• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • Tagged with
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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.
1

Zefektivnění kvality zpětné vazby v České spořitelně, a. s. / Quality improvement in client feedback process in Ceska sporitelna, a.s.

Burešová, Michaela January 2009 (has links)
The purpose of this diploma thesis is the fact that Ceska sporitelna a.s. doesn't succeed in fulfilling of the standard to solve 80 % of client feedback by 24 hours. The goal of this diploma thesis named "Quality improvement in client feedback process in Ceska sporitelna, a.s." is to define problem spaces of the client feedback process which are necessary to improve. At the beginning there is an explanation of some terms which are connected with a quality. Consequently there are mentioned certain methods of continuous improvement such as PDCA, Six sigma and so on. In practical part there is described contemporary client feedback process, they are introduced results of my own research and suggested ideas for improvement.
2

L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium

Boyer, Steven Andrew 15 July 2009 (has links)
As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity.

Page generated in 0.1184 seconds