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805 Uppsatser om Online gambling - Sida 33 av 54

Vanebeteende - Det lojala beteendet?

The Swedish sports retail industry has experienced extensive growth during the last decade, and this has attracted new entrants to the market, both start-ups and international followers. This has inevitably put more pressure on incumbents, which are now confronted with major challenges as how to retain their customers and market shares. Customer loyalty has been proved to be an important factor for customer retention and proposed to constitute inertia of switching behavior. In light of this problematization, the purpose of this study is to describe the underlying factors of loyalty and whether purchase habits could further explain customer loyalty. The aim is also to understand the strategic implications of the factors involved.

Utveckling och utvärdering av gränssnitt : En gränssnittsprototyp för design av t-shirtar

This thesis project is based on a business idea where users can design their own t-shirt online. The project shows the first step in the development process where a prototype for a user interface is created and evaluated.The purpose of this thesis project is to answer the following question:How does one develop a user interface for t-shirt design with consideration to interaction design theories?In order to answer this question the design process began with scheduling the work at hand. The first step was to build a conceptual model based on specifications made prior to this project. This conceptual model became the foundation for the physical design.A high fidelity prototype was created using Macromedia Flash and Actionscript 2.0.

Nätverkande, Deltagande och Interaktion : en studie baserad på Turismbranschens brukande av Social Media

This study is based on an inductive approach where the collected empirical data has been categorized in themes on which we have based the discussion in this paper. Using a qualitative method, nine appropriately selected respondents were questioned with an unstructured interview guide. The transition to a society characterized by interaction has caused a greater part for bilateral communication between consumer and consumer but also between consumer and company. The increased usage and integration on Internet has resulted in so called social media channels. User generated material is published on these media channels which leads to discussions about companies, products and services.

En studie om hur finansanalytiker tillämpar aktievärderingsmodeller

Background: The interest in shares has increased over the years, despite several stock market crashes. One reason for this is the emergence of stock trading online,which makes it easier for individuals to trade in shares. However, there has been much criticism towards financial analyst with the lack of fundamental basis to support their recommendations.Objective: The purpose of this study is to examine the share valuation models swedish financial analysts today applies and consider appropriate. A comparison will also be carried out in previous studies, to see if the application of the modelsand their suitability has changed.Method: The study used a qualitative approach with deductive approach. Semistructured interviews were conducted and the basis for the study's primary data.The theories and previous studies obtained through secondary data.Results: Our results demonstrate that no single model applied, is appropriate.

Cloud Computing : Lärplattform i molnet

Cloud computings framväxt har möjliggjort tillhandhållande av datorresurser online och erbjuder två väsentliga egenskaper, dels upplevda oändliga resurser och dels betalning per resursförbrukning. Lärplattformar används idag i stor utsträckning av de svenska universiteten och högskolorna som studieverktyg. Detta medför bättre möjligheter för distanskurser och e-inlärning. Att kombinera cloud computing med en lärplattform är idag möjligt och bör därför ge skolorna fördelar. Om lärplattformen driftas som molntjänst av extern leverantör bör också kraven se annorlunda ut.Syftet med uppsatsen är att utreda om det finns några incitament för att hyra en lärplattform som molntjänst och även att utreda om kraven ser annorlunda ut på en hyrd molntjänst.

Värdet av "utan extra kostnad" - En empirisk studie av gymnasisters utvärdering av bankerbjudanden och deras finansiella förmåga

There are over 100 banks in Sweden. Yet, most people tend to choose one of the top four banks and stay with them. Times are changing, however, and the growth of online-based self service solutions has increased the importance of attracting and retaining customers at an early age. SEB and Swedbank have addressed this issue by introducing bank bundles. Since most banks offer similar services, the packaging and framing of the bundles have become increasingly important.

Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers

The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.

Fans of Brands - The revival of fan clubs

Our purpose is to display the meaning of fan clubs and further reveal the potential value of fans. This study has an abductive approach with a qualitative data collection, where empirical material has been collected through a micro netnographic study along with qualitative interviews. IKEA and IKEA Family have been applied together with virtual fan clubs to study the fan club phenomenon. The study is based on prior literature concerning loyalty, customer clubs and brand relations. This theoretical framework was chosen to fulfil the purpose of unveiling the meaning of fan clubs and the potential value of fans.

"Statistiskt sett har ju NE också fel" : en kvalitativ studie rörande gymnasiebibliotekariers uppfattningar och undervisning kring Wikipedia

The main purpose of this bachelor?s thesis is to examine how Swedish upper secondary school librarians and related staff relate to the online encyclopaedia Wikipedia. The research is placed in the all-embracing context of information literacy and source criticism on the Internet. The study was carried out in the form of qualitative interviews and based on two theoretical bases: firstly, the concept of cognitive authority stipulated by Patrick Wilson, and secondly the idea that Wikipedia has a draw towards late modern epistemological assumptions. The latter theory was also associated with the perceptions of knowledge among the library staff interviewed.

