830 resultados para Programmazione video-giochi, iOS, Game Engine, Cocos2D


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This thesis regards exhaustion of copyright’s distribution right in intangible transfers of video games. It analyses whether, under the current law of the European Union, the phenomenon of digital exhaustion, especially in relation to games exists. The thesis analyses the consumers’ position in the market for copyright protected goods. It uses video games market as an example of the wider phenomenon of the effect of latest technological developments on consumers. The research conducted for the thesis is mostly legal dogmatic, although also comparative analysis, law and economics and law and technology methods are utilised. The thesis evaluates the effects of the most recent case law of the European Court of Justice to analyse the current state of digital exhaustion. In the analysis of effects that the existence of digital exhaustion has, the thesis uses the consumers’ point of view. The thesis introduces the current state of technology in the field of video games from a legal perspective. Furthermore the thesis analyses the effects on consumers of a scenario that no digital exhaustion exists in the future. Such scenario under the recent European case law at the moment seems realistic. The conclusion of my research is most importantly that the consumer position in the market for digital goods has deteriorated and that the probable exclusion of the exhaustion for digital goods is another piece of evidence of this development. Most importantly however, the state of affairs where no certainty prevails on whether digital exhaustion exists, creates injustice from the consumers’ point of view. Accordingly, acts by EU legislators of the Court of Justice of the European Union are required to clarify the issue.

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The computer game industry has grown steadily for years, and in revenues it can be compared to the music and film industries. The game industry has been moving to digital distribution. Computer gaming and the concept of business model are discussed among industrial practitioners and the scientific community. The significance of the business model concept has increased in the scientific literature recently, although there is still a lot of discussion going on on the concept. In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model. It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.

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Tutkielman tavoitteena on selvittää mitä tekijöitä ja erityispiirteitä kuuluu itsenäisen pelinkehittäjän PC-pelien lanseerauksen prosessiin digitaalisissa jakelukanavissa. Aihetta lähestytään tutkimalla lanseerauksen prosessia siihen liittyvän strategisen ja taktisen päätöksenteon kautta - tutustumalla lanseeraukseen liittyvään teoriaan ja alan käytäntöihin sekä tutkimalla miten lanseeraus on toteutettu käytännössä suomalaisessa pelinkehittäjäyrityksessä (Almost Human).

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The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are needed to secure those resources, and (3) to identify the existing institutions (‘the rules of the game’) affecting the emergence of the medical game ecosystem. The theoretical background consists of service ecosystems literature. The empirical study conducted is based on the semi-structured theme interviews of 25 experts in three relevant fields: games and technology, health and funding. The data was analysed through a theoretical framework that was designed based upon service ecosystems literature. The study proposes that the key actors are divided into five groups: medical game companies, customers, funders, regulatory parties and complementors. Their needs are linked to improving patient motivation and enhancing the healthcare processes resulting in lower costs. Several types of resources, especially skills and knowledge, are required to create a medical game. To gain access to those resources, medical game companies need to build complex networks of relationships. Proficiency in managing those value networks is crucial. In addition, the company should take into account the underlying institutions in the healthcare sector affecting the medical game ecosystem. Three crucial institutions were identified: validation, lack of innovation supporting structures in healthcare and the rising consumerisation. Based on the findings, medical games cannot be made in isolation. A developmental trajectory model of the emerging medical game ecosystem was created based on the empirical data. The relevancy of relationships and resources is dependent on the trajectory that the medical game company at that time resides. Furthermore, creating an official and documented database for clinically valdated medical games was proposed to establish the medical game market and ensure an adequate status for the effective medical games. Finally, ecosystems approach provides interesting future opportunities for research on medical game ecosystems.

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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For this reason, the topics regarding the children’s health games as games, video games, children’s gameplay, and serious games along with health, relevant health affairs, and health promotion were covered. Secondly, the meta-study was conducted with the 56 articles on children’s health games. These 56 articles were analyzed with the coding technique defined by Charmaz’s Grounded Theory Method (Charmaz, 2006) for finding out which elements of children’s health games have a positive impact on children’s health promotion. The main result suggests that, although there are 24 different elements found and listed which all positive in their nature, their positive impact is a matter of how they are used or implemented through the consumption cycle of children’s health games and how all these elements interact with each other. In addition to this, a pragmatic proposal is formulated for possibly better or more successful health games. The study concludes with the declaration of the limitations encountered through the research and the recommendations for future research.

