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1721 Uppsatser om Perceived Zero-sum game - Sida 16 av 115
Det politiska spelet bakom betygskompromissen år 2015 : En spelteoretisk analys av regeringens och Alliansens överrenskommelse gällande betyg från årskurs fyra
The essay?s main focus has been to investigate and analyze the political actions behind the 2015?s grade compromise; an agreement to introduce grades from the fourth year in primary school. Through a game-theory analysis, mainly based in Leif Lewin?s and Jörgen Herman's research on rationality in politics, this study examined the grade debate during a fifteen year period. The primary task has thereby been to explain the grade compromise through game-theory.
Upplevelsen av anställningsrelationen under en outsourcingprocess
This study explores employees subjective experience of their employment relation before and during an outsourcing process and has its starting point in the concept of the psychological contract. Eight employees, in the process of being outsourced, were interviewed. The focus was on ?the employees? individual experiences and stories about the subjective and perceived employment relationship. Data were analyzed using basic qualitative analysis.
Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden
Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .
Våra och de andras möjligheter : -En undersökning av ungdomars förståelse av sina egna och andras livsvillkor och förutsättningar
This study aimed to explore the perceived role and mandate of civil servants employed in municipalities in Kronoberg county. The study aimed to answer the question whether civil servants engaged in municipal economics have different perspectives on their mandate and role based on how said civil servants implement and manage policy tools available in Swedish municipalities. The study aimed to through policy tools theory explain how civil servants through four categories view the policy tools employed in the municipality. The study is based on the reasoning that policy tools influences exercise of authority that in turn influences view on policy tools. In order to study civil servants perspective on perceived mandate and role interviews were conducted with a sample of civil servants from each of the eight municipalities in Kronoberg county.
Borta bra, men hemma bäst: En undersökning av egna och köpta medier
The rise of social media has put a focus on the division of owned, paid and earned media, where earned media has recently been hyped at the expense of owned and paid media. Due to a novel area we examine the differences and effects of using owned and paid media, specifically for packaging versus newspapers. Owned and paid media showed no significant differences regarding credibility, persuasion and perceived commerciality, which restored owned media?s status, especially since owned media is more cost efficient. The effects of allowing ads for external brands on the owned medium were also studied.
Event som Marknadskommunikation - Din Guide till Eventgalaxen: En kvantitativ studie som testar hur ansträngningsgrad påverkar uppkomsten av kommunikationseffekter
Event marketing's ability to create strong communication effects is a well-known fact and a contributing factor to its popularity in the world of marketing today. But while we know that it is the interaction between consumers and the brand within the scope of live marketing that gives rise to loyalty and purchase intention, we have no knowledge in how the company's efforts affect the outcome. As the investments in event marketing are growing at a comparatively high pace, it is urgent to obtain a deeper understanding and a sense of direction of the elements infuencing its success.In this study we investigate in what way and to what extent the amount of effort that a company puts into the making of an event is used as a signal of manufactor credibility, ability (i.e., expertise) and consumer care. And in what way and to what extent the perceived effort influence purchase intent, attitude and word-of-mouth. We also analyze marketing events in terms of the theory of equitable exchange and "desperation", a subject matter thus far only touched upon.As we identify two different types of events on the market today, we include both in our study: the in-store promotion related event and the party event, which is held in an external venue.
"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010
In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image. Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.
Integrering av gamification i reklam : utmaningar, möjligheter och problem
In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.
Lekens funktion för språkinlärning hos flerspråkiga barn
This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.
Analys av NFL drafting och faktorers inverkan
American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.
Design och konstruktion av kaross till ögonstyrt arkadspel
Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Palliativ vård för barn : Stöd och tröst till det svårt sjuka barnet och dess familj
Purpose: The purpose of this study is to highlight what is perceived as- and what is not perceived as- supportive and comforting, by the sick child in palliative care, and by its family. Method: Systematic literature review in which only scientific articles from the years 2001-2010 have been included. Analysis: A method inspired by qualitative content analysis was used. Results: The analysis revealed five categories of what the sick child and its family experienced as supportive and comforting - and what was perceived negatively - in the context of palliative care for children. The results showed that it was very important to have competent, dedicated and compassionate staff that not only care for the child but also see to the whole family.
Kort speltid ? djupt intryck : spel som hyrfilm
SVENSKA: Vårt kandidatarbete gick ut på att ta reda på om det var möjligt att utveckla ett kort spel i hög teknisk kvalitet och ändå skapa ett djupt intryck på spelaren. Under projektets gång utvecklade vi, med hjälp av UDK (Unreal Development Kit), ett skräckspel i 3D till PC vid namn The Horror at MS Aurora. För att erhålla den höga tekniska kvaliteten som vi var ute efter användes metoder som räknas som standard för stora speltitlar på marknaden: Animationer spelades in med Motion Capture och musiken skrevs med en full symfoniorkester i åtanke. Innan produktionsfasen tog vid gick alla gruppmedlemmarna igenom en research-fas, där var och en satte sig in i de områden som skulle komma att vara aktuella under produktionen (d.v.s. hur UDK fungerar, musikteori och orkestrationsteknik, hur man arbetar med Motion Capture-data o.s.v.).