Funktioner inom Video on Demand-tjänster : En användarstudie inom online streaming

Sedan 2013 har allt fler börjat använda sig av streamingtjänster för film och TV på internet (Findahl,2014). I takt med att användningen ökar är det viktigt att tjänsterna är välutvecklade och lättillgängliga för användaren. I denna uppsats undersöker vi funktioner på de tre största Video on Demand-tjänsterna (VoD) i Sverige ur ett användarperspektiv. Med hjälp av befintliga teorier och litteratur diskuterar vi användarbarhet och genomför en områdesanalys av de utvalda VoD-tjänsterna. Utifrån analysen har vi gått vidare med tio funktioner för att avgränsa studien.

Företags hantering av konsumentdata : Speglar användares elektroniska fotspår förhållningssättet till integritet?

The essay concerns corporation?s usage and consumer?s attitude towards the phenomenon Big Data. The aim is to analyse whether corporation-management and future ambitions concerning consumer data coincide with attitudes and opinions of today's consumer, and how these opinions reflect consumer behaviour online. The essay is limited to focus on how companies use consumer data in order to better understand and improve the efficiency of their marketing. A self-composed analyse-model was created using previous studies concerning Internet-usage in Sweden, previous management analysis of corporations use of Big Data combined with theory of Cognitive Dissonance. A questionnaire was then created with the analyse model as foundation.

Självpresentation vid nätdejting : ur ett genus- och åldersperspektiv

AbstractTitel: Self-presentation at online dating ? through a gender perspective and an age perspective.Number of pages: 44Author: Karin WestlundTutor: Amelie HössjerCourse: Media and Communication Studies CPeriod: Autumn term 2009-12-21University: Division of Media and Communications, Informatics and Media, Uppsala UniversityPurpose/Aim: The aim of this essay is to examine the phenomenon Internet dating through a gender perspective and to some extent through an age perspective. What do the members? presentations look like? Do men and women select different ways to present themselves, and how does it look between the different age groups?Material/Method: Qualitative method with 42 presentation texts, half men, and half women in three different age groups collected from a Swedish dating site.Main results: The study shows that men and women choose to highlight their good points at self presentation in the student forum. The differences between the various age groups proved not to be significantly large.

Hälsa och välfärdsteknologi i tredje åldern : En explorativ marknadsundersökning kring teknik och hälsa inom äldreomsorg

This report is a market research for the company 4 Body and Mind, a start-up company that works with personal training online. They wanted to know if the market for elderly care could be interesting for them to enter. This report is hence a research of the market for health and welfare technology in elderly care within the public sector in Sweden. A general fact is that the world's population is getting older. This combined with rapid growth of individuals in the age 65+ changes the demands on the elderly care in Sweden?s municipalities.

Dokumentationsformer för matematik : Hur dokumenterar lärare och hur används det som finns dokumenterat för fortsatt undervisning?

Studien har som syfte att undersöka hur unga tjejer (13-15 år) kommunicerar i samband med publicering av personliga fotografier på Facebook. Interaktionen har under en och en halv månads tid observerats nät-etnografiskt och jämförs med Fanny Ambjörnssons (2004) etnografiska observationer av gymnasietjejers kommunikation kring utseende offline. Materialet analyseras med stöd i teorier kring mänskliga samspel och ?sociala ansikten?, samt genom internets förändrade möjligheter till själviscensättning. Resultatet visar att en uppskattande, tillmötesgående och exemplarisk social jargong är ett mycket vanligt beteende i samband med uppladdning av personliga fotografier hos unga tjejer, vilket kan härledas till Facebooks potential att upprätthålla sociala ansikten samt pröva och handla med sociala värden.

Sociala interaktioner hos utövare av World of Warcraft

SammanfattningTitel: Sociala Interaktioner hos utövare av World of WarcraftFörfattare: Lars Rydberg & Johan HanssonHandledare: Malin NilssonExaminator: Ulf PetäjäTyp av rapport: C-UppsatsUtbildning: Media- och kommunikationsvetenskapSyfte: Arbetet är gjort med syftet att undersöka sociala interaktioner hos de som spelar World of Warcraft och hur de själva menar sig socialt agera i spelet.Problem: Onlinespel överlag, men speciellt spelare av World of Warcraft har media bedrivit en häxjakt mot. De menar att deras sociala erfarenheter hämmas på grund av att de spelar spelet för mycket.Metod: Kvalitativa intervjuer med 8 personer som spelar World of Warcraft har utförts och sammanställts. Video- och ljudupptagning användes för att samla maximal mängd data.Resultat: Resultatet av vår undersökning visar hur den sociala interaktionen ser ut hos våra informanter som spelar World of Warcraft. Interaktionen i den virtuella världen strävar efter att efterlikna den verkliga. Detta har lett till att många utövare använder denna form av interaktion som ett komplement till deras sociala liv i verkligheten..

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