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1957 Uppsatser om Online community - Sida 10 av 131
"Ni måste se det här klippet" : En studie av gymnasieungdomars Youtube-vanor
The purpose of this study is to show and explain how and why Swedish young people use Youtube.We conducted a written survey, asking approximately 120 students between the ages 16 and 18. The survey was carried out in the classrooms in order to receive answers from as many students as possible. We then interviewed six of them to gain further knowledge of why they use Youtube the way they do.The survey showed that Youtube is used by all of the students and very frequently by most of them. Comedy and music videos are by far the most popular genres that are viewed. In most cases watching video clips on Youtube is a social activity, often combined with both talking about clips and sending and receiving video links to and from friends.
Unga och arbetslösa : Upplevelser av ungdomsarbetslöshet i en bruksort
This thesis focuses on youth unemployment in Finspång, often referred as an industrial community. The theoretical framework of the thesis is based on social constructionism and covers theoretical discourse analysis, intersectionality and social capital. The study is based on qualitative interviews with 7 unemployed individuals between the ages of 19-24 and an interview with an employee at the employment office in the community. The main subject in this thesis is the youngsters experience with unemployment, labour, the employment office, the impacts of social capital and the labour market in the community. The analysis focuses in how the respondents discuss their experienced problems with their unemployment.
Nedläggning av folkbibliotek : Är ideellt idealt?
This study examines the closure of public libraries, and the nonprofit organizations takeover of them as a phenomenon. The aim is to understand why the nonprofit takeover is common and what the takeover symbolizes and if the discourse in media invokes the views on libraries and the profession.Interviews were made with librarians, politicians and representatives of a nonprofit organization to study different sides of the phenomenon. Other empirical data were found in local and national newspapers and media-channels. I discovered that public libraries are highly valued by both politicians and the community. The study also showed that a library in a community makes people feel valued.
Vad tycker Mario om bibliotek? ? Onlinespelares användning och uppfattning av bibliotek
The aim of this thesis is to fill a knowledge gap regarding how online players use libraries, their attitude towards libraries and what they want out of future libraries. We see it as a problem that the library world of today does not have much knowledge about an audience that is so prevalent in society.The theory used in the thesis is Henrik Jochumsen, Casper Rasmussen Hvenegaard & Dorte Skot-Hansens model that divides libraries into four functions. The four functions are meetings, knowledge, inspiration and experiences. In the analysis we added a suggested fifth function, a digital space, giving the digital interaction and information needs of today´s society. The method was focus groups on online forums for gamers.
Frivilligt arbete : motiv och drivkrafter till frivilligt engagemang
This thesis focuses on the motives and incitements for voluntary work. The main question for this thesis is why people get involved in voluntary work. What are the motives and incitements for voluntary commitment and what do people gain from this kind of commitment? The thesis is based upon qualitative research methods at Frivilligcentralen in Norrköping. The theoretical perspectives are a community commitment, satisfaction of being part of a meaningful context, altruistic and self-interest and an increased pace of social changes.
Vad ska produkten heta? En kvantitativ studie om produktnamns påverkan på konsumenten.
The number of products offered by retailers has increased immensely during the last two decades, which has resulted in an increase of naming decisions having to be made. The importance of product names has become more significant for retailers offering their products online, as these are more visible to the customer in comparison to products offered offline. Consequently, it is of great value for retailers to gain knowledge about how a product name affects the customers' perception of the product. The purpose of this study is to examine whether product names affect customers perception of the relevant products in the online environment. This has been illustrated by applying the following theories to the relevant product names; meaningful and meaningless brand names as well as concrete and abstract words.
Branding för distansarbetande kreatörer : Förbättra din nätnärvaro
In the fragmented network economy of toady remote work for creative designers becomes mor eand more prevalent. This is good for a number of reasons. Mainly, creative designers can find work inside and outside of their region irrespective of where they choose to live. However, competing for jobs in a global market is harder, and the online presence of the creatives becomes their main shopping window. We have conducted a study, interviewing digital creatives in Västerbotten.
