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1731 Uppsatser om Perceived Zero-sum game - Sida 36 av 116

Den så kallade kvalitetslitteraturen: En studie av språkspel med ordet kvalitetslitteratur

This masters thesis is a study of how the expression quality literature is used in widespread newspapers and magazines. Wittgensteins idea of language games is used as a theoretical starting point. The analysis of 37 articles draws a picture of five language games that are called; the taking over, the polarising, the example giving, the gender critical and the ironic language game. The expression that quality literature is most often put in relation to is popular literature. The line between the two is sometimes distinctly drawn in the articles and sometimes quite vague.

Framgångsfaktorer bakom lyckade Web 2.0-webbsajter

Det utvecklas dagligen mängder av nya webbsajter i försök att bli den nya Facebook eller YouTube. Folket har insett de stora potentialer som finns att med väldigt enkla medel starta en webbsajt för att sedan växa, bli stora och enormt inkomstdrivande. Det enda som tycks behövas är oftast bara en bra idé. Är det emellertid så enkelt? Den här studien försöker ta reda på om det finns någon modell man som webbutvecklare kan relatera till och viktiga faktorer man bör ta hänsyn till för att bli framgångsrik.

Sjuksköterskans syn på svårigheter i telefonrådgivning: En litteraturstudie. : Difficulties in telephone advice as perceived by registered nurses: A literature study.

Background.Telephone advice increases the accessibility to health care and the streamlined work at primary health care centres. The goal of telephone advice nursing is to give the caller a correct advice, adapted to the caller?s situation, in order to reach correct care level. However, registered nurse?s telephone advice includes risks for misjudgement.

Målgruppens betydelse för feedbackeffekten: En studie om hur en riktad varumärkesutvidgning påverkar feedbackeffekten i ett EMVs olika målgrupper

THE ROLE OF TARGET GROUPS IN FEEDBACK EFFECTSBrand extension is one of the most commonly used brand strategies since it reduces some of the risks involved in introducing a completely new brand. There are, however, several challenges associated with brand extensions. One of these challenges is the impact of a new brand extension on the parent brand image, which is known as feedback effect. Feedback effects are the changes in parent brand associations that are caused by a new brand extension, these effects can be both negative and positive. Several previous studies have investigated feedback effects and the antecedents of these effects.

Marketing and Branding a Nation : tillämpningen av ambassader som plattform för att stärka Sverige som varumärke

Problem: The authors have, during the process of development of this thesis, tried to create an understanding of how a number of organizations, all working with different approaches around the ?brand Sweden?, perceive the efficiency and benefits of using extended concept around embassies as a tool in their strategic work. The embassies in question have an evolved concept in the sense that they don not only hold a traditional political and legal role. The problem facing us authors was the issue whether theses embassies are efficient arenas to coordinate the forces and resources of the organizations concerned, in the mission to enhance the visibility and awareness of Sweden abroad.Purpose: The purpose is to describe the strategic work with marketing Sweden to be able to look in to whether the evolved concept behind the embassies in question are used as a tool in within the work of the organizations. We wish to research this to be able to evaluate if this arena is perceived as efficient for the organizations concerned.Method: In order to get a background to which one establish and communicate a nations brand the authors have studied literature within the subject.

Att marknadsföra ett företag med hjälp av nationalitet : En studie i hur marknadsföring och varumärkesbyggande med fokus på nationalitet fungerar och uppfattas

AbstractTitle: To Market a Company with the Help of Nationality ? A study in how marketing and branding works and is being perceived when it focuses on nationalityAuthor: Frida HanssonSubject: Media and Communication Studies CPeriod: Fall semester 2010Length: 38 pagesTutor: Else NygrenAim: Companies and various corporations are always on the hunt for the next big thing in marketing. One idea to market themselves and give them a chance to separate themselves from the cluster of companies aspiring to take your costumers away could be to market themselves with nationality. To investigate why and how some company?s chose to market themselves with nationality, and also study how this kind of marketing is being perceived by customers and non ?costumers.

Förskolans matematik : De yngsta förskolebarnens matematiserande i den fria leken

This study aims to visualize the youngest preschool children matematical learning in the free game. In my study the mathematics will be analyzed  based on the interactions children participate in, and how children experience mathematics through the lived body.I have chosen to undertake a qualitative research in form of observations. Through this research method, I would approach the child's perspective, which means that i analyze the material that the children in the observations reveals to me as a researcher.The results of the study show that children experience mathematics skills both through the lived body, as well as in interaction situations between children. The mathematics are around among us, all the time. This is very important to take into account for children's continued development of mathematical knowledge..

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

Tweens' uppfattade värde av ett varumärke : - en studie av konsumenter 10-14 år och hur de relaterar sig till ett varumärke

Background:The value a consumer connect with a certain brand and its design differ from person to person. This value ought to be investigated. Why does people buy expensive things when there are cheaper alternatives? Is it brand equity and/or the perception of a brand?s value that make a difference? People strive to show themselves and to perform through products, which makes it interesting to see to the perceived value of design.Tweens is a group of consumers that are easily influenced to consume products by their surrounding. To choose clothes, shoes and other products after what your surrounding?s demand, is a way of adapting yourself to society.

Självkänsla och självpresentation online : En studie kring några individers självpresentationer i form av träningsbilder på Instagram och hur den upplevda självkänslan påverkar/påverkas av detta.

Through the birth and arise of the Internet people has been given great opportunities to make selective selfpresentations online, which in the long run has resulted in an easier retaining of the self- esteem than in the offline world. Simultaneously, the self- esteem has been viewed as a cause for both success and failure since it plays a vital role regarding our attitudes, emotional reactions and behavior. On this basis I wanted to study the relation between self- esteem and self-presentations closer. The purpose of the study is to describe and analyze how some users who publish training photos of themselves on Instagram experience how they present themselves within this forum and how these presentations affect/ are affected by their perceived self-esteem in their everyday life. The study is based on theories regarding self- esteem through Maslows? hierarchy of needs, the inner and outer self-esteem, and social comparisons.

Lek och allvar : Om pokerspelande på nätet

This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold?em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature.

Omklädningsrummens psykiska och fysiska miljö : Niondeklassares upplevelser av miljön, trygghet och kränkningar i omklädningsrummen

Several studies has identified the locker room experience as a potential deterrent for participation in physical education. Both psychological and physical issues arise due to several factors. Psychological issues include different kinds of verbal and physical violations, comparisons between pupils, feeling of vulnerability along with a stressful schedule. The physical environment can contribute to negative experience for pupils in terms of filthy premises and cold showers. These factors may contribute to higher absentee rates in physical education.

Känsliga kvinnor och mäktiga män : En kvantitativ innehållsanalys av genus-representationen i Sveriges Radios P3 Nyheter

The radio is a medium we often listen to whilst doing something else. We wake up, do the dishes, cook or drive to work. Radio as a medium reaches many people, regardless of whether it is through conscious or unconscious listening. We thereby thought it was an important medium to scrutinize in our study. The focus of our study is on the gender representation in P3 Nyheters broadcasts.

Internet som Relationsbyggare inom fotbollen : En fallstudie av Kalmar FF

The purpose with this essay is to analyze how football clubs can use Internet in sense of creating stronger relations towards their supporters and build an excellent experience before and after a specific football game. We have used the Swedish football club Kalmar FF as a role model throughout the essay. The techniques of the modern world are escalating and the World Wide Web tends to be more important in the way of creating experiences and relations. The essay is based on a qualitative research method which is based on and contains four independent interviews. The persons have been chosen by us for their knowledge in the specific subject.

Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

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