Sökning: "Företagsekonomi value for money"

Visar resultat 1 - 5 av 34 uppsatser innehållade orden Företagsekonomi value for money.

  1. 1. Sustainability performance and market risk. A study of the banking sector

    Master-uppsats, Umeå universitet/Företagsekonomi

    Författare :Arvid Särkiniemi; Oskar Lindman; [2023]
    Nyckelord :risk; market risk; sustainability performance; corporate management; bank management; CSR; panel data; parametric VaR; non-parametric VaR; CVaR; VaR; Historical simulation; bank sector; the financial sector; ESG; financial performance.;

    Sammanfattning : The financial crisis of 2007-2008 highlighted the societal impacts of bank risk-taking. A strong focus on maximizing profits for shareholders combined with a disregard for, and  underestimation of risks led to the downfall of large banks such as Lehman Brothers and multiple other banks getting bailed out by several governments and other banks. LÄS MER

  2. 2. Diablo: Immortal, A Pay-to-Win Study

    Kandidat-uppsats, Jönköping University/IHH, Företagsekonomi

    Författare :Keming Zhang; Ruiqi Liu; [2023]
    Nyckelord :Pay-to-Win; Free-to-Play; Mobile Game; Theory of Consumption Value;

    Sammanfattning : 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

  3. 3. The Future of Gaming? : A study on the effects of cloud gaming on traditional game purchase and engagement

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Företagsekonomi

    Författare :Alexander Kokkonen; Josef Holmlund; [2023]
    Nyckelord :Cloud gaming; Technology acceptance; subscription marketing; perceived value; perceived ease of use; consumer motivations; hard-core gamer; casual gamer; non-gamer;

    Sammanfattning : In recent years, there has been an increased number of people that are engaged in gaming - a phenomenon connected to constantly developing internet infrastructure and a growing middleclass. The phenomenon of Cloud gaming has received increasing attention since it was introduced some years ago; in 2022 all Cloud gaming services combined had 31,7 million paying users. LÄS MER

  4. 4. Customer engagement and co-creation in crowdfunding : Multi-case study on tabletop Kickstarter campaigns

    Kandidat-uppsats, Jönköping University/IHH, Företagsekonomi

    Författare :Michael Polatos; Andrii Kernitskyi; [2023]
    Nyckelord :Customer engagement; Kickstarter; co-creation co-destruction of value; S-D logic;

    Sammanfattning : Background: Crowdfunding is a new form of financing that has gained popularity among entrepreneurs seeking to fund innovative and creative projects. It involves collecting small amounts of money from a large number of potential backers through specialised websites. LÄS MER

  5. 5. Sociala faktorers påverkan på köpintention : En kvantitativ undersökning på hedoniskt värde inom spelet League of Legends

    Kandidat-uppsats, Södertörns högskola/Företagsekonomi

    Författare :Veronica Ortega Jönsson; Emil Tyssling Engström; [2023]
    Nyckelord :Virtual products; Hedonic value; Social ties; Social identity; PLS-SEM; buyer behaviour.; Virtuella produkter; Hedoniskt värde; Sociala band; Social identitet; PLS-SEM; Köpbeteende.;

    Sammanfattning : Flera olika typer av virtuella produkter växer i popularitet och värde i människors ögon. Inomden digitala spelvärlden spenderas en hög andel pengar på virtuella produkter som inte har ettfunktionellt syfte. LÄS MER