Sökning: "implementation of crm"

Visar resultat 1 - 5 av 74 uppsatser innehållade orden implementation of crm.

  1. 1. SIMULATION TRAINING: FROM THE STUDENTS' POINT OF VIEW

    Kandidat-uppsats,

    Författare :Hygrell Sandra; Alexandra Jernstedt; [2023-03-16]
    Nyckelord :;

    Sammanfattning : Background: Simulation training is a well-grounded concept that is used to increase and maintain safety in various industries such as aviation, military, and health care. Simulation training is today an integrated part of the Bachelor programme in nursing. LÄS MER

  2. 2. Utilization of AI in Digital Marketing : An empirical study of Artificial Intelligence and the impact of effectiveness, ethics and regulations.

    Kandidat-uppsats, Mälardalens universitet/Akademin för ekonomi, samhälle och teknik

    Författare :Belinda Sundqvist; Jerar Ohanisian; shaafi osman ali; [2023]
    Nyckelord :Artificial intelligence AI ; Digital marketing; Search engine optimization SEO ; Customer relationship management CRM ; Gathered data; Ethics; Effectiveness; Regulation;

    Sammanfattning : Date: 2023-05-30 Level: Bachelor thesis in Business Administration, 15 cr Institution: School of Business, Society & Engineering, Mälardalen University Authors: Belinda Sundqvist         Jerar Ohanisian                 Shaafi Osman Ali                        00/09/08                        97/09/03                               99/02/05 Title: Utilization & impact of AI in digital marketing Examinator: Magnus Linderström  Supervisor: Stylianos Papaioannou Keywords: Artificial intelligence (AI), Digital marketing, Search engine optimization (SEO), Customer relationship management (CRM), Gathered data, Ethics, Effectiveness, Regulation Research question: How do businesses utilize AI and how does it impact digital marketing? Purpose: The purpose of this study is to examine how organizations use artificial intelligence (AI) technology in their digital marketing, and how this affects their efforts to communicate digitally. This in conjunction with any repercussions regarding ethical and legal concerns, that may occur through the utilization of AI. LÄS MER

  3. 3. Utmaningar vid CRM-implementering : En tvärvetenskaplig fallstudie om implementering av CRM-system hos en tidningskoncern

    Master-uppsats, Uppsala universitet/Institutionen för informatik och media; Uppsala universitet/Företagsekonomiska institutionen

    Författare :Linus Andersson; Evin Hassan; [2023]
    Nyckelord :CRM implementations; change management; change resistance; information systems; management;

    Sammanfattning : This study is about Customer Relationship Management (CRM) and implementation of CRM systems. The study aims to identify and investigate which challenges are experienced during CRM implementation at a newspaper group and how those challenges have been handled. LÄS MER

  4. 4. Utmaningar vid implementering av CRM : En kvalitativ studie av utmaningar vid CRM-implementering.

    Kandidat-uppsats, Högskolan i Halmstad/Akademin för informationsteknologi

    Författare :Alma Cederquist; Erik Gyllenhammar; [2023]
    Nyckelord :Customer Relationship Management; CRM; Implementation; CSF; Challenges; CRM; Customer Relationship Management; Implementering; CSF; Framgångsfaktor; Utmaningar.;

    Sammanfattning : Efterfrågan på kundrelationshanteringssystem (CRM) ökar. Samtidigt ökar komplexiteten och osäkerheten kring implementering avinformationssystem. Det finns behov att komplettera befintlig litteratur, då nästan 65% av alla CRM-implementeringsprojekt misslyckas trots att framsteg har gjorts. LÄS MER

  5. 5. The Impact of Gamification on User Engagement in a Secondhand E-commerce platform

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Yen Dinh; Maya Fogelberg; [2023]
    Nyckelord :Gamification; secondhand e-commerce; game elements;

    Sammanfattning : Using game elements in a non-game context, called gamification, has grown popular recently and can be seen in education, health, and on e-commerce websites. In this thesis, the use of game elements, specifically badges is evaluated on a secondhand website. LÄS MER