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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Varumärkeshantering : Positionera ett varumärke på spelmarknaden / Brand Management : Positioning a brand on the gambling market

Larsson, Jennifer, Jansson, Johan January 2011 (has links)
Problemställning: Syftet med examensarbetet var att bekräfta en position och en tilltänkt målgrupp tilluppdragsgivaren MooreGames som är en ny spelsajt på den svenska spelmarknaden. Studien är även tillför att ta fram en varumärkesplattform som i sin tur sammanfattas i en varumärkesbok. Denna bokkommer internt och externt kommunicera varumärkets värden.Teori: För att kunna få reda på hur vi på ett lyckat sätt skulle identifiera positionen hos varumärketMooreGames studerade vi teorier inom varumärkesutveckling och retorik. Teorierna förvarumärkesutveckling är tagna ur brand managment-området som är en övergripande teori förvarumärkesutveckling. Delarna vi använt oss av inom brand managment-området äridentitetsstrukturen, image hantering, positionering och konsumentens perspektiv. Teorierna omretorik användes för att granska konkurrenternas retorik som sedan ledde till att vi kunde fastställakonkurrenternas positioner.Metod: De empiriska studierna bestod av en enkätundersökning på målgruppen, och en kvantitativinnehållsanalys som mätte konkurrenters användande av retoriska grepp. Den kvantitativainnehållsanalysen bestod av 11 spelsajter som utifrån retoriken analyserats medan enkätundersökningenhar fokuserat på MooreGames tilltänkta målgrupp (killar 18-25år).Resultat: De empiriska studierna visade att den tilltänkta positionen var tillgänglig på spelmarknaden.Denna position innebär att MooreGames skulle kunna ge mer än vinster, i form av pengar, för attkunna särskilja sig från deras konkurrenter. Under målgruppsanalysen såg vi att målgruppen borde ökasmed 5 år, då MooreGames annars kommer förlora en stor del av spelarna på grund av att spelaren ärmellan 23-28 år. Målgruppens intressen är resor, sport, familj och vänner, samt att de ärvinstfokuserade. Den position som föreslås för MooreGames kommer innebära att vinsterna som delasut kommer vara i form av resor och sportevenemang. / Presentation of the problem: The goal of the thesis was to find a position to our client MooreGames,which is a new game site on the Swedish gaming market. Our study will help us develop a brandplatform that will be summarized in a brand book. This book is going to communicate internal andexternal values of the brand.Theory: To learn about how we successfully could find a position to the brand MooreGames westudied the theories of branding and rhetoric. The theories of brand development are taken from theBrand Management area, which is a comprehensive theory of brand development. The parts we usedfrom the Brand Management area are Core Identity, Image Management, Positioning and Consumerbehaviour. The theories of rhetoric were used to examine competitors' rhetoric, which then led us todetermine the positions of the competitors.Method: The empirical studies consist of a survey on the target group and a quantitative contentanalysis that measures the competitors' use of rhetoric. The quantitative content analysis consists of 11gaming sites based on the rhetoric analyzed while the survey has focused on MooreGames intendedtarget group (boys 18-25year).Results: The empirical studies showed that there is a vacant position in the gaming market. Thisposition means that MooreGames could offer more profits in other forms then money to be able todistinguish themselves from their competitors. In the target group analysis, we saw that the targetgroup should be increased with 5 years, or else MooreGames will lose a large part of the playersbecause the average player is between 23-8 years old. Therefore a wider audience in the age 18-30 wasrecommended. The target group interests are travel, sports, party, and that they are profit-focused. Theposition suggested for Moore games will mean that the benefits awarded will be in the form of traveland sporting events. / Den producerade varumärkesboken bifogas som en bilaga
52

Smart-TV hybridapplikation : En undersökning i hur hybridapplikationer kan skapas mellan Smart-TV och surfplattor, samt användbarheten för dessa typer av applikationer

