Sökning: "Budget Gaming"

Visar resultat 1 - 5 av 7 uppsatser innehållade orden Budget Gaming.

  1. 1. Gamification – The solution for a sustainable society?

    Kandidat-uppsats, Lunds universitet/Institutionen för strategisk kommunikation

    Författare :Patrik Björk; Olivia Zandin; [2019]
    Nyckelord :Gamification; public organization; municipality; strategic communication; digitalization; innovation; citizen engagement; dialogue; marketing communication; City Points; participatory budget; offentliga organisationer; kommuner; digital strategisk kommunikation; digitalisering; medborgerligt engagemang; medborgardialog; deltagande budget; Social Sciences;

    Sammanfattning : Den offentliga sektorn står inför utmaningar när det kommer till digitalisering och medborgare har höga förväntningar på att den offentliga sektorn ska vara effektiv och erbjuda högkvalitativ service. År 2018 tilldelades den portugisiska kommunen Cascais ett pris från organisationen World Summit Awards för sin digitala plattform City Points Cascais inom kategorin, Digital Innovation in Government and Citizen Engagement. LÄS MER

  2. 2. Playing the Game - A Study of Budgetary Gamesmanship within Financial Planning Processes.

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Samuel Drummond-Brown; Sonja Sófusdóttir; [2018]
    Nyckelord :Budgeting; Gamesmanship; Budget Gaming; Financial Planning; Information Asymmetry.; Business and Economics;

    Sammanfattning : Purpose: The purpose of this research is to look into different financial planning processes and approaches and see whether gaming behavior is more predominant in one financial planning process or approach over the other as theory suggests. Additionally, the research aims to identify whether performance measures directly tied to financial planning targets are evident and whether this could be the root cause of the continuous gaming behaviors, despite the various new budgeting alternatives and approaches introduced which aim to reduce them. LÄS MER

  3. 3. Customer Lifetime Value Prediction Using Statistical Modeling: Predicting Online Payments in an Industry Setting

    Master-uppsats, KTH/Industriell ekonomi och organisation (Inst.)

    Författare :Alina SUSOYKINA; [2018]
    Nyckelord :customer lifetime value; statistical modeling; machine learning; customer relationship management; Pareto NBD; kundens livstidsvärde; statistisk modellering; maskininlärning; hantering av kundrelationer; Pareto NBD;

    Sammanfattning : Customer lifetime value (CLV) provides a measure of customer revenue contribution. It allows to justify marketing campaigns, overall budgeting, and strategy planning. CLV is an estimated cash flow attributed to the entire relationship with customers in the future. LÄS MER

  4. 4. A Personalized Achievement System for Educational Games : Targeting the achievement goals of the student

    Magister-uppsats, Institutionen för kommunikation och information

    Författare :Martin Wilhelmsson; [2013]
    Nyckelord :Achievement; Achievement system; Achievement goals; Educational Game; Motivation;

    Sammanfattning : This thesis is an interdisciplinary project based on motivation research in educational games and research on psychological achievement goals. The purpose was to present a model for a gaming achievement system that adapts to suit the player. LÄS MER

  5. 5. Multiplayer Game Server for Turn-Based Mobile Games in Erlang

    Uppsats för yrkesexamina på avancerad nivå, Institutionen för informationsteknologi

    Författare :Anders Andersson; [2012]
    Nyckelord :;

    Sammanfattning : This master's thesis presents the analysis, design and implementation of a game server. The server is specialized for handling traffic for turn-based games, with additional focus on handling traffic over mobile networks. LÄS MER