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Voluntary turnover problem of quality control inspectors in Hong Kong toy factories: research report.January 1979 (has links)
Title also in Chinese. / Abstract in English and Chinese. / Thesis (M.B.A.)--Chinese University of Hong Kong. / Bibliography: leaves 54-57. / ABSTRACT --- p.ii / TABLE OF CONTENTS --- p.iii / ACKNOWLEDGEMENTS --- p.iv / Chapter Chapter I --- INTRODUCTION --- p.1 / Turnover Problem in Hong Kong --- p.1 / Objective and Scope --- p.2 / Contents of the Following Chapters --- p.3 / Chapter Chapter II --- A THEORETICAL FRAMEWORK --- p.4 / Definition --- p.4 / Effect of Turnover --- p.5 / Causes of Turnover --- p.8 / Opportunity of Alternative Employment --- p.14 / Summary --- p.14 / Chapter Chapter III --- RESEARCH OBJECTIVE AND METHODOLOGY --- p.17 / Objective --- p.17 / Propositions --- p.17 / Methodology --- p.18 / Measurement --- p.20 / Statistical Tests --- p.24 / Chapter Chapter IV --- FINDINGS AND ANALYSIS --- p.26 / Management Attitude --- p.26 / Job Characteristics and Job Satisfaction --- p.29 / Age and Job Satisfaction --- p.30 / Length of Service and Job Satisfaction --- p.32 / Sex and Job Satisfaction --- p.33 / Marital Status and Job Satisfaction --- p.35 / Education and Job Satisfaction --- p.36 / Intracompany Comparison and Job Satisfaction --- p.37 / Intercompany Comparison and Job Satisfaction --- p.39 / Summary --- p.40 / Chapter Chapter V --- CONCLUSIONS AND RECOMMENDATIONS --- p.42 / Possible Ways to Reduce Turnover --- p.42 / Further Research Recommendations --- p.49 / APPENDIX --- p.51 / BIBLIOGRAPHY --- p.54
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Marketing strategies of the toy industry in Hong KongTsui, Yau-hoi, Elizabeth., 徐有開. January 1988 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
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Electronic toy industry in Hong KongYeung, Wai-keung, Ray., 楊偉強. January 1998 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
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Moving a manufacturing plant from Taiwan to the PRC : problems and solutions /Liu, Yan-keun. January 1996 (has links)
Thesis (M.B.A.)--University of Hong Kong, 1996. / Includes bibliographical references (leaf 82).
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The impact of POS materials on sales: LEGO Nexo Knights 2016 campaign in toy specialist stores / Vliv POS na prodeje: LEGO Nexo Knights kampaň 2016 v hračkářstvíchKinštová, Veronika January 2016 (has links)
In today's highly competitive and cluttered marketing environment it becomes increasingly harder for brands to differentiate themselves form others. This is especially pronounced in the retail space. Shopper marketing is a discipline that focuses on shoppers and their needs to create a unique shopping experience and thereby increase in-store communication effectiveness. Keeping in mind the challenges of marketing to children, LEGO aims to communicate to its shoppers as well as consumers through the platform of in-store its core values of creative play, fun and learning. The thesis discusses the effectiveness of LEGO shopper marketing, specifically the engagement elements it uses in various channels. The aim is to test and evaluate the impact of these materials on the target audience and sales as well as define the hierarchy of LEGO in-store communication materials. In the theoretical part shopper marketing concepts, shopper beaviour and marketing in the toy industry are discussed.
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Quality control methods employed in the plastic toy industry in Hong Kong.January 1972 (has links)
by Wong Hoi-tay. / Summary in Chinese on endpapers. / Thesis (M.B.A.)--Chinese University of Hong Kong. / Includes bibliographies.
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Moving a manufacturing plant from Taiwan to the PRC: problems and solutions廖恩權, Liu, Yan-keun. January 1996 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
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A study of the production system at a plastic toys manufacturing company with special reference to aggregate planning and schedulingHung, Ling-ming., 孔令明. January 1980 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
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Research in the operating strategy of toy industry investing in Guang Dong ChinaYang, Wei-chien 05 August 2004 (has links)
Abstract
Taiwan corporations must maintain sustainable competitive advantage in the competitive global market to cope with the deteriorated industry environment in Taiwan. This research concentrates on exploring toy industry¡¦s investing process, and operating strategy in mainland China.
All multinational enterprises entering China must be aware that even with cheaper labor and land cost, from 1986 to 2004, less then twenty years of rapid changes in China¡¦s toy industry, China is still a fast changing and competitive area for industry development. Based on the study of Company A¡¦s operation, one of the major purpose of this research is to provide corporate strategies for those industries that are interested in entering China, as well as toy industries that are currently in operation.
