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4 Uppsatser om Tangibility - Sida 1 av 1

The Capital Structure Puzzle of SME's - Evidence from the Swedish Security Industry

The purpose of this thesis is to ascertain the main determinable factors of Swedish SMEs capital structure decisions and to investigate whether existing capital structure theories are applicable on Swedish SME financing. We have used panel data to run regressions of various capital structure determinants on three measures of capital structure; short- term debt, long-term debt and total debt. We found that growth opportunities, profitability and age are the most important capitalstructures determinants for our sample. Firm size shows a small explanatory result but the effective tax rate and the asset Tangibility do not seem to explain the capital structure at all. Thematurity matching principle is considered significant..

Musiknedladdning - ett greppbart problem?

Styvéns (2007) påstående om att musik på grund av Internets framfart och ökad nedladdning i allt högre grad håller på att betraktas som en tjänst, med följden att den upplevs som mer abstrakt, har använts i kombination med Laroche et als (2001) definition av inTangibility (här översatt till greppbarhet). Syftet har varit att få en ökad förståelse för vilken skillnad som finns i hur användare uppfattar CD-album respektive MP3-album, samt vilken betydelse denna skillnad har gällande attityder och beteende avseende musiknedladdning. I en Internetbaserad enkätundersökning fick informanter svara på frågor om greppbarhet och musiknedladdning, och samband dem emellan har undersökts. Enligt undersökningens resultat upplevde informanterna CD-album som betydligt mer greppbart än MP3-album. Däremot var resultaten angående vilken betydelse denna skillnad hade för informanternas beteende och attityder avseende musiknedladdning begränsade..

Hej, kom spela med oss! (Hi, come play with us!)

People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical Tangibility and a social experience that can be found in few digital games. How do we create a tool that further builds upon those strengths? The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.

Konsten att mäta tjänstekvalitet : En utvärdering av tre instrument för att mäta tjänstekvalitet i kollektivtrafiken

The purpose of this study is to analyze and evaluate the suitability of the three instruments SERVQUAL, SERVPERF and Zone of tolerance to measure service quality, from the respondents' perspective. This study has been carried out by a quantitative method in which respondents answered three questionnaires, which was based on the three instruments. The SERVQUAL instrument is a revised version based on criticism by Carman (1990). It is based on the five dimensions; reliability, responsiveness, assurance, empathy and Tangibility, with 22 items in which each dimension is associated with a number of items. SERVPERF is the instrument most similar to SERVQUAL and is also composed of the same five dimensions.