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1212 Uppsatser om Online game - Sida 34 av 81
Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt
Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.
E-handeln är det nya svarta ...så var noga med hur du stylar den.
Ever since Internet revolutionized the world, e-stores and e-commerce has grown into becoming a natural part of consumer's everyday life. Much thanks to it's facilitative and time saving characteristics. Online, consumers are provided with a huge assortment and the opportunity to shop any time they like. Yet, the absolute greatness of e-stores is the possibility to push prices below the physical store price, which seems to be most appreciated to a large extent by consumers worldwide. The fact that e-store sales in Sweden grew 14% last year verifies this.As more players step into the virtual world of e-commerce the competition gets tougher.
Troll i diskussionsforum : en etnologisk analys av attityder kring olika bruk av virtuell identitet
This paper explores the emic use of ?Internet trolls" and trolling behaviour in one specific Internet community. The findings are compared with, and put in relations to the conventional definition of Internet-trolls as individuals who deliberately, typically anonymously, antagonize other users of online common spaces.A forum dealing with matters of relationship issues in the Swedish online community Message Board of Familjeliv.se, was the subject of field-work that provided the basic empirical material for the research; three comparable threads on the subject of infidelity. These could all be said to contain suspected trolling, and such suspicions were also ascribed participants throughout the discussions. The analysis was undertaken mainly in terms of quality of narrative, performance and interaction.A comparative method and a genre analysis out of a holistic and functionalistic perspective is used to shed some light on how forum participants organize themselves and steer narratives towards desired outcomes.
Downloading and filesharing through Peer-to-peer networks: the copyright versus the free access to the cultural products
The ?peer to peer? (P2P) is a technology of downloading and filesharing between online - Internet - users by the mean of specified software. Since June 1999, the Napster software has made the happiness of millions of individuals who used it to obtain and share free audio files Mp3. Rapidly, the major recording companies have prosecuted the Napster Company and managed to force it to close down. They were arguing against it for it is supporting the development on a large scale traffic of files protected by copyright and thus was threatening the whole music and movies economic world.
"Showrooming" : - Hur påverkas handeln då den fysiska butiken reduceras till en utställningslokal?
Uppsatsen berör den uppmärksammade trenden showrooming, att informationssöka produkter i fysisk butik men sedan genomföra köpet via en konkurrent online ? en typ av friåkande från offline- till onlinekanalen. Syftet är att förklara hur showroomingsker vid köp av produkter som potentiellt lämpar sig för detta, bl.a. genom att identifiera vilka faktorer som driver fenomenet. Produkter som särskilt påverkas av detta fenomen är upplevelsevaror som inhandlas med låg frekvens till hög kostnad.
Intressenter och deras påverkan på internationella bolag i korruptionsfrågor : En fallstudie av Westinghouse Nuclear
AbstractTitle: Similar but different ? Sweden Democrats and Swedish Social Democratic Party in Swedish newspapers online during 2010 (Lika men olika ? Sverigedemokraterna och Socialdemokraterna i svensk rikspress på nätet 2010).Number of pages: 35 (40 including enclosures)Author: Magnus MjöhagenTutor: Amelie HössjerCourse: Media and Communication studies CPeriod: Autumn 2010University: Division of Media and Communication, Department of Information and Media, Uppsala UniversityPurpose/aim: To discover any possible difference between the media report concerning The Sweden Democrats and the Swedish Social Democratic Party in Swedish news press.Material/method: A quantitative content analysis has been made with 64 articles from the homepages of the four biggest news papers in Sweden: Aftonbladet.se, Expressen.se, DN.se (Dagens Nyheter) and SvD.se (Svenska Dagbladet). The analysis focused on four themes: 1) framing in the articles, 2) impersonation in the articles, 3) the democratic task of journalism and 4) the expectations of journalism in an election campaign.Main results: The main results showed that the difference between the two parties either was nonexistent or very small. The articles were sometimes framed in specific ways, but a big amount of the articles were not framed. Impersonation occurred in about half of the cases, concerning both parties.
