays containing the words gender differences in gaming.
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1. Ready Player Green – A case study of sustainability in the Swedish games industry
University essay from Uppsala universitet/Institutionen för geovetenskaperAbstract : The video games industry is taking more sustainability responsibilities since video games can reach a broad and tremendous audience. Apart from adopting sustainable business strategies, games companies also need to navigate various stakeholders’ expectations and draft strategies to communicate with them. READ MORE
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2. The Digital Revolution - How Does an Increased Screen Time Affect Sleep and Health in Children?
University essay from Örebro universitet/Institutionen för medicinska vetenskaperAbstract : Introduction: As the screen time increases, it has been observed that more children arefeeling unwell. It has also been observed that screen time increases even in young children,but few studies have shown what effect this has. Aim: The aim of this study was to investigate if an increased screen time affected sleeppatterns and health in children. READ MORE
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3. Learning by gaming : A comparison of how Swedish upper secondary male and female students learn English
University essay from Mälardalens högskola/Akademin för utbildning, kultur och kommunikationAbstract : Earlier research has suggested that online gaming can be an effective way of acquiring English as a second or foreign language. It can both increase language proficiency (vocabulary or oral proficiency) and have a positive impact on affective filters such as motivation or willingness to communicate. READ MORE
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4. Digital gaming as an extramural English activity. A study regarding gaming habits and the impact of playing digital games in English on Swedish third graders’ English vocabulary
University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)Abstract : Any activities where English can be encountered in outside of school, have been labeled by Sundqvist (2009) as “extramural English activities”. One of these activities is playing games (both digital and board games), which in accordance to the research by Sundqvist (2009) and Sundqvist and Sylvén (2012) has a great impact on the learner’s English proficiency. READ MORE
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5. Gendered Language Use in the Japanese Game Streaming Community
University essay from Högskolan Dalarna/JapanskaAbstract : The aim of this study is to examine Japanese gendered language use in online game streaming, and the differences in gendered language use between male and female streamers. The main aim of this thesis is to examine how, and to what extent, young Japanese adults use gendered language when broadcasting gaming streams online. READ MORE