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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For this reason, the topics regarding the children’s health games as games, video games, children’s gameplay, and serious games along with health, relevant health affairs, and health promotion were covered. Secondly, the meta-study was conducted with the 56 articles on children’s health games. These 56 articles were analyzed with the coding technique defined by Charmaz’s Grounded Theory Method (Charmaz, 2006) for finding out which elements of children’s health games have a positive impact on children’s health promotion. The main result suggests that, although there are 24 different elements found and listed which all positive in their nature, their positive impact is a matter of how they are used or implemented through the consumption cycle of children’s health games and how all these elements interact with each other. In addition to this, a pragmatic proposal is formulated for possibly better or more successful health games. The study concludes with the declaration of the limitations encountered through the research and the recommendations for future research.

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Tehohoitopotilaan kivun arvioiminen on usein haastavaa, johtuen potilaan kyvyttömyydestä kommunikoida. Kivun arvioinnin avuksi onkin tästä syystä kehitetty käyttäytymiseen perustuvia kipumittareita. Tehohoitajilla on keskeinen asema kivun arvioinnissa, mutta tutkimusten perusteella tehohoitajien kivun arvioinnin osaaminen on puutteellista niin tietojen kuin taitojen osalta ja heillä on ennakkoasenteita kivun arviointiin liittyen. Tehohoitajien kouluttaminen kivun arviointiin liittyen on tärkeä keino tehohoitopotilaan kivun arvioinnin edistämisessä. Koulutuksen tulee kuitenkin olla helposti saatavilla, ottaen huomioon hoitotodellisuuden siihen tuomat haasteet. Tutkimuksen tarkoituksena oli arvioida video-opetuksen vaikutusta tehohoitajien tietoihin ja taitoihin tehohoitopotilaalle kehitetyn Critical-Care Pain Observation Tool (CPOT)-kipumittarin käyttöön liittyen, sekä kuvailla tehohoitajien kokemuksia video-opetuksesta oppimismenetelmänä. Yhdeltä teho-osastolta 48 tehohoitajaa katsoi tutkimusta varten kehitetyn CPOT-opetusvideon, jonka jälkeen he arvioivat kahden potilaan kipua CPOT-kipumittarilla, tutkijan tehdessä samanaikaisesti rinnakkaisarvioinnit potilaista. Arviointien jälkeen tehohoitajat tekivät tietotestin ja täyttivät CPOT-arviointilomakkeen. Tehohoitajien CPOT-kipumittarin käyttötaitoja arvioitiin tarkastelemalla tehohoitajien ja tutkijan tekemien kivunarviointien yhdenmukaisuutta interrater reliabiliteettilaskelmin. Kaksikymmentä tehohoitajaa haastateltiin heidän kokemuksista oppimismenetelmään liittyen. Haastattelut analysoitiin deduktiivisella temaattisella analyysillä. Tehohoitajat oppivat CPOT-kipumittarin käytön periaatteet ja kokivat oppineensa mittarin käytön, mutta interrater reliabiliteetti suhteessa tutkijan tekemiin kivun arviointeihin oli keskinkertainen. Video-opetus koettiin positiivisena, vaikkakin vuorovaikutuksellisuutta kaivattiin. Tutkimus osoitti video-opetuksen olevan käyttökelpoinen oppimismenetelmä CPOT-kipumittarin käytön periaatteiden oppimiseen, mutta parempien käyttötaitojen saavuttaminen vaatii lisäharjoittelua. Koska tehohoitajien subjektiivinen arvio käyttötaidoista ei välttämättä vastaa todellisia käyttötaitoja, oleellista olisi varmistaa myös objektiivisesti mittarin käyttötaidot koulutuksen jälkeen. Jatkossa tulisi tutkia käytäntöön soveltuvia keinoja varmistaa mittarin käyttötaidot, sekä teho-osastojen oppimiskulttuuria ja tehohoitajien motivaatiota ja asenteita työhön liittyvään oppimiseen.

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The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are needed to secure those resources, and (3) to identify the existing institutions (‘the rules of the game’) affecting the emergence of the medical game ecosystem. The theoretical background consists of service ecosystems literature. The empirical study conducted is based on the semi-structured theme interviews of 25 experts in three relevant fields: games and technology, health and funding. The data was analysed through a theoretical framework that was designed based upon service ecosystems literature. The study proposes that the key actors are divided into five groups: medical game companies, customers, funders, regulatory parties and complementors. Their needs are linked to improving patient motivation and enhancing the healthcare processes resulting in lower costs. Several types of resources, especially skills and knowledge, are required to create a medical game. To gain access to those resources, medical game companies need to build complex networks of relationships. Proficiency in managing those value networks is crucial. In addition, the company should take into account the underlying institutions in the healthcare sector affecting the medical game ecosystem. Three crucial institutions were identified: validation, lack of innovation supporting structures in healthcare and the rising consumerisation. Based on the findings, medical games cannot be made in isolation. A developmental trajectory model of the emerging medical game ecosystem was created based on the empirical data. The relevancy of relationships and resources is dependent on the trajectory that the medical game company at that time resides. Furthermore, creating an official and documented database for clinically validated medical games was proposed to establish the medical game market and ensure an adequate status for the effective medical games. Finally, ecosystems approach provides interesting future opportunities for research on medical game ecosystems

