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2742 Uppsatser om Video-game industry - Sida 33 av 183

Agent eller assistent? : En studie om kvinnors inflytande i musikbranschen

This paper examines women's positions in the music industry. By quantitativelyinvestigate ten major companies on the swedish music market, the authors have beenable to mapp positions that are dominated by women and as well as men. The essaydiscusses several theories of both gender in organizations and gender in society inorder to analyze the quantitative results.The aim of the paper is to highlight the current segregation of careers in the musicindustry as well as to lay a foundation for further research on why it is segregated.Clear graphs shows the gender distribution between women and men in business butalso the distribution of gender in occupations / positions in similar companies. In theanalysis the authors reflects on the results using relevant gender theories. In theconclusion, the authors explain the result generated by the analysis and illustrates theprevailing segregation that exists in the music industry.This paper has concluded that a seemingly even distribution between men andwomen in business organisations can sometimes be misleading.

Participatory design in game design ? a study in collaboration and ownership

Denna studie berör områdena participatory design, speldesign samt idégenerering och syftar till att undersöka hur spelföretag interagerar med sina slutanvändare vid speldesign samt om participatory design kan användas i speldesign för att främja känslor av delaktighet och ägandeskap. Studien har genomförts med intervjuer och undersökningar i form av en analys av fyra svenska spelföretags hemsidor och sociala medier för att se på deras interaktion med sina slutanvändare vid speldesign, samt en participatory designworkshop. Resultaten från litteraturstudien och workshopen visar på att participatory design kan användas för att främja känslor av delaktighet och ägandeskap hos deltagarna. Vidare visar undersökningen av de svenska spelföretagen att interaktionen med sina slutanvändare över lag är låg. De slutsatser som studien visar på är att genom att erbjuda sina användare möjligheten att bli delaktiga och att interagera med spelföretaget så får man en aktiv och stimulerande miljö vilken gynnar både spelföretaget och deras slutanvändare. Vad gäller participatory design så visar studien att det är ett förhållningssätt som går att använda inom speldesign. Vidare så visar det också sig att, om behovet för att välja ut mellan flera olika metoder och tekniker inom participatory design uppstår, så är ett ramverk ett mycket användbart och hjälpsamt verktyg..

Det vardagliga arbetet på ett bemanningsföretag : - samt hur dess ledare hanterar de problem som uppstår En fallstudie på Maxkompetens

The everyday work at a staffing agency and how its leaders deal with the problems that appears: A case study at Maxkompetens.The purpose of this paper is to increase the understanding of how leaders at a staffing company deal with the everyday problems that arise from a geographically dispersed workforce.The staffing industry has grown by 30-40 percent annually and has over the past 15 years been the fastest growing industry in Sweden. This shows that the interest and demand for the staffing industry and its activities are now rising at an increasingly faster pace. This is an industry that is operating under specific conditions and with a geographically dispersed workforce. This will make the leaders of a staffing company to an important link between the staffing leaders and the staffing personnel.The relationship between the staffing company's leaders and its personnel is important, but not completely trouble free. Difficulties arise in that the employees may be located in different places and at various client companies with the result that the leaders of the staffing company cannot have a daily personal contact with their geographically dispersed personnel.We have used a qualitative approach on our paper and our empirical methodology has been a case study with ethnography and interviews.

Turismutveckling av en landsbygd : - En studie om landsbygders utvecklingspotential inom turismnäringen

AbstractThe tourism industry has evolved to a vital factor for destination development in rural areas. This study aims to see how the tourism industry can be seen as an opportunity for development in rural areas. To be able to develop, rural areas have to be restructured and this study presents the restructuring problems that rural areas usually face and how developing tourism can be seen as a solution to these problems. Five destinations of rural character have been investigated in this study in order to see how these restructuring problems are expressed and addressed through tourism. A key example has been used to provide a clearer image of how these problems and tourism are related to each other and how their interaction can create a positive development for rural areas in Sweden..

Samspel mellan miljo?politik, innovation och teknikutveckling : Fallstudier om svenska avlopp, kylska?p och bilar

Within process or manufacturing industries, the production of goods and services or the products themselves may have negative side effects such as pollution. An important task for environmental policy is to control and limit these pollutions, for example via regulatory measures. Although, the efficiency of such measures vary greatly between different industries and an increasingly important task for environmental policy is then to encourage companies to engage in environmentally motivated innovation. Governments can utilize other measures than regulation to indirectly decrease pollution. This thesis aims to analyze such activities and how it affects the innovativeness of wastewater treatment, refrigeration and automobile manufacturing industries.

Porslinskonsumtion sett ur ett generationsperspektiv: Köpbeteende - Generationskohorter - Porslinsindustrin

During the latest 50 years, the Swedish porcelain tableware industry has gone from being rather successful to experience significant problems. Our empirical study attributes these problems to underlying changes in consumer buying behaviour, whereas current generation theory supports our findings. The younger generation has significantly different preferences compared to older generations, with less focus on quality and more focus on variability, and there is reason to believe that these findings also are applicable to other consumer purchases. The successful porcelain companies of tomorrow will be the ones that continuously can adapt to these and further changes in consumer buying behaviour..

Wireless Fidelity - A Scenario Analysis

AbstractTitle: Wireless Fidelity ? A Scenario Analysis Authors: Mellberg Ola, Technology Management, Lund UniversityMårtensson Jens, Technology Management, Lund University Tutors: Andersson Jens A, Faculty of Engineering LTHKarlberg Johan, Sony Ericsson Mobile Communication ABSvensson Claes, Lund University Discussion: The most significant impacts on the telecom industry over the past decades have been the rapid growth of the Internet and mobile telephone services. Currently these two worlds are converging. Moreover, the fast expansion of wireless high capacity Internet access, increased distribution of local/public hotspots and rapid development of wireless network cards have opened new opportunities for the mobile telecom industry. Research Questions:To what extent could the explosion of local and public wireless networks, using WiFi technology, affect the future telecom industry? Who will ultimately master the WiFi innovation and to what degree could this innovation open new possibilities for external players to enter the mobile voice industry? Purpose: The purpose of the Master Thesis is to provide Sony Ericsson Mobile Communication AB with the most transformational scenarios, which will enable employees to recognise patterns and interpret the meaning of WiFi-related events as they unfold.

