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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.
71

Dark Patterns : Den sura sidan av Candy Crush Saga

Fredell, Tilde, Haneling, Matilda January 2023 (has links)
Many mobile games use a user interface designed to get their players to spend more time, money or social engagement within their application. This is done by deliberately misleading or otherwise confusing the user by, for example, making the player lose track of time when playing or by giving rewards to players who spend money or invite their friends into the game. This can be taken to the extent that it strongly affects players negatively both financially and socially. This type of game elements is also known as dark patterns, which are not only used in games but also on websites, social media and other digital applications. Dark patterns have been discussed more in recent years since consumers and users have become more aware of how deceptive digital design affects behavior. This study examines the game design of Candy Crush Saga with a focus on dark patterns, and how these affect the game as a whole as well as the users who play it. The study focuses on three categories that characterize dark patterns, namely temporal, monetary and social. Based on these categories, they have subcategories that describe specific design elements with examples. The study that has been done consists of two parts: a heuristic evaluation and a survey where a number of active players have been asked to answer questions about their gaming habits in the game Candy Crush Saga. The study finds that the game contains several dark patterns, which in varying degrees affects the players’ experience in the game. The study also discusses how cumulative dark patterns enhance each other and can therefore be perceived as particularly problematic. / Många mobilspel använder sig av ett användargränssnitt utformat för att få sina spelare att spendera mer tid, pengar eller socialt engagemang inom deras applikation. Detta genom att medvetet vilseleda eller på annat sätt förvirra användaren genom att till exempel få spelaren att förlora uppfattningen av hur mycket tid de har spenderat i spelet eller genom att ge belöningar till spelare som spenderar pengar eller bjuder in sina vänner i spelet. Detta kan tas till den grad att det starkt påverkar spelarna negativt både ekonomiskt och socialt. Denna typ av spelelement kallas även dark patterns, som förutom i spel även används på webbsidor, sociala medier och andra digitala applikationer. Dark patterns har diskuterats mer under senare år då konsumenter och användare har blivit mer medvetna om hur vilseledande digital design påverkar beteenden. I denna studie har spelet Candy Crush Sagas speldesign undersökts med fokus på dark patterns, och hur dessa påverkar spelet i sin helhet och användarna som spelar. Studien har fokuserat på de tre kategorier som kännetecknar dark patterns, nämligen de temporala, monetära och sociala. Utifrån dessa kategorier har de underkategorier som beskriver specifika designelement med exempel. Studien som har gjorts består av två delar där det dels är en heuristisk utvärdering som har gjorts, samt en enkätstudie där en andel aktiva spelare har fått svara på frågor angående deras spelvanor i spelet Candy Crush Saga. Studien konstaterar att spelet innehåller flera dark patterns, som i varierande grad påverkar spelarnas upplevelse i spelet. Studien diskuterar även hur kumulativa dark patterns förhöjer varandra och därav kan upplevas som särskilt problematiska.
72

Waging a Living in Casual Dining Restaurant Chains

Bower, Hannah Blythe 15 December 2012 (has links) (PDF)
Through in-depth interviews with 14 restaurant servers who worked in "casual dining" restaurant chains, this study explores service work and servers' perceptions of restaurant culture. Interactions between servers and customers are examined through the lens of servers' personal experiences. The analysis of interview data focus on how servers understand their role, how "casual dining" restaurant chains try to avoid the appearance of fast food outlets, and how "the customer is always right" slogan affects servers and customers. As a response to difficult and inflexible structural conditions present in restaurant work, servers establish short-lived camaraderie with each other through games, harassment, and deriding low-status customers to get through their shifts. The thesis closes by examining possible ways to combat the effects of this exploitative industry on servers.
73

Self-Esteem in Relation to Casual Sex Behavior, Attitudes, and Affect.

Bieda, Kathryn 12 August 2008 (has links) (PDF)
Casual sex is common on college campuses and is potentially relevant to a person's self-esteem. Unfortunately, data are mixed regarding how self-esteem is influenced by casual sex. This thesis is an attempt to understand how casual sex influences women's self-esteem through a series of questionnaires. Three hypotheses were of interest. The first predicted that sociosexuality and desire would explain casual sex engagement. Second, that casual sex behaviors and attitudes would predict self-esteem. Third, looking only at those who engaged in casual sex; casual sex attitudes and affect would predict self-esteem. Using hierarchical regression, results indicated that there was a curvilinear effect for sociosexuality on number of casual sex partners. Results for the second hypothesis showed an interaction between behavior and attitudes to predict selfesteem. Finally, for hypothesis three, results showed a moderation effect for attitudes on negative affect regarding overall casual sex experience and self-esteem.
74

Self-Regulatory Deficits and Childhood Trauma Histories: Bridging Two Causal Explanations for Sexually Abusive Behavior