Göransson, Albin, Persson, Alexander January 2013 (has links)
De senaste åren har marknaden för surfplattor växt massivt samtidigt som Smart-TV’s har kommit fram som en ny produktkategori. Detta arbete är en undersökningen i hur surfplattor tillsammans med Smart-TV kan användas för att skapa en bättre upplevelse för användaren. För detta utvecklades en applikation på en LG Smart TV som sammankopplades med en surfplatta för att visa information om ett pokerspel. Sedan utfördes en undersökning med intervjuer där hybridapplikationen jämfördes gentemot att bara spela på surfplattan. Resultatet visade att denna typ av applikationer har potential att fungera som ett bra komplement till att bara visa information på surfplattan i vissa situationer, men mer forskning inom området krävs. / In recent years the market for tablet has grown massively, while a new type of Television device called Smart TV has started to find its way into people’s homes. This study is dedicated to finding out if tablets can be used together with Smart TV’s in a single application to craft a better user experience. To enable this study, a poker application combining LG Smart TV with an Android tablet were created, where the TV was used as a way to show information on a much larger screen. The study used research interviews as a tool to compare this application to a similar application running on the tablet alone. The results points to this type of application having potential when designed properly, but that more research in the area is needed.
53

Minderårigt nätpokerspelande : En explorativ studie om minderårigas reflektioner och upplevelser av nätpoker

Svensson, Dana, Gusteus, Emil January 2010 (has links)
This study represents seven adolescents’ perspective on online poker gambling. The purpose of this study is to analyze and describe adolescents’ thoughts and experiences of online poker gambling, thus gaining a deeper knowledge and understanding of how gambling affects youths in their living conditions and in their identity development. This was done by studying the symbolism and meaning that gambling has in these youths every day live and in their identity development. Interviews with one female and six male teenagers age fifteen to seventeen were made, using a qualitative approach. The empirical data were analysed through previous research and by using several theoretical perspectives that were found to be relevant for this study’s purpose and questions.   Results of the study show that friends and media have a significant meaning for youths’ introduction to online poker gambling. The adolescents’ gambling has been variable and can be seen as part of their identity development as they experiment with different roles and lifestyles. The study shows that it’s not just one quality of online poker that attracts young people, but a combination of various qualities that are closely intertwined and together contribute to the game experience the young seek. This study also shows that young people find strategies to manage risks tied to online poker gambling. In addition, the study shows that online poker as a typical male arena strengthens and verifies the male adolescent boys in this study in their identities as young men. Notions of gender in online poker gambling consequently contribute to that young people reproduce gender specific gambling patterns that exist in society.
54

Bayesian opponent modeling in adversarial game environments

Baker, Roderick James Samuel January 2010 (has links)
This thesis investigates the use of Bayesian analysis upon an opponent's behaviour in order to determine the desired goals or strategy used by a given adversary. A terrain analysis approach utilising the A* algorithm is investigated, where a probability distribution between discrete behaviours of an opponent relative to a set of possible goals is generated. The Bayesian analysis of agent behaviour accurately determines the intended goal of an opponent agent, even when the opponent's actions are altered randomly. The environment of Poker is introduced and abstracted for ease of analysis. Bayes' theorem is used to generate an effective opponent model, categorizing behaviour according to its similarity with known styles of opponent. The accuracy of Bayes' rule yields a notable improvement in the performance of an agent once an opponent's style is understood. A hybrid of the Bayesian style predictor and a neuroevolutionary approach is shown to lead to effective dynamic play, in comparison to agents that do not use an opponent model. The use of recurrence in evolved networks is also shown to improve the performance and generalizability of an agent in a multiplayer environment. These strategies are then employed in the full-scale environment of Texas Hold'em, where a betting round-based approach proves useful in determining and counteracting an opponent's play. It is shown that the use of opponent models, with the adaptive benefits of neuroevolution aid the performance of an agent, even when the behaviour of an opponent does not necessarily fit within the strict definitions of opponent 'style'.
55

Is What You See What You Get? : A Study of the Elements that Influence and Distort a Player’s Perception of the Behavior of Digital Opponents