Examensarbete ?Nuodå? Ett samarbete med AB O.H. Sjögrens

The ambition of this project is to make an overview of the Swedish upholstery industry and to make a suitable complement to the Carl Malmsten upholstery collection.The Swedish furniture industry employs about 20 000 people in 815 companies. Totally the branch had a turnover of 17,5 billion Swedish krona in the year 2000. Of these 815 companies most of them are small family driven companies with low-tech industry. 10 % of the 815 companies stand for 60% of the production. These are large-scale companies and have a hi-tech industry, even compared with other types of industries.

Utbildningsmedier i undervisningen : En studie av medieanvändning och lärande

I denna uppsats har jag undersökt vilka utbildningsmedier som används på några skolori utvalda kommuner i Dalarnas län: Älvdalen, Orsa, Mora och Falun, samt vilkenpåverkan dessa medier kan ha på elevernas inlärning. Uppsatsens övergripande syfte äratt bidra med kunskap om hur utbildningsmedier kan användas i undervisningen igrundskolan samt hur elevers lärande kan påverkas av medier med audiovisuellinformation. Denna uppsats har följande forskningsfrågor: Hur vanligt är det att olikautbildningsmedier används i undervisningen och vilka typer av medier är vanligast?Vilken effekt kan utbildningsmedier ha på elevernas inlärningsförmåga? Och hur kanmediepedagogik vara ett redskap i undervisningen? Uppsatsens frågeställningarbesvaras genom kvantitativa metoder i form av en enkät och ett experiment.Enkätundersökningen visa att medier ofta används som komplettering till undervisningpå dessa utvalda skolor och de medier som används mest är video/film, bild/foto ochinternet. Experimentets resultat tyder på att det finns elever som troligtvis lär sig bättregenom att använda medier.

Barkar det åt skogen för svenskt tidningspapper? : empirisk analys av efterfrågan och företagsstrategier på den svenska marknaden

According to Food and Agriculture Organization newsprint is defined as: Uncoated paper, unsized (or only slightly sized), containing at least 60 percent of mechanical wood pulp. The consumption of newsprint in Sweden was just over 798 000 tonnes in 2009, which represents approximately 90 kg per person. Although there are studies that predict a drastic reduction in newsprint consumption in the Western world, there seems to be a clear difference between forecasts for the future given by statistical analysis of newsprint consumption and forecasts given by experts in the industry. The former predict a continuing increase while the experts see a coming decrease in consumption.In this report, both demand and business strategies of newsprint in Sweden are studied. The study also presents a forecast of the future which is based on historical data and qualitative interviews.

Socialt Spelande : Etik och moral i onlinespel utifrån spelarnas egna upplevelser

I ett samhälle där datorspelare anses vistas i en högst amoralisk miljö, vill vi med den här studien granska hur etik och moral ter sig i den virtuella världen via ett symboliskt interaktionistiskt perspektiv. Genom kvalitativa intervjuer har elva spelare av onlinespel fått redogöra för sin egen upplevelse av den interaktion de genomgår dagligen. Med hjälp av utförliga teorier kring etik och moral, symbolisk interaktionism och spelkultur har studien ett brett teoretiskt underlag som appliceras i en hermeneutisk analys. Resultatet visar att etik och moral existerar i onlinespel, samtidigt som amoraliteten. Det verkar röra sig om två olika kulturer.

I hopp och förtvivlan: En kompositionsprocess av ett tvärkonstnärligt verk

Uppsatsen undersöker hur en kompositionsprocess kan se ut i arbetet med ett tvärkonstnärligt verk bestående av akustisk musik i kombination med elektroakustisk musik och videoprojektioner..

Utveckling av utbildningsmaterial vid implementering av Lean

In an ever more competitive environment Sandvik Materials Technology,SMT, runs a large-scale program to improve their processes for product development.The purpose with the program is to increase the company?s profitability by increasingthe number of new products in their product portfolio. The strategies SMT is usingfor reaching their goals are to change the way they work with product development byreducing lead time and learning how to prioritize products with the highestprofitability. In the R & D Department the work of improvement pursue by adaptingLean R & D to their way of working. Lean R & D encourages working withcontinuous improvements and eliminating waste.The main purpose for this Master?s Thesis is to develop didactic support to make iteasier to implement Lean in SMT R & D department.

Bakomliggande resonemang och uppfattningar av fenomenet life education : en etnografisk studie i Uganda

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.

1n-G4me 4dvertising : En studie rörande produktplacering i Tv- och datorspel

Introduktion: Produktplacering I TV och datorspel har ökat dramatisk under senare åren. Detta till stor del för att datorspelutvecklare idag kan återge pro-dukter med hög detaljrikedom. En hög återgivningsgrad är dock ingen förut-sättning för att lyckas med en produktplacering.  Istället torde det finnas fler faktorer som påverkar spelares attityd emot de produkter som exponeras i spel. Denna studie försöker bidra med kriterier som kan vara viktiga för en spelare vid produktplacering i förstapersonsskjutarspel.Forskningsfråga: Vilka kriterier kan vara betydelsefulla för generation Y och Z rörande produktplacering i FPS-spel?Metod: Denna studie behandlar FPS-spel som ett fall.

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