Sökning: "Freemium"

Visar resultat 1 - 5 av 36 uppsatser innehållade ordet Freemium.

  1. 1. KÖPINTENTIONER I LEAGUE OF LEGENDS : En studie om drivkraften bakom köp av spelutsmyckningar

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Emelina Johansson; [2023]
    Nyckelord :freemium; loot boxes; demand through inconvenience; identitet; spelutsmyckningar; League of Legends; spel;

    Sammanfattning : Denna studie utforskar vad som motiverar spelare till köp av utsmyckningar i spel. Studien undersöker League of Legends (2009) freemium modell och hur de uppnått sin framgång med säljandet av alternativa utseenden till spelkaraktären. LÄS MER

  2. 2. The Chatbot Effect - An exploratory study investigating how students interpret and adopt chatbots in higher education

    C-uppsats, Handelshögskolan i Stockholm/Institutionen för företagande och ledning

    Författare :Lova Karlberg; Pauline Hansson Myrefelt; [2023]
    Nyckelord :Artificial Intelligence AI ; Technological Frames of Reference TFR ; Chatbot; Higher Education; Students;

    Sammanfattning : Chatbots have emerged as a promising technology in various contexts, including education. The year 2022 brought chatbots into the mainstream when OpenAI released the chatbot ChatGPT, which students have rapidly adopted. LÄS MER

  3. 3. Styrning i företag med digitala affärsmodeller : En studie av Freemium i olika branscher

    Magister-uppsats, Linnéuniversitetet/Institutionen för ekonomistyrning och logistik (ELO)

    Författare :Eric Weberg; August Eriksson; [2021]
    Nyckelord :Business models; Freemium; Innovative business models; Management accounting; Customer focus; Customer value; Digital business models; Internet-based business models; Big Data; Affärsmodeller; Freemium; Innovativa affärsmodeller; Ekonomistyrning; Kundfokus; Kundvärde; Digitala affärsmodeller; Internetbaserad affärsmodeller; Big Data.;

    Sammanfattning : This paper dives into the world of business models where more precisely the business model called Freemium is inspected. The paper has multiple purposes where one is to examine why businesses decide to use a business model that is as volatile as Freemium. LÄS MER

  4. 4. Perceived Values of Subscription Video on Demand Services : A multiple case study exploring perceived values’ influence on decision-making when selecting subscription video on demand services

    Kandidat-uppsats, Jönköping University/IHH, Företagsekonomi

    Författare :Felix Ekeroth; Viktor Sandoff; Dennis Oskarsson; [2021]
    Nyckelord :Subscription Video on Demand; Perceived Value; Attributes; Consequences; Values;

    Sammanfattning : Background: With great developments within technology and internet provision, subscription video on demand (SVoD) has made a remarkable entrance with a competitiveness which has resulted in a shift in the television industry (Noh, 2020). The user pays a monthly fee and gets access to a platform which offers a library of content. LÄS MER

  5. 5. Dark Design Patterns in Coin Master : An In-Depth Game Analysis

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Saša Džigurski; Jesper Karbing; [2020]
    Nyckelord :Dark Design Pattern; freemium; mobile game; game mechanic; manipulation;

    Sammanfattning : In this study we will investigate the evolution of manipulative and experientially devaluative business practices in the mobile game industry from the perspective of game designers. The focus will be placed on the use of Dark Design Patterns defined in previous research by Zagal et al. LÄS MER