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2742 Uppsatser om Video-game industry - Sida 30 av 183
Name your price - a study of a pricing strategy
An industry in distress was the breeding ground for a noted pricing strategy, labeled name-your-price. The industry was the music industry and the pricing strategy bears reminiscence of how medieval buskers earned their living during the dark ages; by letting the customers decide how much the good was worth, embodied by a thrown coin into a hat or similar collector. Translated into the contemporary corporate environment of today, where technical innovations provides access to the intellectual property for free, a few mighty economic actors have once again turned to the strategy were it all started; letting the customer set the price. The hat has been replaced by a box for your credit card number and the live music by a MP3 file, but the similarity is striking. The business model have been applied in other industries as well with various levels of success, thus the purpose of this thesis is to set up a framework for where the name-your-price strategy is applicable.
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.).
Corporate Social Responsiblility- To What Extent?
In order to investigate the perceived Corporate Social Responsibility (CSR) concept and to indentify what expectations the key stakeholders have on the Pharmaceutical Industry both secondary and primary data has been used. CSR can be perceived as a corporate reputation enhancing tool, however it can also put pressure on corporations to behave as good corporate citizen responsible for thier stakeholders. All stakeholders´ interests therefore have to be consider in order to immprove corporate reputation..
?lärare i en ny verklighet : En undersökning om lärares inställning till nya medier, särskilt videofilm, som hjälpmedel i stråkundervisningen.
Denna undersökning handlar om hur videofilm används i undervisningen. Med videofilm avser jag TV, DVD, VHS och filmklipp från Internet eller andra källor. Jag utgick från tre möjligheter med användandet av videofilm i undervisningen: ? videofilm som eleverna kan öva till när de kommer hem, till exempel instruktionsfilmer ? filmning av eleverna ? förevisning av skickliga musikerFör att ta reda på olika stråklärares tankar och erfarenheter av mediet genomförde jag nio intervjuer. Jag ville också veta efterfrågan på instruktionsvideos bland stråklärare och kontaktade olika producenter och distributörer.
Flexibiliteten på arbetsmarknaden : Ett genuint utbyte mellan bemanningsbranschen och dess anställda?
The flexibility of the labour market is considered as an instrument for increasing economic growth.Therefore has the use of flexible employment, also called atypical employment, increased. The atypical employment is characterized by insecurity in comparison with a traditional permanent full- time employment. One of the most common atypical employments is the manning employment, which is insecure whether it is permanent or not. The insecurity in the industry is based on insecure income, unpredictable working hours and poor psychosocial work environment.In order to encourage a continued increase of flexibility in the labour market while the need for security for staffing employees would be satisfied was Directive 2008:104 adopted. A certain amount of security has been achieved.
Mindre åkeriföretags konkurrensstrategier
The amount of cargo has since the 1970s increased in Sweden and the road traffic accounts for a large part of the transported volume. In Stockholm County the amount of cargo is calculated to be doubled in size from year 2001 to 2020 which means a greater need for transport is required. Much of these transports are being carried out by haulage companies of varying sizes which acts externally as carriers for their customers. All of this despite a greater awareness, laws and demands regarding environmental performance.The trend shows that the haulage industry in Sweden are moving towards fewer but larger haulage companies, which means that the competition is getting tougher for the smaller haulage companies. Smaller haulage companies and research about their competitive strategies is a neglected part of this industry.
Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel
This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality. By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from ?ordinary? rhetorical arguments even if they just as other arguments work by establishing enthymems.
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..
Managing Positions in a Dynamic Environment - New Technology Impact on Tactel and the Telecom Industry
The Telecom industry is facing a paradigm shift, where the industry is converging with Internet technologies and the market is becoming more sophisticated. This results in more demanding customers, and the need for offering more content and services with a focus on usability for the end-users. The operators are starting to loose both their strong position and revenue in the Telecom industry, due to new technology and the fact that other actors are starting to enter the market, offering new content and services. In the end, the operators have two choices, to become bit-pipe providers, and only focusing on network management, or keeping the control over their networks. The latter would mean that they block other actors who are taking parts of their revenue, e.g.