Furthermore, as far as China investment, existing studies only focused on the entry mode; however, the results of these studies did not provide enough experience since most industry¡¦s investment in China is only at the introduction stage. However, since toy industry requires massive labor and is more competitive with Hong Kong¡¦s factories, both Taiwan and Hong Kong enterprises obtain complete operating experiences; and therefore provide valuable studies.
The study of Company A has achieved the following conclusions:
1. Industry¡¦s moving outward is due to inconsistency of corporate value and society value in the economic region. Enterprises¡¦ operating strategy is to achieve society value, create customer value, and satisfy employee value in order to accomplish corporate value.
2. Time-based competitive advantage is to apply the concept of competitive advantage into dynamic operation strategy. Efficiency is the success factor of achieving competitive advantage.
3. Acknowledging industry mind-set, meaning to realize, to assume, and to expect specific industry in order to decide how corporate could increase value and to compete with others.
4. Local advantage is more important than core competencies.
5. Taiwan¡¦s industry should merge with area economic, for example, Taiwan-Shanghai, Taiwan-Shenzhen, Taiwan-Xiamen, to avoid Taiwan¡¦s industry become isolated from clusters.
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[en] DESIGN IN PLAY: AN UNDERSTANDING OF THE INDUSTRY - DESIGN DEGREE - TOY TRIAD / [pt] DESIGN NO BRINCAR: UMA COMPREENSÃO DA TRÍADE INDÚSTRIA - FORMAÇÃO EM DESIGN - BRINQUEDOLUCAS BRAZIL SOUSA 12 November 2018 (has links)
[pt] O brinquedo é um artefato lúdico que potencializa a espontaneidade da ação do Brincar das crianças. Ele favorece essa cultura e traz significações acerca da sociedade em que está inserido, assim como influencia a forma como as crianças apreendem o mundo. Contudo, a indústria brinquedista brasileira, por meio de seus brinquedos, difunde e auxilia a/na manutenção de conceitos vigentes na sociedade. Esta pesquisa, de cunho qualitativo interpretativo trata da relação desse setor com o designer, partindo do pressuposto de ser este um agente mediador e catalizador na díade produto-sujeito e com a criança, que é o sujeito ativo do Brincar e aquele que interage com o brinquedo. Após pesquisa bibliográfica e documental sobre o atual contexto do setor industrial brinquedista do país, percebe-se que o objetivo final prioritário das indústrias é o lucro. O desenvolvimento desses artefatos lúdicos e sua venda são direcionados para o acúmulo de capital e isso tem como consequência a subutilização da capacidade do designer como agente ativo em um processo projetual. Com isso, embora a formação em design tenha entre as competências e habilidades a capacitação para o desenvolvimento de projetos, incluindo, projetos de brinquedos, as entrevistas realizadas com crianças em uma brinquedoteca da cidade do Rio de Janeiro demonstraram que o setor industrial potencializa um hiato conceitual entre brinquedo e brincadeira, estimulando o uso do objeto como fim e não como meio. Propõe-se que o designer atue para além dessa indústria e que prossiga pesquisando e encontrando variadas formas de atuação no desenvolvimento de brinquedos, pois com o começo da democratização de novas tecnologias, há espaço e possibilidades desses agentes sociais desenvolverem brinquedos que levem em conta os diferentes brincares e saberes do Brasil. / [en] Toys are a ludic artifact that increase spontaneity in children s play, reflect the society in which they re inserted, and influence the way children aprehend the world. However the Brazilian toy industry, through its toys, disseminates and reinforces conceptions present in modern society. This paper, qualitatively and interpretively looks at the relationship between the toy industry, the designer and the toy itself, the designer being perceived as the mediator and catalytic agent in the product-subject (toy-child) dyad. After bibliographic and documentary research on the country s toy industry current ethos, it becomes evident that its ultimate goal is profit. Therefore the development and marketing of such ludic artifacts envisages financial gain and its consequence is the underutilization of the designer s capacity as an active agent in the production process. After examination and research, this paper finds that a design degree enables these professionals to develop toys that focus on children, the play and its peculiarities, despite the virtual lack of toy design specificities in the country. The children s voices indicate that the industrial sector enhances a gap between toy and play, stimulating the use of toys as an end and not as a means, leaving out local knowledge, traditions and plays from different parts of the country. Ideally the designer should be able to find a place outside that industry where he/she can continue to research to find different ways to develop these children s objects, since with the advent of new technologies democratization, there s scope for these social agents to develop toys that take into account Brazil s diverse play culture and knowledge.
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