Sökning: "consumer motivation"

Visar resultat 6 - 10 av 201 uppsatser innehållade orden consumer motivation.

  1. 6. Skrolla Vidare: En kvalitativ studie om konsumenters identitetsskapande på TikTok

    Kandidat-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Theodor Tranarp; Alice Wischer; Klara Johansson; [2023]
    Nyckelord :Identitet; TikTok; Motivation; Grupptillhörighet; Konsumenter; consumers; Social Groups; Business and Economics;

    Sammanfattning : Examensarbetets titel: “Skrolla vidare “ En kvalitativ studie om konsumenters identitetsskapande på TikTok. Ämne/kurs: FEKH29, Examensarbete i marknadsföring på kandidatnivå, 15HP Författare: Alice Wischer, Klara Johansson och Theodor Tranarp Handledare: Clara Gustafsson Nyckelord: Identitet, TikTok, Motivation, Grupptillhörighet, Konsumenter Syfte: Uppsatsen ämnar att undersöka konsumenters användande av mediet TikTok och skapa en förståelse för motivationen till användandet samt konsumentkulturen och den sociala identiteten som uppstår till följd av det. LÄS MER

  2. 7. Influencers och konsumenters köpbeteende på TikTok : En kvantitativ och kvalitativ undersökning på köpbeteenden hos konsumenter

    Kandidat-uppsats, Södertörns högskola/Företagsekonomi

    Författare :Melis Cetin; Mickaela Georges; [2023]
    Nyckelord :Influencer marketing; TikTok; Sociala medier; Mikro-influencer; Makro-influencer; Source credibility;

    Sammanfattning : As the development of digitization becomes more extensive and integrated into our daily lives, it shapes people around the world. This influence extends to how we create value, communicate, and consume. LÄS MER

  3. 8. The Ulleråker Hospitalum : A Case Study in the Wage Development of the Medical Sector 1890-1920

    Master-uppsats, Uppsala universitet/Ekonomisk-historiska institutionen

    Författare :Daniel W Christensen; [2023]
    Nyckelord :Economic History; History of Medicine; Medical Sector; Asylum History; Ulleråker; Ulleråker Hospitalum;

    Sammanfattning : This essay presents a case study about the development of income levels in the medical sector during Sweden´s period of modernization, 1890-1920, focusing specifically on the five wage groups which comprised the medical staff at Uppsala´s Ulleråker hospitalum (=mental asylum). This institution, though different in it´s stated mission from hospitals and the like, was similarily organized, and staffed with employees belonging to the same categories as regular hospital staff - they shared similar social backgrounds, education levels, work tasks and conditions. LÄS MER

  4. 9. Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

    Kandidat-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Maja Sveder; Emma Lundbäck; [2023]
    Nyckelord :Gamification; Metaverse; Games; Game elements; Consumer behaviour; Engagement; Motivation; Purchase intentions;

    Sammanfattning : Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. LÄS MER

  5. 10. 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