Lindell, Tomas, Nils, Wennergren January 2016 (has links)
As a bachelor’s degree project, the study examines elements that may affect or distort players’ perception of opponents’ behavior in games. More specifically in stationary character driven games such as Texas Hold ‘em Poker. Elements that were chosen as a focus in the study were visual character design and participants previous experiences, such as knowledge of games in general and familiarity with Texas Hold ‘em Poker. A game prototype was designed as a tool to use when examining the subject. In the game prototype, players were seated at a Texas Hold ‘em Poker table and faced two opponents. One opponent was designed to be visually aggressive and the other visually defensive. Participants of the study were asked to answer a questionnaire and the resulting answers were analyzed in an attempt to find relevant information in regards to the subject of this project. The results of the study suggest that the elements chosen do affect players’ perception of opponents’ behavior. / Som ett kandidatexamensarbete undersöktes vilka element som kan påverka eller förvränga spelares uppfattning om motståndares beteende i spel. Mer specifikt i stationära karaktärsdrivna spel så som Texas Hold ‘em Poker. Element som utvaldes för undersökningen utgjordes av visuell karaktärsdesign och medverkandes tidigare erfarenheter, så som kunskap om spel i allmänhet och kännedom om Texas Hold ‘em Poker. En spelprototyp skapades som ett verktyg för att undersöka ämnet. I spelprototypen sattes spelare vid ett Texas Hold ‘em Poker-bord och mötte två motståndare. En motståndare var utformad att vara visuellt aggressiv och den andra visuellt defensiv. Medverkande i studien blev tillfrågade via ett frågeformulär och de resulterande svaren analyserades i ett försök att hitta relevant information gällande ämnet. Studiens resultat antyder att elementen som valdes verkligen påverkar spelares uppfattning om motståndares beteende i spel.
56

Finančněprávní aspekty loterií a jiných podobných her se zaměřením na poker / Financial and legal aspects of lotteries and similar games with a special regard to poker

Krasula, Vladimír January 2012 (has links)
81 Abstract The thesis is focused on financial and legal aspects of lotteries and similar games with a special regard to poker layed down by act No. 202/1990 Coll., Act on Lotteries and Other Similar Games. Bets and games of chance are civil law parallels of lotteries and other similar games. Legislator doesnt provide them with the same margin of legal protection and determines them unenforceable. Lotteries and other similar games according to the Czech legislation have a characteristic element of chance. Author argues whether poker is a game of chance and tends towards the opinion, that poker doesnt fall within the scope of the lottery act in its current definition. Afterwards the thesis clarifies the legal requirements to obtain licence to operate lotteries and other similar games. Czech republic as a member of the European Union shall be subjekt to the european law, nevertheless Czech legislation prohibits the applicants for licence to have a foreign equity participation. Author therefore compares the decisions of the Court of Justice of the European Union on gambling and tends towards the opinion that Czech legislation is in conflict with the European law. Lotteries and other similar games are closely connected with the tax and fee duties of the subjects. Thesis clarifies the new institute of lotteries...
57

Právní úprava internetového hazardu / Legal regulation of internet gambling

Koula, Petr January 2014 (has links)
This thesis deals with online gambling and specifics of the legislation, which is in the Czech Republic regulated mainly by the Act No. 202/1990, the Lottery Act. After short introduction of the field, there is provided analysis of the latest amendment to the Lottery Act No. 300/2011 and its impact on the poker industry, particularly the online poker industry. Emphasis is placed on the conditions laid down for obtaining a license to operate in lotteries and other similar games, the tax aspects of poker for both operators and players and suitability of inclusion poker under the regime of the Lottery Act. The issue of cross-border gambling is in the European Union closely studied and in the coming years there is to be expected extensive harmonization, which will be based on the fundamental principles of free movement of goods, services, people and capital. In connection with the forthcoming harmonization, the author addresses the issue of incompatibility of the Czech Lottery Act with European law and draws the same conclusion regarding the draft Act on the Operation of gambling, which was originally approved with effect from 1st January 2013. After a brief excursion into the regulation of internet gambling in France and Greece, the author compares the local regulatory tools and instruments with those...
58

