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1733 Uppsatser om Online travel agency. - Sida 15 av 116

Varumärkeslojalitet & E-handel : En studie inom hemelektronikbranschen

It has become increasingly important for businesses today to create a strong customer loyalty tie between their brand and their customers. In most markets today a lot of companies fight for market share and loyal customers. The increased uses of Internet and Internet commerce have made it possible for companies to create relationships with their customers through their websites. The Internet has also opened up new ways for customers to quickly and easily price compare products on price comparison websites. This means that customers have become more price conscious which has lead firms to fall into a price war with the competitors. The purpose of this paper is to examine brand loyalty in the consumer electronics market and go into detail on how web shop role affects the creation of loyalty to companies that are either a shop or do not have an online store. To examine this, a survey was made online and an interview was made with the President on Salesoogle Niklas Rasmusson. The questions and the interview of the questionnaire focused on confidence in online commerce and physical stores.

Julia och eliterna : En studie av hur näthatsdebatten utvecklades till en medial lavin

English title: Julia and the elite. A study of how the Internet hatred developed into a media avalanche.Introduction: During February 2013 Swedish media flooded with news of online hate directed towards women after an episode of Uppdrag Granskning on SVT (2013). Female media profiles were given the opportunity to tell the entire Swedish population about the hate and threats they had been exposed to online. In this thesis we want to investigate what topics end up on the media´s agenda, how a piece of news is developed and framed.Questions: How does a piece of news considered highly newsworthy develop from when it first appears in the media until it gradually disappears? How and why did Internet hatred end up on the media´s agenda? How does the media framed the Internet hatred?Theory: To be able to answer the questions formulated in this thesis, the following theories have been used: Agenda-Setting theory, framing theory, news valuation and media logic. Method: Quantitative content analysis of news broadcasts and debate shows from TV, radio and newspapers.

Möten i kulturmiljöer : En studie av publika insatser i samband med arkeologiska utgrävningar

This essay is focused on the questions of and responsibility for where, when, how and why communication and meetings through archaeology should take place. I have critically studied Swedish public archaeology through three diverse archaeological excava­tions, one took place in the end of the 1980s, and two others in 2012.I have asked for under what circum­stances and with which goals the public efforts become possible. I have inter­viewed leaders for the archaeological excavations and/or the public efforts and questi­o­ned how and why they reached out to the public. I also searched for results and effects in order to problematize and value the public activities.Through interpretation of the resear­ched material it becomes clear that economic issues as well as archaeo­logists interests and engagements are of vital importance for public archaeology. Co-operation in the local community and archaeological documentation is crucial for the deve­lopment of archaeology and its role in society.Keywords: Public archaeology, Community archaeology, Heritage, Communication, Manage­ment, Historic environment education, Time Travel, Living history.

Uterummet i undervisningen : en läromedelsanalys inom biologi

This paper describes Tempus Custode, a smartphone application with which the user may register working hours and travel time during the work day. The application communicates with a database via a server. The data stored in the database may be manipulated using an administrator tool, mainly for the composition of time reports. In this way, the user?s task of time reporting his day is greatly simplified.The application is able to automatically discriminate between work time and travel time, as it continuously fetches positioning data from the smartphone GPS receiver.

Sveriges turismmarknadsföring : En fallstudie om bilden av Sverige internationellt

It today's global world we live in the media have started to examine businesses more and more. In addition consumers are expecting more from products, because they are well informed. This means that companies need to market themselves effectively, to convince and get across their message to their customers. Marketing is an extensive process in which different factors must be taken into account. A company must know what the coustomer needs in order to get through to them.

Ung lust och könat tvång : Representationer av sexuellt handlingsutrymme i svensk samtida ungdomsroman

This Master's thesis explores representations of sexual agency in contemporary, Swedish novels for young adults. Using a representational theory approach the thesis analyzes 24 novels published in 2000 ? 2013. Addressing the following research questions: how is sexual agency constructed and regulated relative to gender performativity in Swedish novels for young adults? How are situations of sexual abuse and sexual ?grey zones? (situations that border on abuse) represented and being made intelligible in the texts? What are the consequences of representations of sexual agency? In the readings of the novels discourse analysis and theories on cultural representation and power have served as the critical points of entry, as well as the methodological basis for the study.

