Uppsatser om gaming companies
13 uppsatser
En jämförande studie om den reglerade och oreglerade spelmarknaden
Kandidatuppsats · Södertörns högskola
… community and social responsibility is in focus. The highly regulated Swedish gaming market has in recent years become more exposed to competition by foreign unregulated betting companies thru Internet. Problem discussion There are two views regarding CSR and how they are …
en fallstudie av två onlinespelbolag
Kandidatuppsats · Luleå
This thesis addresses online marketing within gaming industry. Some customer identifying methods and website development were introduced as well as examined over the Internet. An empirical study focusing on two gaming companies has been carried out. The purpose has been to …
Kandidatuppsats · IT-universitetet i Göteborg · 2013
The phenomenon of social gaming is essentially an IT-service that people worldwideuses on a daily basis. This particular market is also young and generates tremendousamounts of data, which, from a data managing perspective, makes it naturallyinteresting. Throughout this thesis …
På uppdrag av Dohi Sweden
Kandidatuppsats · Umeå universitet
… is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the …
En eventstudie om lansering av tv-spels påverkan på aktiekursen
Kandidatuppsats · Södertörns högskola
… share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on …
C-uppsats · Handelshögskolan i Stockholm
… monopoly for marketing of alcoholic beverages. Svenska Spel is the state owned gaming operator. Svenska Spel's task is to provide citizens with gaming products. Both companies are expected to market their products and services while taking caution and minimize damages, but are …
En studie om en bransch i utveckling från 1970 till idag
Kandidatuppsats · Södertörns högskola
… DVD-board games. I have also applied a theory of society affecting the board gaming industry and looked at if this is true of other factors than just the theme of games. I found that the theme of games is more affected by outside factors than the mechanics are. I also found that …
En studie om drivkrafter, medvetenhet, makt och ansvar inom onlinecasinomarknaden
Kandidatuppsats · G?teborgs universitet · 2024
… gambling to problematic overconsumption, are influenced by marketing and gaming experiences. This includes an analysis of how cognitive limitations and psychological biases can lead to irrational decisions and an increased risk of gambling addiction. From the producer's …
Examensarbete, grundnivå · Linköpings universitet
… environment using a multimedia library originally meant for network gaming.
Framtidens Marknadsföringsform
Kandidatuppsats · Växjö universitet
… of Alternate Reality Games as an alternative marketing tool for profit-driven companies. The method includes interviewswith Swedish advertising agencies as well as individuals in the ARG business. The prototype used in the thesis is an earlier ARG named Den Dolda Sanningen …
utmaningar, möjligheter och problem
Kandidatuppsats · Stockholms universitet
… game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ” such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games. In this study we have looked at how gamification can be integrated …
Kandidatuppsats · Högskolan i Halmstad
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more …
Kandidatuppsats · Göteborgs universitet · 2014
… gamification.Gamification is defined as ”using game design elements in non-gaming contexts”, i.e. that game elements usually applied in games, are used e.g. at the work place. Important such elements, or mechanics, are fast feedback, transparency, goals, badges, leveling up …