Lasher, M. P., Stinson, Jill D. 01 October 2015 (has links)
No description available.
75

Understanding Customers\' Healthy Eating Behavior in Restaurants using the Health Belief Model and Theory of Planned Behavior

Lee, Sangtak 27 April 2013 (has links)
A large portion of the American public is overweight and many are classified as being obese.  Obesity and unhealthy eating behavior are partially related to the increase in our society""s consumption of foods away from home. Accordingly, the Food and Drug Administration (FDA) has suggested new menu labeling regulations to help educate customers on healthy items among menu selections. Few studies have tried to understand customers"" healthy eating behavior in restaurants. Therefore, the purpose of this study was to understand and to predict customers' healthy eating behavior in casual dining restaurants, using the theory of planned behavior and the health belief model. The results showed that attitude toward healthy eating behavior and subjective norm positively influenced intention to engage in healthy eating behavior in casual dining restaurants while perceived behavioral control did not. For healthy eating behavior in casual dining restaurants, perceived threat, self-efficacy, response to provision of nutrition information (cue to action) were significant predictors. However, perceived benefits and barriers were not statistically significant. Also, the study found that subjective nutrition knowledge influenced customers' response to provision of nutrition information whereas objective nutrition knowledge did not. Customers' healthy eating behavior positively influenced their willingness to patronize a restaurant that offers healthy menu items, which means that those who try to eat healthy menu items in casual dining restaurants are willing to revisit restaurants where healthy menu choices are available and to recommend the restaurants to others. Finally, this study generated socio-demographic profiles related to healthy eating behavior in casual dining restaurants and willingness to patronize a restaurant that provides healthy menu choices. The results revealed that education levels and BMI (Body Mass Index) status influenced customers' healthy eating behavior. Also, customers' willingness to patronize a restaurant that provides healthy menu items differed based on gender, marital status, and education levels. / Ph. D.
76

The world of dating : A case study on Japanese young adults' attitude toward dating and marriage

Kontkanen, Iisa-Riia January 2024 (has links)
This study aims to gain insight into attitudes toward dating in modern Japan. Apart from regular relationships, casual dating and casual relationships without the intention to marry have become more common. Therefore, this study was conducted to find out the attitude toward dating, casual dating, and the intention to marry. One of the purposes of the study was also to gain knowledge of possible issues in the modern dating world, such as whether dating applications (e.g., Tinder and Omiai) have made a difference in the world of dating. A case study was conducted by doing three individual semi-structured interviews with three Japanese young adults born between the years 1993-2003 which were then analyzed and compared. The results suggest that casual dating has indeed become more common, but it may have a stigma around it. Common themes such as couples not having enough time together, money and dating apps were discussed as possible issues. Marriage intentions were found to be slightly different among the respondents and age could be one of the factors for that.
77

Diversity of Sexual Experience in College Students: The Role of Personal Characteristics

Claxton, Shannon E. 26 September 2012 (has links)
No description available.
78

Investigating Short-Term Effects of Hooking Up on the Well-Being of Emerging Adult College Students

Weitbrecht, Eliza M. January 2017 (has links)
No description available.
79

Retirement and Flow: Can the Casual Leisure Pursuits of Older Adults Create the Experience of Flow?

Standridge, Sarah H., Dunlap, Rudy, Hamilton, Gloria 09 August 2019 (has links)
This study examines the casual leisure activities of older adults and their potential to create flow experiences. Using a qualitative approach, the study found that participants often choose leisure activities based on the perceived enjoyment and potential benefits; maintaining physical and mental health, altruism, or maintaining relationships with friends and family. Analysis revealed that flow-like experiences were facilitated by participants’ purposeful choices and focusing their attention on the immediate task. If participants do not achieve flow, their leisure activities were chosen to contribute positively to their well-being and quality of life.
80

An Introduction to Spiritual Formation Among Digitial Natives

Walker, Noel C. January 2012 (has links)
<p>A curious demographic shift is underway in North American evangelical churches. While the percentage of teens and young adults who regularly attend worship services has remained basically the same for the past thirty years the number of casual attenders is plummeting. In 2008, forty-seven percent of teens reported never attending a worship service, up from twenty-eight percent in 1980. What is causing such a radical shift in worship attendance? This thesis will investigate an increasingly distinct cultural group, called Digital Natives, who were born since 1990 and have never known a world without the Internet and constant connection to digital media.</p> <p>Through the development of a biblical theology of technology, and the investigation of recent research into the psychological and social effects of social media and other computer mediated communication, this thesis will develop a clearer picture of the cultural gap that many Mainline and Evangelical churches are facing. Through theological reflection this thesis will identify new boundaries and new behaviours that will assist in the discipling and spiritual formation of Digital Natives in today's churches.</p> / Thesis / Master of Divinity (M.Div)

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