Gated communities : En jämförelse av svensk, ungersk och amerikansk marknadföring
Uppsatsen behandlar ?gated community? ett känt fenomen i många delar av världen och börjar även växa fram i Sverige. Syftet med uppsatsen är att förstå begreppet ?gated community?. Mer specifikt undersöka och jämföra förhållandet mellan tre olika företags marknadsförings innehåll med definitionen av gated community och teorierna som tas upp i arbetet.
Socialt läsande på nätet : En studie av virtuella bokcirklar enligt grundad teori
This master thesis examines online reading groups with swedish participants. The aim is, by way of introduction, to investigate what kind of online reading groups that exist and how they work. The overall question of the thesis is: how do a conversation about books on the Internet look like? The theory used is Grounded Theory and this is a methodology which has influenced the hole structure of the study. Grounded Theory apply that issues and hypothesis must be created from the collected material, and the author collected for this reason material in the form of survey answers, email-conversations, blogmaterial and articles to draw up exact issues based on this material.The material was sorted into four different categories; social reading, reading fellowship, virtual freedom and anonymity and the issues were formulated according to this categories.
Onlinedejting via lokaliseringsapplikation : En studie om hur mobilapplikationen Badoo används ute på krogen
Online dating and ?People nearby applications? (PNA) has become more popular in today?s society. With PNA you can easily find people who are nearby you that you can socialize with and maybe even meet. In this paper we study the mobile application Badoo and explore how it is used for dating in clubs in Stockholm through observations that we participated in. We also had a group interview with five Badoo users about their usage of the application.
GIS-stöd för tunga rundvirkestransporter på väg
För att framföra en timmerlastbil med 74 tons bruttovikt i svensk trafik,krävs ett tillstånd från Trafikverket. Tillståndet består av ett dokument somvisar vilka vägar och broar fordonet får trafikera och vilka regler som gällernär man kör lastbilen.Skogsbolaget Sveaskog startade ett examensarbete med syfte att skapamöjlighet att i realtid presentera för lastbilsföraren vilka vägar och broarsom är en del av transportdispensen. Detta skulle ske genom att utveckla ettkartstöd för lastbilens fordonsdator med anslutning till GPS för attvisualisera dispensdokumentet med de angivna vägsträckorna och broarna.Resultatet av examensarbetet är ett kartstöd som använder tjänster frånArcGIS Online för att presentera geografisk information för användaren.Bakgrundskartan består av en grundkarta från ArcGIS Online. Övergrundkartan ligger ett GIS-skikt med vägar och ett annat skikt med broar.Information om huruvida fordonet för närvarande färdas på en väg somingår i tillståndet eller inte, samt information om regler som gäller för broarpå vägavsnittet, presenteras för föraren i realtid. Denna informationuppdateras vid varje uppdatering av GPS-positionen..
Empowerment: en studie i ansvar, tilltro och ekonomiskt bistånd
Our understanding is that responsibility is shifting from the community towards the individual within the field of social work. This resulted in our essay, which aims to study how the representatives within social service assistance and churches in Helsingborg work with personal power. Our aim is also to illustrate how these representatives view the boundaries of responsibility between the individual and the community. Our questions are: How do the representatives work with personal power from a micro and macro perspective? How do the representatives look upon their position as representatives? What do the representatives consider as responsibility of the individual respective the community? And; Are there preventing factors from individual responsibility? We obtained our empirical material from a qualitative method consisting of interviews.
På nätet får man tåla en del: En kvalitativ uppsats om ungdomars attityd till nätbrott
Internet och sociala medier har möjliggjort möten och kommunikation mellan människor på ett helt nytt sätt än tidigare. Dock är cybervärlden samtidigt en otrygg och problematisk plats. Brott förekommer både offline och online. Uppsatsen grundar sig i denna problematik och syftar till att få en inblick i problematiken som finns rörande ungdomar och nätbrott utifrån ungdomarnas synvinkel. Mer specifikt gäller det kränkningar, olaga hot och sexualbrott.
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.