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1168 Uppsatser om Online games - Sida 16 av 78
Kreativ produktexponering inom e-handeln
This study investigates whether creative online product exposure within the clothing industry has a positive effect on the behaviour and attitude of today's consumers. Product exposure is the most important stimulus in the online marketing universe, yet few studies exist on this topic. Thus, this study pioneers in this specific research field. Through empirical analysis this study reveals that product exposure has a significant and direct effect on the perceived corporate ability and consumer involvement. Moreover creative product exposure indirectly increases the perceived product quality, intention to buy and the overall attitude towards the brand.
Den relativa arbetsförmågan : En undersökning av begreppet arbetsförmåga i sjuk-,arbetslöshets- och arbetsskadeförsäkringen
This paper is based on a quantitative survey. The study aims to answer the questionwhich media young people rather use to take part of the news. The results showthat young people today in Kalmar preferably and often read newspapers on theInternet and mobile phone.The questions asked was about which media they usually use, the level ofconfidence they had in various media, how interest was in different newscategories, willingness to pay for online news and background issues relatedsubjects. The survey was aimed at high school students in Kalmar and weredistributed and collected on-site at the schools. What was remarkable among theresponses was that young people largely had access to a morning newspaper athome and said that they would consider subscribing to one in the future.
Motivation, spel och kanji : Gameplay:s inverkan på motivationen i spel med syfte att lära ut kanji
Denna uppsats undersöker hur olika nivåer av gameplay i spel påverkar motivationen hos testpersoner som deltagit i en undersökning där de fått spela olika serious games framtagna med syfte att lära ut det japanska skriftsystemet kanji. Metoden för undersökningen är baserad på teorier och tidigare undersökningar av bland andra Owston, Wideman, Sinitskaya Ronda och Brown (2009), De Grove, Merchant och Van Looy (2009) och Csikszentmihalyi (1990).I undersökningen har 27 testpersoner fått testa tre olika spel med olika nivå av gameplay, och har sedan i ett frågeformulär fått redogöra för bland annat hur underhållande och utmanande de fann spelen.Resultatet av undersökningen är ickesignifikant, men visar ändå indikationer på att mer gameplay ger mer underhållning. Den största slutsatsen undersökningen ger är dock att olika varianter av gameplay är att föredra, då olika personer ofta har olika smak baserat på tidigare spelvana m.m..
Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.
Kundlojalitet : En ja?mfo?rande studie mellan ett offline- och onlinefo?retag i deras arbete med att skapa lojala kunder
Utifra?n relationsmarknadsfo?ringsperspektivet har va?rdandet av relationen till kunder uppma?rksammats inom marknaden fo?r detaljhandel. Inom detta omra?de a?r lojalitetsskapandet en viktig del och forskning visar tydligt pa? att fo?retag som a?r verksamma offline respektive online arbetar med detta.Studiens syfte a?r att med hja?lp av ja?mfo?relse och analys beskriva offline- och onlinefo?retags arbete med lojalitetsskapande och da?rmed bidra till o?kad kunskap inom omra?det. Detta leder till underso?kningens fra?gesta?llning, vad finns det fo?r skillnader mellan hur svenska online- och offlinefo?retag inom detaljhandeln arbetar fo?r att fa? lojala kunder?Fo?r att ta reda pa? det har vi genomfo?rt sju intervjuer med totalt sex ansta?llda pa? tva? olika fo?retag som dagligen arbetar med relationsmarknadsfo?ring.
E-handel med Kläder - en marknadsundersökning
ABSTRACT
Purpose: The purpose of the thesis is to examine and explain which consumers
who choose to, or not choose to, shop for clothes via Internet. This will give
businesses, and the reader, a better understanding on the views, of customers,
on E-business with clothes.
Procedure: A quantitative market research has been performed through a survey.
Also the gathering of the material and the analysis is done with quantitative
methods. The primary sources dominate the thesis.
Conclusion: The Swedish consumers with experience from buying clothes online
have a high level of satisfaction and 96 % will consider doing it again. 85 %
have done it more than once.
I huvudet på framtidens konsumenter. En studie om negativ kategorisering av konsumenter och sökords potential som marknadsföringsredskap.
This thesis examines effects that occur when consumers are placed in a negative category by the sender in an internet marketing context. The effects studied are attitude towards the ad, attitude towards the media, sense of being monitored and sense of being categorized. The authors argue that consumers will become increasingly aware of the fundamentals of internet marketing and how advertisements online are being directed towards them. Consumers will thus, to a larger extent than today, analyze advertisements and how they have been individually categorized by the sender. This will affect the way advertisements are perceived.
