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1721 Uppsatser om Perceived Zero-sum game - Sida 17 av 115

Bakom okunnighetens slöja - En studie av religiösa attribut i kundmötet

The thesis is aiming to investigate what happens in the customer-service worker interaction when the service worker is wearing religious attributes. In order to operationalize this the Muslim head scarf, hijab, is chosen as stimuli. Reviewing previous research and theory in this field, it is clear that people have a preference for people that they perceive to be like themselves, this is referred to as homophily. Further on, the study investigates the ethnicity dimension of the service worker customer interaction. Theoretical areas of attractiveness and color are also investigated.

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.

En modern roll och ett modernt mandat? : -Studie över näringslivsansvariga i Kronobergs län

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.

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.

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.).

Sjuksköterskors upplevelser och erfarenheter av ofria luftvägar prehospitalt

The purpose of this study was to explore nurses' experiences of obstructed airways in the prehospital work.A qualitative interview study with a descriptive and explorative design was used. The sample consisted of nine registered nurses whereof three were women and six were men, with or without further education and varying length of experience in the ambulance service.Prehospital personnel builds up a vast plan of action based on the emergency information provided by SOS. Simple methods for managing obstructed airways were stated often enough. Problems with obstructed airways are considered so unusual that it never becomes a routine. Several factors affect the identification and managing of obstructed airways, both external factors and the different patient categories are considered important.

Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077

This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.

DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM

With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.

Alumninätverks fördelar och förutsättningar - en fallstudie om företags möjligheter att förvalta sina alumnirelationer

From a time where employees often remained at one company until retirement, globalization and changed employment patterns have created a more mobile labor market in the last years. In an effort to expand the connection between organization and employee a rising interest in corporate alumni networks has emerged. Previous research has shown that conditions for such networks are formed through employees social identification, perceived organizational support and organizational citizenship and can be shaped by company's HR practices.This paper aims to examine two case companies' perceived benefits through alumni relations as well as their HR prac-tices, in order to increase understanding surrounding the relationship between the two areas. Further the study intends to draw conclusions about the role of corporate alumni networks in the creation of the received benefits.The study indicates that HR practices, through the creation of an organizational citizenship behavior, can influence the conditions for beneficial alumni relations. Results show that some expected benefits of alumni relations can be re-ceived through strong citizenship.

Vägen till framgång : En semiotisk analys av Tv3s representation av myten om det goda livet.

In the research field of the cultivation theory focus has shifted from TV in general to studying specific genres instead. It is proposed that there are similarities in otherwise different shows and that these shows give it´s voyeurs a solution to their problems.  The purpose however of this study is to investigate how the myth about the good life is posed in Tv3´s supply.  The theories used in this study are closely linked by their meaning. Narrative talks about the fact that texts, video in this case, contain stories. Ideology is the set of visions and beliefs one person has on the world and myth makes social, historic and cultural decided power orders in to facts.

Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet

As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..

Utomhusgym, några fördelar? : En studie om affekter vid styrketräning inomhus respektive utomhus

PurposeThe aim of the study was to examine the affects perceived by young people aged 18-19 years old after resistance training outdoors versus resistance training indoor. The aim of the study was also to examine if the rate of perceived exertion was affected by whether the resistance training took place outdoors or indoors. What immediate affects are perceived in conjunction with resistance training outdoors and indoors in people aged 18-19 years?What immediate affects are perceived after resistance training outdoors compared to equivalent resistance training indoor in people aged 18-19 years?What perceived exertion level can be seen in conjunction with resistance training outdoors compared to equivalent resistance training indoors in people aged 18-19 years?How does exercise habit correlate with affects and exertion in conjunction with resistance training? Method22 pupils in a secondary school conducted two resistance training sessions, one outdoors and one indoor. A questionnaire about their mood and exercise habits was answered before and immediately after the training session. Rate of perceived exertion rate was also included in the questionnaire the participants received after the workout.

Känslomässiga utmaningar i socialt arbete ? vad betyder strategier och yrkeserfarenhet?

The aim of this study was to gain a greater understanding of what social workers perceive to be mentally demanding and emotionally challenging work, and which strategies they use to handle it. I chose to interview six social workers, three of them had long experience of social work, and three of them had worked for less than a year. The justification for this choice wasthat I wanted to interview people with different experience of social work over time, to be able to see possible differences in what was perceived as mentally demanding and emotionally challenging work, and how it was handled. The social workers were interviewed with a semi structured interview manual.The results showed that the organization of the social service is not fitted to the work that social workers execute. This means that what is perceived as mentally demanding and emotionally challenging work largely depends on this.

Samarbetssvårigheter och konflikter mellan dag och nattpersonal inom äldreomsorgen : En studie ur medarbetares och enhetschefers perspektiv

We investigated a retirement home, where we looked at whether there are differences, disagreements or conflicts between teams who work day and night shifts. Our purpose was to examine the Heads of Unit and the employees perspectives on their perceived work situation, cooperation difficulties and why they emerged. We chose the general systems theory as our theoretical basis, which gave us the opportunity to highlight different parts that can affect the working climate and the cooperation of the working groups. The study also highlights the importance of structure, common goals, reporting and dialogue meetings. To understand the perceived work situation, we used methodological triangulation, using quantitative and qualitative methods (surveys, semi-structured interviews).

Evertiles : All you need is tiles!

Evertiles är ett spel producerat av Olle Lundahl, Liselotte Heimdahl, Tobias Oldegren och Dan Sjödahl. Vårt mål med spelet var att vi ville göra ett onlinespel centrerat kring att spelaren skulle samla på saker och att spelare skulle mäta sina prestationer mot varandra för att se vem som är bäst. Grundidéen var att vi skulle ha en färdig spelvärld där spelare skulle gå runt och döda monster för att få saker. Idéen utvecklades snart till att vi skulle ha en värld som skapade sig själv genom slumpmässig generering, och med andra spelelement som innebar att det skulle finnas mer att göra än att döda monster. I slutprodukten finns en potentiellt, näst intill, oändlig värld och möjligheter för spelarna att bygga egna städer.

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