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Cash is [no longer] king: is an e-krona the answer? : - a de lege ferenda investigation of the Swedish Riksbank's issuing mandate and other legal callenges in relation to economic effects on the payment marketImamovic, Arnela January 2019 (has links)
For the past decades, the Swedish public’s payment habits have changed, where the majority of the public has abandoned the old way of making payments, using cash, and instead opted for more modern payment solutions, digital money. The difference between cash and digital money is that cash is physical and only issued by the Riksbank, whereas digital money is created by and stored on accounts at commercial banks. The question of what role the state should have on the payment market is an important point of discussion. But it is not categorically a new question; the Swedish government is tackling essentially the same problem today as it has been doing many times before. Today’s problem is to some extent however manifested in a different way. During the 20th century, discussions were held whether or not the Riksbank should have the exclusive right to issue banknotes. It was considered unnecessary, inappropriate and dangerous. The idea that the Riksbank could cover the entire economy’s need for banknotes was, according to the commercial banks, unreasonable. Nonetheless, in 1904 the exclusive right became fait accompli; the government intervened and gave the Riksbank the banknote monopoly. We are now finding ourselves facing a similar situation, where there is a difference of opinion regarding the Riksbank’s role on the payment market. It is therefore nothing new, but rather an expected task for the government, and thus the central bank, to analyze major changes and draw conclusions from them. The problem is essentially about cash being phased out by digital means of payment. In order to therefore solve the problem, the Riksbank has started a project to investigate whether or not the Riksbank should issue digital cash to the Swedish public, what the Riksbank calls an e-krona. To introduce an e-krona would be a major step, but for the public to not have access to a government alternative, seeing as cash usage is declining, is also a major step. No decision has been made yet regarding whether the e-krona will be introduced on the market or not. A decision that however has been made, is that the Riksbank is now working on building an e-krona to develop and assess the technique. Nonetheless, an introduction would undoubtedly have consequences for both the Riksbank and the commercial banks, which ultimately means it would have effects on the economy as a whole. What about regulatory aspects; is the Riksbank even allowed to issue an e-krona under current legislation? The answer is affirmative, to a certain extent. There are furthermore many other uncertainties regarding how an e-krona would affect the economy; the Riksbank does not fully answer many of the system issues in its project reports. The question of whether or not it even is up to the Riksbank to make a decision on the matter of an introduction is also questioned by the author in the thesis.
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För en etisk utsägelseposition : ethos och persona i Asta Olivia Nordenhof Penge på lommenKalin, Martin January 2022 (has links)
I denna studie undersöks den känsla av författarnärvaro som präglar Asta Olivia Nordenhofs roman Penge på lommen. Genom att undersöka hur Nordenhofs ethos och persona förhåller sig till bokens berättartekniker, samt hur detta samverkar med berättarpåträngningar, är det möjligt att visa hur författaren, genom en paus i narrativet, förmedlar sin egen röst och sammansmälter sin litterära persona med sitt ethos. Detta resultat kontextualiseras genom att beskriva Nordenhofs litterära samtid i Danmark. Därigenom skapar uppsatsen förståelse för vilka etiska dimensioner som ryms i romanens berättartekniker, i synnerhet blickens ökande och minskande distans till romankaraktärerna. Avslutningsvis diskuteras författarnävaron utifrån blickens etiska aspekter.
