Sökning: "mobile money"
Visar resultat 1 - 5 av 116 uppsatser innehållade orden mobile money.
1. Mätningar av internetkapacitet, tillförlitlighet och fördröjning i ett Stockholmsbaserat Starlink-system : En undersökning av hur satellitinternet kan bidra till att ökateckningsgrad i Sverige
M1-uppsats, KTH/Hälsoinformatik och logistikSammanfattning : Det är mycket dyrt att utveckla markinfrastruktur för att försörja hela jorden med internet. Detta ärspeciellt fallet i glesbebyggda områden då det finns lite ekonomisk vinning. Sverige som är ett stortoch glesbefolkat land har stora områden av denna typ. LÄS MER
2. Exploring the influence of ICT on Financial Inclusion and Mobile Money Services in Sub-Saharan Africa
Kandidat-uppsats, Göteborgs universitet/Institutionen för nationalekonomi med statistikSammanfattning : This thesis investigates the influence of two types of Information and Communication Technologies (ICT), internet and mobile phones, on Financial Inclusion (FI) and Mobile Money Mobile Money (MM) adoption in 24 Sub-Saharan African countries in the last decade. A unique feature of this research is the incorporation of an index measuring financial inclusion, developed specifically for this study. LÄS MER
3. The Effect of Mobile Financial Service on Migrant Worker’s Money Transfer Behavior in Bangladesh
Master-uppsats, Göteborgs universitet/Graduate SchoolSammanfattning : Mobile financial service (MFS) works as a vital money transfer instrument for migrant workers in developing countries like Bangladesh, where the poor migrant workers had no access to financial institutions like banks before 2010. Before introducing MFS, migrant workers used to transfer money through friends/relatives, travel agents, agents/brokers, couriers, postal service etc. LÄS MER
4. Dark Patterns : Den sura sidan av Candy Crush Saga
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Many mobile games use a user interface designed to get their players to spend more time, money or social engagement within their application. This is done by deliberately misleading or otherwise confusing the user by, for example, making the player lose track of time when playing or by giving rewards to players who spend money or invite their friends into the game. LÄS MER
5. Diablo: Immortal, A Pay-to-Win Study
Kandidat-uppsats, Jönköping University/IHH, FöretagsekonomiSammanfattning : Background: P2W games (Pay-to-Win) occupy a significant position in the Chinese gaming market, attracting a large number of players to participate and spend money. However, there is still a knowledge gap in understanding the motivational factors behind the behavior and psychology of Chinese players in terms of their purchase motivation in specific games Diablo: Immortal. LÄS MER