Kontextfaktorbaserade ljudeffekter i hasardroulette online. : Påverkan på utövare.

Denna studie presenterar en ny synvinkel inom ämnet att göra hasardspel online mer realistiska. Fjorton personer spelade i tjugo minuter två versioner av ett välkänt franskt roulettespel där utvalda variabler loggades. Den ena versionen fungerade precis som i ett skarpt läge medan den andra innehöll en implementation av kontextfaktorbaserade ljudeffekter. Utifrån loggningen av variabler, samt en kompletterande enkätundersökning, räknades det sedan ut om det förekom någon skillnad mellan versionerna och, i förlängning, spellupplevelsen.Resultatet jag fick fram redovisade förändringar i några av de variabler som hade valts ut och enkätundersökningen indikerade på att det kan ha varit ljudeffekterna som skapat denna förändring..

Resan som förändrar : En studie om volontärturismens påverkan på barnhem i Tanzania

Background: Today, the tourism sector is one of the economically fastest growing sectors in the world. Volunteer travel is a type of service that is gaining in popularity and a number of tour operators organize these trips. Few aid agencies engaged in volunteer activities and therefore the interest in volunteer travel is caught by tour operators. These tourists travel in small groups and interact with locals. Today fifty million children in Africa are orphaned and Africans struggling with the care of these children by founding orphanages.Research questions:What does volunteers contribute with during their stay at orpahanges?What view does volunteers and orphanages have on volunteer tourism?Purpose: The purpose of this paper is to examine the positive and the negative effects that volunteer tourism contributes to orphanages.Method: The study is based on a qualitative approach with semi-and unstructured interviews, observations, and email interviews.

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.

På tal om cannabis : Skolans insatser gällande preventivt arbete och åtgärder vid misstanke och upptäckt

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.

Skolan och världsmedborgarskapet : Om världsmedborgarskap som pedagogiskt ideal

It today's global world we live in the media have started to examine businesses more and more. In addition consumers are expecting more from products, because they are well informed. This means that companies need to market themselves effectively, to convince and get across their message to their customers. Marketing is an extensive process in which different factors must be taken into account. A company must know what the coustomer needs in order to get through to them.

Härskarens nya kläder : Vad händer när härskartekniker flyttar in på Facebook?

In this thesis we focus on the issue of master suppression techniques and how they take form on Facebook. The research in area of master suppression techniques online is limited and therefore the purpose of this thesis is to create a greater understanding of the online environment of Facebook. We have used a method of netnographic observation studies and content analysis to create a triangular perspective of the subject. Based on the result of our observation studies we draw the conclusion that you can see signs of some of the master suppression techniques on Facebook. We also argue why others don?t show up.

Att blunda för annonser. En studie av konsumenters och annonsfinansierade företags uppfattningar om annonsblockering på webben

The majority of free content on the internet is financed by online advertising. A requirement for thismodel to work is that the visitors see the ads. The emergence of ad-blocking software has shifted thepower from the advertiser?s choice of publishing ads to the consumer?s choice of viewing ads. Weexamine the consumers? opinions regarding the use of ad-blocking software and compare them to theopinions of companies using online advertisement.

Omstruktureringars betydelse för organisatoriska lärprocesser : Ett kunskapsperspektiv på att dela en verksamhet och köpa verksamhetsnära it-tjäsnter

The thesis aims to understand how learning processes are affected when an organization split into two separate organizations. The study is designed as a single case, covering a new government agency?s takeover of a core activity from another agency and the use of a purchase-provider split between the agencies, providing the new agency with IT-services. The findings revealed a difference in productive system and knowledge types between core- and IT-activities. The core activity was found to be dominated by explicit knowledge while the IT-activity seemed to be dominated by a mix of explicit and tacit knowledge.

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

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.

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