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Gamification of Stock Trading : Activating sleeping resources / Spelifiering av aktiehandel : Aktiverande av sovande resurserMoberg, David, Moller, Carl January 2019 (has links)
Increased motivation by utilizing gamification is investigated in this report. Two problems in society were alerted by a finance company in collaboration with a Swedish university. The first problem was that people did not save enough for their retirement. The second problem was that some people saved money but did not have the money invested, which the finance company calls sleeping money. The company found that the reason for this was due to lack of motivation. In a general perspective, the two core problems are lack of motivation and unused resources in society. If sleeping resources were utilized, it could benefit those using the resource, the owner of the resource, and in society as a result of increased utilization of these resources. Multi-sided platforms are being used in various industries and are a great way to interconnect two different sides of a market, i.e. buyers and sellers. Gamification is proven to be an efficient way to motivate people. Therefore, the purpose of this study is to find a solution to how sleeping resources can be activated by utilizing gamification on a multi-sided platform. Generally, it was concluded that gamification can both intrinsically and extrinsically motivate users to activate sleeping resources. / Ökad motivation genom att använda spelifiering undersöks i denna rapport. Ett finansbolag i samarbete med ett svenskt universitet uppmärksammade två problem i samhället. Det första problemet var att människor inte sparade tillräckligt för sin pension. Det andra problemet var att vissa människor sparade pengar men inte hade pengarna investerade, vilket finansbolaget kallar sleeping money eller på svenska: sovande pengar. Företaget kom fram till att orsaken till detta berodde på brist av motivation. I ett generellt perspektiv är de två kärnproblemen brist på motivation och att det finns mycket outnyttjade resurser i samhället. Om de outnyttjade resurserna används kan det gynna de som använder resursen, ägaren av resursen och hela samhället som ett resultat av ökat utnyttjande av dessa resurser. Flersidiga plattformar används i olika branscher och är ett bra sätt att koppla samman två olika sidor på en marknad, det vill säga köpare och säljare. Spelifiering har visat sig vara ett effektivt sätt att motivera människor. Syftet med denna studie är därför att hitta en lösning på hur sovande resurser kan aktiveras genom att använda spelifiering på en flersidig plattform. Generellt drogs slutsatsen att spelifiering kan aktivera sovande resurser med både inre och yttre motivation.
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HR-medarbetares upplevelser kring spelprevention och policyimplementering på arbetsplatsen / Experiences and thoughts of HR employees regarding gambling prevention and implementation of policies in a workplace environmentAxelsson, Martin January 2017 (has links)
Skadligt bruk är ett brett begrepp som omfattar många olika former av bruk, till exempel av alkohol, droger eller spel om pengar vilket kan påverka arbetsprestationen negativt hos en arbetstagare. På uppdrag av Folkhälsomyndigheten ville man värdera verkningsgraden av genomförda utbildningsinsatser kopplat till problematiskt spelande. Syftet med den här studien är att kvalitativt utvärdera upplevelser av genomförda utbildningsinsatser som organisationen Alna genomfört kring skadligt bruk med fokus på spelproblem. Tematisk analys användes och datainsamling skedde genom semistrukturerade intervjuer med tio HR-medarbetare, vars fem organisationer ingick i utbildningsprojektet Spel och spelförebyggande insatser för arbetslivet. Resultatet visar att Alnas metoder och verktyg upplevs som effektiva och värdefulla av undersökningsdeltagarna. Vissa hinder för effektiv implementering av uppdaterade policys och riktlinjer identifierades och dessa kunde bestå av tidsbrist, underbemanning eller eftersatt prioritering av spelfrågan. Vidare framgår det att Alnas utbildningsinsatser främjat utformandet av policys och riktlinjer kring skadligt bruk med fokus på spel och spelproblem i organisationerna. / The complex concept regarding harmful use of different nature, could be related to the use of alcohol, drugs or gambling. Such activities could affect the efficiency and productivity of an employee in a workplace environment in a negative way. At the request of the Public Health Agency of Sweden, a group of scientist was given the task to evaluate a project regarding education concerning problematic gambling. The purpose of the current study is to evaluate a project regarding education concerning gambling and gambling prevention, and was carried out by the organization Alna. Thematic analysis was used and collection of data was done with semi structured interviews, with ten HR-employees whose five organisations was included in the project Gambling and gambling preventive efforts directed towards the labour market. The results show that the methods and tools used by Alna is perceived as efficient and valuable by the participants. Some obstacles which works against efficient implementation of updated policies and guidelines were identified and these could consist of time constraints, under staffing or subordinated priority of the gambling issue per se. Furthermore it seems that the education project regarding gambling prevention performed by Alna has contributed to the development of policies and guidelines regarding harmful use of different kinds with focus on the gambling issue. / Utvärdering av projektet Spelförebyggande Insatser för Arbetslivet – Praktisk Tillämpning och utvärdering.
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