Sökning: "chinese mobile"

Visar resultat 1 - 5 av 45 uppsatser innehållade orden chinese mobile.

  1. 1. Mobile Device Industry in China : A study on Chinese mobile device industry from an ecosystem point of view

    Master-uppsats, Uppsala universitet/Institutionen för samhällsbyggnad och industriell teknik

    Författare :Lundao Gao; Yinfei Zhang; [2024]
    Nyckelord :;

    Sammanfattning : Under the global trend of digital transformation development, Chinese mobile device industry has rapid expansion and yield significant economic benefits and social impacts both domestically and internationally. This growth is driven by the advancement of 5G technology, which has revolutionized various aspects of the industry, including manufacturing, products, and consumer demand. 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. What aspect of Genshin Impact makes players spend money?

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Lisa Martijn; Ameer Khalid; [2023]
    Nyckelord :Customer value theory; Emotional Attachment; Gacha; Genshin Impact;

    Sammanfattning : The monetization model Gacha has spread from its country-of-origin Japan and become a global phenomenon. Genshin Impact, a Chinese Gacha game, is currently one of the highest grossing mobile games in the world. Despite its high revenue, Genshin Impact is free to download and play, all purchases in game are voluntary. LÄS MER

  4. 4. Making her feel like a fairy : a study of young women engaging with selfie applications in China

    Master-uppsats, Lunds universitet/Medie- och kommunikationsvetenskap; Lunds universitet/Institutionen för kommunikation och medier

    Författare :Yilin Yang; [2022]
    Nyckelord :selfie; media engagement; self-representation; the gaze; human body; audience research; Social Sciences;

    Sammanfattning : It’s not unusual for young people these days to take and edit a selfie. With the rise of consumerist culture and the popularity of mobile Internet, nowadays selfie applications, including beauty cameras and photo-beautification applications, have become the most well-accepted products/brands among Chinese women, who have grown accustomed to showing only one exquisitely edited face in digital photos without any dirt or blemishes. LÄS MER

  5. 5. A virtual pet game to raise carbon literacy in China

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Chenhao Li; [2022]
    Nyckelord :Carbon literacy; Carbon emissions; Mobile game design; datauppsättningar; neurala nätverk; blickdetektering; texttaggning;

    Sammanfattning : After the Paris Agreement, the people of the world have a more clear understanding of the goals to combat climate change and reduce carbon emissions. Previous studies have shown that improving people's carbon literacy could play a role in achieving ambitious climate emission targets. LÄS MER