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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.
1

Gaming for Good : Triggering do-good Excitement in a Mobile Game / Gaming for Good : att skapa en positiv känsla av att göra gott genom ett mobilspel

Liljeqvist, Marcus Elwar January 2019 (has links)
Mobile games present a great opportunity for organizations with sustainability agendas to spread their message and generate revenue towards its cause, as they are the best money generating apps. This can be done through designing so-called persuasive games. A major challenge when designing such a game is that the sustainability agenda might compromise the gaming experience, rendering an uninteresting game. The present research explores what could trigger both an interesting game that also compromises a do-good agenda by designing and play testing two versions of a persuasive game called Aqua Escape. Results indicated that users felt more excited about the game once they knew about the social agenda. They also wanted more information on the social agenda integrated into the app than was already there. / Mobilspel generar störst intäkter av mobilapplikationer och skapar därför en möjlighet för företag med hållbarhetsagendor att sprida deras budskap och generera intäkter till deras ändamål. Detta kan göras genom att designa så kallade övertygande spel (eng. persuasive games). En stor utmaning i designandet av ett sådant spel är att hållbarhetsagendan riskerar att äventyra spelupplevelsen och rendera ett ointressant spel. Denna studie utforskar hur ett intressant spel med en hållbarhetsagenda kan designas genom att designa och speltesta två versioner av ett övertygande spel kallat Aqua Escape. Resultatet indikerar att spelarna fick en förstärkt positiv känsla av spelet när de förstod att spelet hade en hållbarhetsagenda. Spelarna ville även att hållbarhetsagendan skulle integreras mer i spelet.
2

Promoting a Circular Economy in the Mobile Phone Product System in China

Wang, Shihui January 2020 (has links)
The concept of the circular economy has been introduced to China and encouraged to be implemented in manufacturing industries by the government in recent years. The implementation of a circular economy in the mobile phone product system can potentially serve as a solution to reducing a significant amount of waste mobile phones. However, the development of a circular economy in China is still at the beginning phase. To help with the promotion of a circular economy, this thesis was proposed. The aim is to explore the possibility to promote a circular economy in the mobile phone product system in China and the main target group is mobile phone producers. The main methodology of this thesis was system dynamics modeling. A system dynamic model was developed to analyze the potential sustainability profits and economic profits. A questionnaire and a literature review were conducted to collect relevant data for the model. The study proposed three strategies (old-for-new, eco-design, and product service system) for producers to promote a circular economy. The profitability of the three scenarios was evaluated and then a sensitivity analysis of the parameters in the model was conducted. According to the model results, the old-for-new strategy was the most profitable and the strategy of the product- service system could not bring additional profit to producers if only economic profits were considered. The general suggestion for producers on maximizing the profitability was propagandizing the significance of mobile phone collection and recycling to increase consumers’ awareness.

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