Sökning: "value-making"

Visar resultat 1 - 5 av 8 uppsatser innehållade ordet value-making.

  1. 1. The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes

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

    Författare :Albin Johansson; Sebastian Grönström; [2020]
    Nyckelord :service outcome; loot boxes; customer perceived value; customer value creation; video game industry;

    Sammanfattning : In recent years, the video game industry has rapidly grown into the largest grossing entertainment industry in the world, surpassing both the film- and music industries. However, many of the popular games today are free to play and does not require any subscription, yet they still generate high amounts of revenue each year, partly due to the offering of loot boxes in video games. LÄS MER

  2. 2. The Impotency of Post Hoc Power

    Kandidat-uppsats, Uppsala universitet/Statistiska institutionen

    Författare :Hugo Sebyhed; Emma Gunnarsson; [2020]
    Nyckelord :Hypothesis testing; statistical inference; retrospective power; observed power; a posteriori power; a priori power; true power;

    Sammanfattning : In this thesis, we hope to dispel some confusion regarding the so-called post hoc power, i.e. power computed making the assumption that the estimated sample effect is equal to the population effect size. In previous research, it has been shown that post hoc power is a function of the p-value, making it redundant as a tool of analysis. LÄS MER

  3. 3. Microtransactions and lotteries in video-games

    Kandidat-uppsats,

    Författare :Simon Barkman; Marcus Mattsson; [2019]
    Nyckelord :Microtransactions; Hedonic-motivation systems adoption model; HMSAM; Hedonic motivations; Cognitive absorption; Loot boxes; Freemium; Virtual goods;

    Sammanfattning : Microtransactions are part of a business model used almost extensively in the video-gaming industry where developers offer virtual goods or features via micropayments. The concept is relatively new and still unknown to many but deeply rooted in modern video-game developers’ business strategies. LÄS MER

  4. 4. The placebo painkiller - An experimental quantitative study on how emotions, associations and experiences using a payment method fosters pain of paying.

    C-uppsats, Handelshögskolan i Stockholm/Institutionen för marknadsföring och strategi

    Författare :Alexander Levi; Simon Bering; [2018]
    Nyckelord :Pain of paing; Perception; Transaction; Payment; Blur;

    Sammanfattning : Being able to pay for products and services in various settings is one of the key components of a functional economy. By paying, one gives up something (usually money) in exchange for something else (usually products or services). LÄS MER

  5. 5. Entrepreneurial Marketing : The emergence of a new strategy in a small venture

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för marknadsföring (MF)

    Författare :Maxime Rogard; François Dubreuil; [2016]
    Nyckelord :Entrepreneurial marketing; marketing; entrepreneurship; entrepreneurs; SFA Romani; small venture; new strategy;

    Sammanfattning : Historically speaking, marketing and entrepreneurship have been separated into two different concepts. However, more and more studies are now doing a link between them. They have shown that both concepts have strengths but also weaknesses. LÄS MER