Bara en flickvän som bor långt bort : En studie av tjejers datormedierade relationspraktiker
In this study ? Just a girlfriend who lives far away? ? I interview fifteen girls about their experiences with computer mediated relationships. From a queer theoretical perspective I examine how these girls do and talk about their relationships, in relation to norms about relationships and sexuality as well as notions about online and offline.My aim is to discuss in which ways the performing of these relationships both reproduce and challenge norms about relationships and sexuality. The girls I interview attempt in different ways to show that doing relationships online is just as ?normal? as doing them offline.
Kommer traditionell TV att dö och vad är egentligen TV? : En studie av hur företrädare för TV-branschen ser på play-tjänsternas betydelse för TV
Since a few years back television has been on a verge of an enormous digital change. Web-TV is now growing at an incredible rate and is said to completely change the way we consume TV. The purpose of this essay is to determine and gain an understanding of how representatives of the broadcast industry looks at the phenomenon of web-TV and especially the different kinds of online video services and how they believe this will affect the television. Methods used are qualitative interviews which we compared with previous studies on the subject and acknowledged communication theories. The respondents were people with good insight and understanding of the media and TV industry.
Svensk Dagspress - Dressed for Success? : En kvalitativ undersökning om dagstidningens framtida utveckling i sökandet efter en fungerande affärsmodell
The digitalization of the media industry has involved great changes for the Swedish daily press. Instead of subscribing on a daily newspaper, more people tend to read newspaper's free edition online. The recent recession has contributed to strike hard against the newspaper's economy. This is the problem our research is based upon. How will the newspaper develop and which measures have to be done to get a well functioning business model that is suited for future conditions?We have made qualitative interviews with Swedish newspapers: Göteborgs-Posten, Norrköpingstidningen, Sydsvenskan and with the danish newspaper Politiken.
Borde Sverige gå från ett spelmonol till ett licenssystem gällande EMV lotterier? : En kostnadsnyttoanalys
The gambling industry goes from a national matter towards an international market. Since more and more members of EU does liberalise the gambling reforms and introduces a license system more participants will get an EU license for online gambling. With an EU license it is difficult for members of the EU to refuse a company to offer a gambling supply on the Internet if they don?t have an open license system. This paper tries to acknowledge the problem regarding the monopoly Sweden has today and calculate the effect if Sweden would move to a license system regarding online gambling by doing a cost benefit analysis.
Läromedel och läromedelsanvändning- : En kvalitativ studie av gymnasielärares didaktiska reflektioner kring läromedel och läromedelsanvändning.
This paper is based on a quantitative survey. The study aims to answer the questionwhich media young people rather use to take part of the news. The results showthat young people today in Kalmar preferably and often read newspapers on theInternet and mobile phone.The questions asked was about which media they usually use, the level ofconfidence they had in various media, how interest was in different newscategories, willingness to pay for online news and background issues relatedsubjects. The survey was aimed at high school students in Kalmar and weredistributed and collected on-site at the schools. What was remarkable among theresponses was that young people largely had access to a morning newspaper athome and said that they would consider subscribing to one in the future.
TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser
The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.
Använda befintligt presentationsverktyg eller utveckla nytt? : En studie ur ett funktionalitetsperspektiv
Inspectera AB är ett företag som erbjuder tjänster i flera olika områden. Ett av dessa områden är utbildning som ges på webben. De erbjuder i nuläget webbutbildningar gjorda i Flash men söker andra alternativ där de kan redigera utbildningar samt integrera webbutbildningarna i deras webbtjänst Inspectera Online.Den här rapporten handlar om skapandet av en prototyp för en webbutbildningsmodul som implementerats på Inspectera Online. Fokus ligger främst på presentationsverktyget i modulen och en jämförelse med liknande verktyg som finns tillgängliga på internet. I resultatet presenteras för- och nackdelar för respektive presentationsverktyg med avseende på funktionalitet och vilka möjligheter till integration som finns..
Strategisk Gender-Swapping: En kvantitativ studie av hur motståndarens kön påverkar beslutsfattande i Texas Holdem
Abstract: According to previous research, it is not unusual for online poker players to create profiles which indicate they are members of the opposite sex. This phenomenon, known as 'Gender Swapping', is partly being utilized in a strategic fashion. The purpose of this thesis is to evaluate whether or not the gender of an opponent has an impact on decision-making in an online poker environment. An experiment was constructed where subjects made 15 poker-related decisions against seven randomly generated opponents, consisting of three male, three female and one genderless opponent. The results indicate no significant differences in decisions against male and female opponents.