Analys av Svartlut med Aktiv Akustisk Spektrometri : Analysis of Black Liquor with Active Acoustic Spectrometry
Vid kemisk massatillverkning finns behov av mättekniker som möjliggör ytterligare optimering av processen. Möjligheten att analysera svartlut med hjälp av aktiv akustisk spektrometri utreddes genom att ett online instrument konstruerdes och installerdes på ett pappersbruk. Analyser med multivariata metoder utfördes på resultaten. På grund av yttre omständigheter försenades arbetet, och ett tillräckligt dataunderlag för en definitiv slutsats erhölls ej. En rad vidare arbeten föreslås..
E-marknadsföring och Traditionell marknadsföring : Möjliga kombinatoriska effekter inom bilindustrin
A change is gradually taking place in the media industry. Traditional communication channels are being replaced by new, electronic, ones (Johnson, 2003). Segmented marketing is gaining popularity, as the mass-marketing model is becoming more or less obsolete (Kotler et al. 2001). At the same time, the consumers? attention span is more divided than ever (Neff, 2004).
Hur ska klädexponeringen se ut i den perfekta webbshoppen?
I dagens samhälle handlar det om att vara så effektiv som möjligt för att vinna tid. Som Benjamin Franklin en gång sa att ?Tid är pengar?, är något som vi människor allt mer tagit fasta på då vi ställer höga krav på utvecklingen och dess teniska förmågor. Idag har de flesta människor tillgång till en dator med internetuppkoppling som vi dagligen utför sysslor vid. Det kan vara allt ifrån jobbrelaterade aktiviteter, hålla kontakten med nära och kära, söka information om vad som händer i världen och i vår omgivning, till mer nöjesinriktade delar såsom online spel och shopping.
Mode på nätet : En studie om hur nätbutiker marknadsför sig genom bloggar och andra sociala medier
This thesis examines how online fashion retailers utilize blogs and other social media in their marketing process. The study is focused on internet retailer Nelly and how they make use of fashion blogger Kenza in their marketing. Drawing on Kawamura?s fashion-ology theory, the study emphasizes the new role of the fashion bloggers in the fashion system, and illustrates their consumption power vis-a-vis the retailers, the consumers, each other and the whole industry as such. .
Implementering av cinematisk ljuddesign : En rapport om ljuddesignprocessen av en spelsekvens
Denna rapport redovisar ljuddesign- och implementationsprocessen av en sekvens i ett digitalt spel. Syftet var att designa en cinematisk interaktiv sekvens utan cut-scenes. Arbetet skulle vara upp- byggt runt ett system som ska fo?renkla sma? designingrepp utan att pa?verka eller fo?ra?ndra de o?vriga implementerade ljuden allt fo?r mycket. Arbetet utfo?rdes genom en kombination av linja?r ljudla?gg- ning och implementering i spelmotorn Bitsquids level editor och det visuella skriptspra?ket Flow.
Robothandel ? En rättvis arena? -En litteraturstudie om Robothandeln med aktier
The purpose of the thesis is to demonstrate how high frequency trading affects the stock market. The growing high frequency trading is affecting the game plan on the financial markets and concerns have grown about the high frequency users intentions with their business. It is difficult to receive an overall picture of the subject because the lack of previous research and even the research that exist do not show the entire picture. The thesis contributes to the research through a comprehensive picture of the present debate as well as the previous research through a literature study. Our results showed that high frequency trading provides liquidity to the market, there is a statistical connection between high frequency trading and volatility, no price manipulation is being used and there is a need for a supervision of the high frequency trading..
En färgglad studie om spelarbeteenden
This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..
YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN?S EXPERIENCES OF COMPUTER- AND VIDEO GAMES.
Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel.
MATSVINN FÖRSVINN - En kvantitativ studie om hur ett CSR-argument kan involvera konsumenten i kampen mot matsvinn i butik
Every year 67000 tons of food is wasted by Swedish retail stores. The waste implies financial losses for the retailer and it has a huge impact on the global environment. Reducing in-store food waste is thus a win-win situation for both retailers and society. The most effective way to reduce waste is primarily by optimizing the logistics of supply, but customers expect a store with a wide range of products and stuffed shelves. Thus there will always be products about to expire.