Sök:

Sökresultat:

1721 Uppsatser om Perceived Zero-sum game - Sida 33 av 115

Shareholder value - The American way and the Swedish game to play? : En studie om ideologisk förändring i svensk bolagsstyrning

Shareholder value has its origin in the American corporate governance system and has been the subject of great debate over the last few decades. The proponents claim that it creates economic efficiency while the critics argue that maximization of shareholder value jeopardizes the long term survival of companies. However, the debate in Sweden already seems to have forgotten the question of how embedded the ideology really is and what´s leading its way. This study show that shareholder value has developed and been established in Swedish companies between 1995 and 2005. The study has found evidence that suggests that the development can primarily be linked to board networks and international exposure.

Andlighet och sociala stödets betydelse för att sluta med narkotika : Upplevelser om 12 stegsprogrammet

Karlsson. A (2015). Importance of spirituality and social support for quitting narcotics - Experiences of the12 step program. Bachelor thesis in Public Health science. Department of work- and public health science.

Mer än ett pris - : En studie om information, uppfattningar och användning av internpriser.

Background: When companies decentralize their operations into profit centers, transfer pricing often becomes an integral part in intracompany trade. A profit center may affect both revenues and costs and seek to maximize profit. Transfer Pricing is a complex subject because it is affected by a large number of factors including the profit centers will to generate profits. This leads us to the subject of decision-making in a transfer pricing-systems. On what grounds are decisions made? Are transfer pricing purposes, factors and interests taken into consideration? What type of information is used in such decisions, how is the transfer price issue perceived and how is it used?Aim: The purpose of this thesis is to analyze which type of information that is makes up transfer prices, how the transfer price is perceived by different parties and how it is used for decision-making.Completion: A qualitative study has been performed with current theory as a starting point.

Digitala sällskapsspel med den sociala aspekten som utgångspunkt

Detta kandidatarbete underso?ker om det ga?r att beha?lla den sociala aspekten da? man digitaliserar ett sa?llskapsspel. Fo?r att underso?ka problemomra?det skapades ett spelkoncept utifra?n de teorier och slutsatser vi fa?tt fram genom litteraturstudier. Spelkonceptet testades pa? respondenter som eftera?t intervjuades.

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.

Dynamisk kunskapsorganisation: teoretisk ansats och implementering

Knowledge organization is perceived as a central, constituting activity defining the notion of libraries. Critique calling for a new theoretical foundation voiced by active researchers within library and information science concerning the current knowledge organization has been utilized as a point of departure. Specifications concerning a new theoretical foundation implied by these critiques are considered within this thesis and theory found in The Order of Things by Michel Foucault proposed as an alternative theory for understanding knowledge organization as a human science where meaning, value and representation, by which the ordering of things is possible, is acknowledged as a result of human activity and history. Thus meaning, value and representation must be perceived as dynamic. An example of implementation of the proposed theory has been achieved by the use of bibliometrics.

Har du provat Lättas nya sallad? : En studie av varumärkets potential att utvecklas genom Brand Extension

I denna kvantitativa studie undersöks möjligheterna för tre olika varumärken att utvidgas till nya produktkategorier. De tre studieobjekten är Lipton, Lätta och Knorr, som alla är hämtade ur företaget Unilevers varumärkesportfölj. Unilever har även bistått med en väsentlig del av den kvalitativa bakgrundsdata som lagt grunden för hur undersökningen har genomförts. Utifrån svaren från Unilevers representanter samt utifrån befintliga, vetenskapliga teorier inom området varumärkesutvidgning, har en webbaserad konsumentenkät förmedlats till 164 svenska konsumenter som har fått uttrycka sina åsikter om de tre aktuella varumärkena. Enkäten tog även upp sex stycken hypotetiska varumärkesutvidgningar vilka framför allt skulle utvärderas enligt parametrarna ?perceived quality? och ?fit? mellan det ursprungliga varumärket och utvidgningen.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

Dekonversion och självuppfattning : En religionspsykologisk studie av dekonvertiters berättelser

This study focuses on aspects of cult experiences, given by deconverted formermembers of closed religious movements. Their testimonies were published inbooks or interviews. The aims of the study were to understand the interactionbetween the religious group and its members, living in high tension towardsmainstream society and their testimonies of altered self-esteem during attraction,membership, deconversion and defection. The purpose was to understand how aperson´s self-esteem is affected by inner mechanisms of closed religiousmovements and how these experiences affects a persons identity. Another aspectwas whether there might be differences in altered self-esteem, between those whoenlisted as adults, and those who were born into the closed religious contexts.Social Identity Theory, Sigmund Freud´s and Carl Rogers models of personal egowere used as models of interpretations.

Operationsklinikers riktlinjer och arbete med oavsiktlig anestesiinducerad hypotermi.

Background: Students, at a secondary upper school, attending a practical programme have a lower physical capacity than students from theoretical programs. Our physical self-esteem has a great significance for our motivation in being physically active and thereby also for our health. The purpose: of this study is to find out if there is a difference between perceived physical self-esteem and objectively measured physical activity between students attending a practical programme and a theoretical programme. Method: Four classes, in a medium-sized town in the southeast of Sweden, participated in the study, two classes from practical programmes and two classes from theoretical programmes. All the students were in their final year at the upper secondary school, when they were part of the study during the autumn of 2011.

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.

Val av källor : En studie av de anställdas informationssökning inom företaget Viking Line

Nine out of ten larger companies have an intranet today which is supposed to improve the communication withinthe company and save money. A great part of these intranets were established in the beginning of the 1990?swithout giving any thought to the users and their needs. How does the communication inside the corporationslook like when the intranets that are supposed to be the source for every information request, aren?t usable? Whatother sources do the users use and how much?The aim of this master thesis is to examine information source selection at a specific company.

<- Föregående sida 33 Nästa sida ->