Concept description genom klustring / Concept description by cluster analysis

Rydin, Evy January 2007 (has links)
Concept description är en data mining-uppgift som strävar efter en begripligbeskrivning av koncept och klasser, inte exakta prediceringar. Syftet medstudien är att visa hur prototypbaserad klustring kan skapa förståelse för endatamängds underliggande domän, enligt concept description. Experimenthar utförts med data från pokerdomänen. Datamängden samlades in från ettlow-limit, shorthanded bord, hos en av de stora Internetsiterna för onlinepokerspel. De två experimenten utfördes med samma datamängd, men däruppsättningen attribut skiljde sig åt. Klustringen utfördes med denprototypbaserade klustringsalgoritmen K-means. För att data mining–uppgiften skulle lösas på tillfredställande vis, presenterades experimentensresultat i diagram och tabeller som var möjliga att analysera. Klustren somexperimenten resulterade i visar sig vara väl separerade. Den doldainformationen, som lyftes fram av klustringsexperimenten, kunde verifierasav domänens teori. Analysen av resultatet visade att klustring med denprototypbaserade klustringsalgoritmen K-means är en metod som går bra attanvända för att skapa förståelse i en datamängds underliggande domän. / Uppsatsnivå: D
59

ALL IN...men hjälp mig ut. : En kvalitativ studie om vägen in och vägen ut ur ett spelberoende

Isljami, Elvin, Dragaj, Visar January 2009 (has links)
<p>Compulsive gambling has lately become a more common and serious issue in our society. The number of compulsive gamblers is constantly increasing alongside the growth of the gambling industry and the consequences of compulsive gambling include both economical and social disasters. Every addiction has a start, and so does compulsive gambling, which is why we chose to perform a survey in order to determine the possible causes to why individuals are drawn to gambling and what leads them into compulsive gambling, and also during which circumstances do they find the strength and will to come out of their addiction to gambling. The theories that are used in this paper include globalization, socialization, Bauman´s consumption society and empowerment, alongside the six phases of gambling by Custer and Milts, describing the way in and the way out of compulsive gambling. This survey is one of the qualitative kind, which means that the chosen theories are connected to the ten interviews that were done with gamblers of various kinds. The larger part of the interviews consist out of stories by compulsive gamblers and former compulsive gamblers, but the reader also gets to read the stories of those who gamble a whole lot, but still don´t consider themselves as compulsive gamblers and also from a treatment facility representative who has a lot of experience of treating compulsive gamblers.  This paper, in conclusion, shows that there are various reasons of why individuals become gamblers and compulsive gamblers. Some do it in order to escape their everyday problems; some do it to fit in with their friend circle while others do it for the sake of excitement or for the simple reason of making money. The publicity that surrounds gambling nowadays and the technology that increases the possibility of gambling, are also important factors that can awake the interest in gambling.  In order for the individual to get out of the compulsive gambling problem, more is needed then just the need to leave gambling behind. Support from one´s family and friends can be of help after the individual has fully decided to get out of his compulsive gambling issues. However, it is the individuals own free will and determination to leave the gambling behind, that is the key to a life free from compulsive gambling.</p>
60

Vad skapar styrkor i en relation?

Gambe, Gustaf, Alvemar, Per January 2010 (has links)
<p><em><p>Denna studie syftar till att utifrån ett kundperspektiv undersöka vad det är som skapar styrkor i en relation mellan två typer av pokerspelare och pokerföretag på Internet. För att undersöka detta har en djupgående metod använts. Två traditionella fokusgrupper med amatörer och två onlinefokusgrupper med professionella spelare har genomförts. Det kan konstateras att pokerspelare på Internet upplever en rad faktorer som leder till en ökad uppskattning av relationen och vidare en starkare relation. Dock skiljer sig resultaten åt beroende på spelartyp. För amatörerna bidrar ett ökat förtroende för pokersajten till en starkare relation genom användarvänlighet och tillgänglighet, men även viss typ av specialbehandling anses som viktigt.För de professionella spelarna är specialbehandling i form av personliga kontaktpersoner något som skapar en stark relation då dessa kan leda till att ett socialt band mellan spelaren och företaget skapas. Det är även viktigt med ett förtroende till pokersajten genom driftsäkerhet och erfarenhet av spelarna så att de alltid kan spela mot spelare som de tror sig kunna vinna pengar av. Slutligen kan vi konstatera att ekonomiska förmåner lätt kan upplevas som något kopplat tillkärntjänsten, och bidrar därför inte till en starkare relation, utan enbart en svagare relation om förmånerna uteblir.</p></em></p>

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