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2350 Uppsatser om Game Industry - Sida 20 av 157
PReklam? : En kvantitativ studie som undersöker vad gymnasieelever i årskurs 3 förknippar med begreppet PR
Background and aim: Media development and digitalization has expanded the PR industry's working area. More participants are on the media market and it is becoming more and more difficult to define what PR really is and what the PR agencies/departments really do. Is PR marketing, information, event marketing or maybe propaganda? We believe that the complexity to define the term PR can lead to a loss of critical approach to the business, especially among young people. Has the PR industry managed to eliminate their negative image among students in upper secondary school and what do they associate with PR today? The aim of this essay is to examine what a selection of students associate with the term PR and if they are critical to the PR industry or not.Method/Material: The method is a quantitative survey.
Utvecklingen av samverkansregler mellan hälso- och sjukvården och näringslivet : Samverkan och krishantering i fält av legitimitet
Collaboration is a form of organization on the rise in Sweden. For health care, it is ofinterest to collaborate with industry to ensure that needs for specialist education andtraining are met and that products developed meet the relevant requirements.Conversely, industry actors have an interest to have a close collaboration with healthcare in order to gain insight into customer needs, provide information about theirproducts and to test products in development.The starting point of this study is an agreement and regulatory framework for formsof collaboration between public health care in Sweden in general and thepharmaceutical industry, the medical device industry and the laboratory technologyindustry. The research questions concerns how this agreement has evolved and theprocess surrounding its emergence may contribute to knowledge about collaborationas a form of organization and the relationship to concepts such as legitimacy,corruption and institutional theory.By tracking the emergence of the current regulatory framework genealogicalthroughout history, the study uncovers how the agreements have played a role in andcontributed to the legitimization and institutionalization of collaboration practices andhow crises have changed the shape of the practices. A theoretical treatment ofrelevant concepts such as legitimacy, institutionalization of practices, corruption andstigmatization of organizations form the basis for an interpretation and analysis of theprocess.The conclusions of the examination of the historical process that led to the currentagreements contribute to empirical knowledge of how crises and stigma affect thelegitimacy of collaboration practices and how the repair of legitimacy can be donesuccessfully after a crisis. The treatment of the empirical material is also a historicalsource for the development of ethics agreements between public health care andpharmaceutical industry and the medical industry in Sweden..
Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden
Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .
"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010
In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image. Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.
Integrering av gamification i reklam : utmaningar, möjligheter och problem
In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.
Streamingtjänster av film och dess framtida utveckling som substitut för illegal nedladdning : Konsumenternas syn på digitala tjänster och de förbättringar som krävs för ett hållbart paradigmskifte
In this paper we aim to delve deeper into the film industry and how their approach to streaming services such as Netflix might be the solution to the problems with piracy (people downloading illegally instead of paying for the products) - but before they can change the mindset of people, they have to overcome some issues that might make it hard for the film industry to adapt a fully functionable streaming sollution in the veins of Spotify. To come up with some conclusions regarding this matter, we focused our study on the consumers rather than the industry in order to get a better understanding about what the consumers think about the streaming services of film that are offered today. We used both surveys and interviews in order to gather information regarding the consumers thoughts on how the landscape of film distribution has evolved to a point where Video-on-Demand offers the opportunity to watch movies and TV-series whereever and whenever they want. Our research shows that the majority of consumers are willing to pay for streaming services of film and hold the new technology in high regard. However, the concensus among the consumers that were involved in our study shows that the streaming services offered today have to evolve even further in the future before it can fully work as a substitute for illegal downloading.
Lekens funktion för språkinlärning hos flerspråkiga barn
This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.
"Varumärket är ingenting utan personalen" : Intern kommunikation av varumärket inom hotellsektorn
The purpose of this paper is to examine the correlation between hotels, their brands and the frontline staff within the industry. A competitive, international environment characterizes today´s hotel industry where brands are one of the strongest sources for a successful position amongst competitors. In the brand delivery, the front line staff is of utmost importance since they in many ways incorporate the brand values and the projected identity of the hotel. Hotels can use a variety of ways to communicate the brands identity to the front line staff in order to create the desired brand behavior, some more effective than others. At the same time the Swedish hotel industry, as many other, is characterized by a high percentage of staff turnovers.
En värld i brand : - En pressundersökning om vad som skrevs om krisen i Polen 1939 och Norge 1940 i två svenska dagstidningar
Background and aim: Media development and digitalization has expanded the PR industry's working area. More participants are on the media market and it is becoming more and more difficult to define what PR really is and what the PR agencies/departments really do. Is PR marketing, information, event marketing or maybe propaganda? We believe that the complexity to define the term PR can lead to a loss of critical approach to the business, especially among young people. Has the PR industry managed to eliminate their negative image among students in upper secondary school and what do they associate with PR today? The aim of this essay is to examine what a selection of students associate with the term PR and if they are critical to the PR industry or not.Method/Material: The method is a quantitative survey.
Analys av NFL drafting och faktorers inverkan
American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.
A quantitative analysis of global kiwifruit trade
New Zealand is currently the third largest global producer of kiwifruit and thus plays an important role in the international market. Exports of kiwifruit are also of significant horticultural value for New Zealand and in 2007 the kiwifruit industry accounted for export values of NZ$790 million.
The global kiwifruit market has experienced substantial changes in recent years and is likely to change significantly in the near future due to developments in production sources, adjustments to trade policy settings and shifts in consumer preferences. The New Zealand kiwifruit industry needs to consider what the impacts of these changes might be so that future strategies can be constructed effectively.
Little quantitative modelling has been done in New Zealand to consider the impacts of changes to the global kiwifruit industry. The major contribution of this research was the development and calibration of a kiwifruit industry-specific partial equilibrium trade model. The model was then used to examine the impacts on New Zealand producers of these trade-related changes in the global kiwifruit market.
Sustainable Construction in the Transportation Infrastructure Industry? as a vision and in practice
This study has been conducted on behalf of Vectura Consulting AB with the purpose to examine how different actors perceive the dimensions of sustainability and sustainable construction. The purpose is also to provide an understanding of existing barriers and opportunities for sustainable construction within the industry and exemplify with different directions for the actors in order to develop sustainability. The study has approach the research problem by using systems theory, developed by Checkland, to identify the relevant system. Other systems theories has been used as an theoretical framework in order to identify barriers and opportunities, which in this study are based on Hughes?s theory about reverse salients and salients.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.
Revisionsbranschens relation till massmedia - En studie om hur revisionsbranschen påverkas av massmedias rapportering
Background: Media has for a long time been reporting about the audit industry, often focusing on so-called auditing scandals. Economic journalism has grown stronger, the corporations are given more and more power in society and the public interest is increasing. We intend to examine how mass media affects the expectations gap and how the auditing firms operate strengthening the society?s confidence in the industry after mass medial exploitation. We also want to investigate whether the relatively new phenomenon social media is affecting the auditing firms and industry?s external communication, as well as what consequences negative publicity may have for the individual auditor.Aim: The aim of the study is to create an understanding of the audit industry?s relation to the media as well as to describe and analyze how mass media?s coverage is affecting the audit industry, auditing firms as well as the individual auditor.
Design och konstruktion av kaross till ögonstyrt arkadspel
Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.