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Value of online business has grown to over one trillion USD. This thesis is about search engine optimization, which focus is to increase search engine rankings. Search engine optimization is an important branch of online marketing because the first page of search engine results is generating majority of the search traffic. Current articles about search engine optimization and Google are indicating that with the proper use of quality content, there is potential to improve search engine rankings. However, the existing search engine optimization literature is not noticing content at a sufficient level. To decrease that difference, the content-centered method for search engine optimization is constructed, and content in search engine optimization is studied. This content-centered method consists of three search engine optimization tactics: 1) content, 2) keywords, and 3) links. Two propositions were used for testing these tactics in a real business environment and results are suggesting that the content-centered method is improving search engine rankings. Search engine optimization is constantly changing because Google is adjusting its search algorithm regularly. Still, some long-term trends can be recognized. Google has said that content is growing its importance as a ranking factor in the future. The content-centered method is taking advance of this new trend in search engine optimization to be relevant for years to come.

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Value of online business has grown to over one trillion USD. This thesis is about search engine optimization, which focus is to increase search engine rankings. Search engine optimization is an important branch of online marketing because the first page of search engine results is generating majority of the search traffic. Current articles about search engine optimization and Google are indicating that with the proper use of quality content, there is potential to improve search engine rankings. However, the existing search engine optimization literature is not noticing content at a sufficient level. To decrease that difference, the content-centered method for search engine optimization is constructed, and content in search engine optimization is studied. This content-centered method consists of three search engine optimization tactics: 1) content, 2) keywords, and 3) links. Two propositions were used for testing these tactics in a real business environment and results are suggesting that the content-centered method is improving search engine rankings. Search engine optimization is constantly changing because Google is adjusting its search algorithm regularly. Still, some long-term trends can be recognized. Google has said that content is growing its importance as a ranking factor in the future. The content-centered method is taking advance of this new trend in search engine optimization to be relevant for years to come.

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Desarrollo empresarial y creación de empresa

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Many studies investigating the relationship between hormones and competition have focused on athletic competition. The athletic setting enables r researchers to investigate the hormone-behaviour relationship in a relatively controlled environment. However, research to date has been based on observations made from single status contests and/or weekend tournaments and as such, does not provide a clear picture of an individual's average hormonal responses to both victory and defeat. In appreciation of this limitation, the current study tracked elite hockey players throughout a hockey season, measuring pre- and post-game salivary testosterone and Cortisol as well as psychological measures. I was interested in determining whether status outcome (win vs. loss) would influence an individual's testosterone and Cortisol responses to competition. Furthermore, I was also interested in assessing whether testosterone and Cortisol responses were specific to the competitive environment or whether similar hormonal responses would occur during non-competitive practice sessions. Last, I was interested in whether there were any differences in pre-game hormonal and psychological states depending on where the status contest was held: home versus away. The results indicated that game outcome moderated the testosterone responses to competition. That is, testosterone increased significantly more after a victory compared to a defeat. Furthermore, a loss of status produced significantly hreports, the players did not show an anticipatory rise in either Cortisol or testosterone prior to competition. In addition to the effects of status outcome on hormonal levels, it was also found that these hormonal responses were specific to competition. The athletes in the current study did not demonstrate any hormonal responses to the practice sessions. Last, there were significant differences in pre-game testosterone as well as in selfconfidence, cognitive, and somatic anxiety levels depending on the location at which the status contest took place. Pre-game testosterone and self-confidence levels were significantly higher prior to games played in the home venue. In contrast, pre-game somatic and cognitive anxiety levels were significantly higher prior to games played in the away venue. The current findings add to the developing literature on the relationship between hormones and competition. This was the first study to detect a moderating effect of status outcome on testosterone responses in a team sport. Furthermore, this was also the first study in humans to demonstrate that post-contest Cortisol levels were significantly higher after a loss of status. Last, the current study also adds to the sport psychology literature by demonstrating that pre-game psychological variables differ depending on where the status contest is being held: higher self-confidence at home and higher somatic and cognitive anxiety away. Taken together, the results from the current thesis may have important practical relevance to coaches, trainers and sport psychologists who are always trying to find ways to maximize performance. post-game Cortisol levels than did an increase in status. In contrast to previous