Möjligheterna för Casabona-systemet
Abstract New methods, techniques and tools for the building industry are constantly being developed and improved and launched on the market. The problem in the building industry development is not that the products are not good enough. The problem is instead that the existing construction companies do not choose to use these innovations, instead they continue to employ the technologies they already possess and master. This leads to the fact that the construction industry is, in the public eye, beeing seen as a conservative industry. AquaVilla is a company that basically produces houseboats.
Manligt och kvinnligt ledarskap inom byggbranschen : Skillnader och likheter mellan manliga och kvinnliga egenskaper i en mansdominerad bransch
In the construction industry the number of female managers is very low, only four percent (SCB, 2010). In fact, women with management positions has risen by six percentage overall, the last seven years (SCB, 2010). If women in managerial positions continue to grow at this rate, the proportion of women managers will be equal to that of male managers in 2033. More women are needed in the maledominated construction industry in particular because it is deemed that they have a different way of thinking and acting (Granér, 1994). Nelton (1991) believes that companies can take advantage of female managers to be more competitive on the market, the reason why is because women can see other possibilities when solving problems. Rapacioli (2010) argues that the recruitment of women into management positions not only benefits the individual itself but also the company. We have used a qualitative study with a deductive approach. Six respondents from the same company were interviewed, two of them have management positions and the other four were underemployed.The research question of this paper is: What differences and similarities are seen between male and female leadership in terms of their characteristics in the construction industry?The purpose of this paper is to examine similarities and differences in leadership in the construction industry where the focus is on the female and male characteristics. To fulfill our purpose we chose a qualitative study. We have interviewed six respondents at one company in the construction industry. Two of the six respondents have management positions and the remaining four are employed. In this paper we have concluded that there are some differences and similarities between men and women´s leadership in terms of their characteristics.
Excess och kontroll : an Analysis of Annika Larsson?s Videos Pink Ball and Poliisi
The aim of the thesis is to identify and investigate central themes in two video artworks, Poliisi and Pink Ball, by Swedish artist Annika Larsson. Moreover it is an investigation of the configurations of violence, and an enquiring whether these works have a social-minded intention.Elements in scenery, framing and narration are analysed with the term ?crystalline regime? (régim cristallin), described by French philosopher Gilles Deleuze, which defines the artificial as opposed to the purely representational. Processes within the narrations of the two works are analysed as rituals, which leads to an investigation of an internal sign-system and to the question whether the rituals in these works have a function. Theory by French philosopher Georges Bataille is used to analyse the ritual with no external purpose, which aims at an intense experience of life.
Märken i morgonljuset En kvantitativ studie av varumärkesexponeringen i Tv4:s Nyhetsmorgon
AbstractAuthors: Agnes Källén & Amanda RedinTitle:Level: Bachelor of JournalismLocation: University of GothenburgLanguage: SwedishNumber of Pages: 39With this study we aimed to answer the following questions: has the amount of brand exposure on the Tv4 show ?Nyhetsmorgon? increased between the years 2008 and 2013? And if so, how can the increase be explained by well-recognized research in the field?The media industry is changing toward an increasingly commercial content. In television, this change is mainly caused by the growth in shows watched on the web and through time shift, which is the act of watching something on a digital video recorder, or DVR. This gives the viewer the possibility to fast forward through the commercial breaks, and therefore forces the networks as well as the advertizer to find new ways to reach consumers. Hence the plausible growth in product placement and brand exposure.
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.
Universe-defining rules
Abstrakt I detta arbete undersöks hur konceptet lek går att applicera på digitala spel och hur man presenterar ett fiktivt universum och de regler som definierar det universumet. Syftet med denna undersökning är att öka kvaliteten på digitala spel för spelare genom att öka förståelsen för hur sådana regler introduceras. Frågeställningen som ämnas att besvaras är ?hur kan man introducera realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen baseras delvis på analyser kring varför vissa introduktioner av regler ofta accepteras och andra inte, dels på utvärdering av en gestaltning och dels på tidigare forskning.