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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

The theatre of hospitality : performing the first English masks /

Cole, Denise E. January 1900 (has links)
Thesis (Ph.D.)--Tufts University, 1999. / Adviser: Jeanne T. Newlin. Submitted to the Dept. of Drama. Includes bibliographical references (leaves 247-254). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
2

Understanding the impact of special events : a look at one company's annual event /

Harduk, Eileen M. January 1900 (has links)
Thesis (M.A.)--Rowan University, 2005. / Typescript. Includes bibliographical references.
3

Taxation of corporate entertainment expenses in Japan

Nemoto, Yoichi. January 1994 (has links)
Thesis (Ph. D.)--Harvard University, 1994. / Includes bibliographical references (leaves 130-134).
4

Roligt eller lärorikt? : En studie om barns attityder till spel i skola och hemmiljö / Entertainment or edutainment? : A report on children's opinions about games focusing on learning compared to those focused on entertainment

Sandberg, Hanna January 2011 (has links)
This report investigates digital games with focus on differences and similarities between children’s point of view when it comes to games focusing on learning compared to those focusing on entertainment. The approached group was children, 7 years old. The study contains investigations and analysis of how these children used games in both school and home environment. The most used theory “8 theories of fun” by Marc LeBlanc (2004) raises the most important parts making a game fun. The method used was group interviews in a primary school. 12 children were interviewed to observe their attitudes to games. Our findings indicate that these children don´t reflect much upon why they play a certain game, mostly important is that playing is considered fun. Furthermore, another important observation was that these children in general perceived learning games as less fun. We found more differences than similarities in the childrens opinions regarding edutainment games compared to entertaining games. / Denna C-uppsats behandlar digitala spel och undersöker skillnader och likheter angående barns åsikter om inlärningsspel och underhållningsspel. Målgrupp för studien var barn i sju års ålder och vi har undersökt deras användning av spel både i hem- och skolmiljö. Den teori som kanske varit viktigast i uppsatsen, 8 theories of fun, är författad av Marc LeBlanc m.fl (2004) och tar upp vilka delar som samspelar för att göra ett spel roligt. Vår metod bestod av att utföra gruppintervjuer då vi intervjuade tolv barn inom målgruppen för att se vilka attityder som gått att uppvisa. De resultat vi fått av studien är bland annat att de barn vi undersökt inte reflekterar speciellt mycket över vad de spelar för spel. Samt att den kanske viktigaste delen i ett spel är att det upplevs som roligt. Studien uppvisade fler olikheter än likheter i jämförelsen mellan underhållningsspel och inlärningsspel. Respondenternas generella åsikt var att underhållningsspel upplevs roligare är inlärningsspel.
5

Learning mechanism in game tutorials : For entertaining games

Jakobsson Ruuska, Mathias, Sjösten, Carl, Nilsson, Oscar January 2023 (has links)
Investigating the crucial elements in game tutorials that have a significant impact on users' learning experience is fundamental to understand and improve game tutorials. By examining factors that could influence the players' learning, it's possible to find valuable information to enhance the learning process in gaming tutorials. The primary goal of this study is to improve game developers' understanding of how people interact with entertaining games and gain knowledge from them. This can provide valuable information that can be used for possible improvements in future game developments. The study focuses on the two most popular video game tutorials and tries to identify underlying factors that might promote or hinder learning. The research evaluates how effective these games are in relation to existing theoretical learning frameworks. The study includes interviews and playing simulations with 15 new players and the information is used to analyze their experiences to determine when the games either hindered or contributed positive learning behaviors. The analysis involved the use of both qualitative and quantitative research methods. The research concluded that none of the chosen games used a tutorial that was well-designed or optimized. Although one game performed better than the other, both tutorials were too basic and did not allow the user to utilize an effective learning method. To encourage a player to learn more, a tutorial should act as a motivator, inspiring them to discover new ideas, knowledge, given the option to repeat game instructions, utilize different learning styles and guide them into making right decisions through captivating visual illustrations. How effective and informative a game tutorial can be is limited by the tutorial resource requirements for the game. To understand the game in an effective learning way, the constructed tutorial guidance system must understand the users’ weaknesses and direct them towards the best path to learn.
6

Pramoginių orientacinių varžybų organizavimo poreikis Lietuvos liaudies buities muziejuje / Demand for organising entertaining orientation matches in the Open Air Museum in Lithuania

Morkūnaitė, Rūta 06 September 2013 (has links)
Darbo objektas: pramoginių orientacinių varžybų organizavimo poreikis Lietuvos liaudies buities muziejuje. Darbo tikslas: nustatyti pramoginių orientacinių varžybų organizavimo poreikį Lietuvos liaudies buities muziejuje. Darbo uždaviniai: 1. Pateikti renginių organizavimo sampratą ir klasifikavimą; 2. Apibrėžti sportinių renginių organizavimo ypatumus; 3. Atskleisti pramoginių orientacinių varžybų organizavimo ir formavimo etapus; 4. Ištirti ir įvertinti pramoginių orientacinių varžybų poreikį Lietuvos liaudies ir buities muziejuje; Tyrimo metodai: 1. Mokslinės literatūros analizė; 2. Anketinė apklausa; 3. Aprašomoji statistinė analizė. Rezultatai, išvados, pasiūlymai Atitinkami veiksniai, organizuojant ir klasifikuojant renginius, iš jų reikalauja vientisumo ir išbaigtumo, kad pasiteisintų darbo pradžioje iškelti tikslai ir būtų įgyvendinti uždaviniai. Apibendrinus gautus viso tyrimo rezultatus galima pateikti išvadą, kad dalyvavimas orientacinių varžybų programoje respondnetų nuomone suteikia galimybę jiems išnaudoti visas savo galimybes siekiant socialinės įtraukties, tuo pačiu, tai galimybė siekti pripažinimo bei saviraiškos, įvertinant savo fizinį pasirengimą. Atlikus tyrimą buvo nustatyta, kad dauguma apklaustųjų renkasi aktyvias laisvalaikio praleidimo formas, siekdami realizuoti save kaip asmenybę neįprastoje aplinkoje. Orientavimosi sportas – tai išskirtinė sporto šaka, kurios pagrindą sudaro fizinių galimybių, dėmesio ir atminties lavinimas, sugebėjimas... [toliau žr. visą tekstą] / The object of the work: organization demand for entertaining orientation matches. The aim of the work: to measure the demand for organising entertaining orientation matches in the Open Air Museum in Lithuania. The goals of the work: 1. To present the conception and classification of organising events; 2. To define the peculiarities of organising sports events; 3. To reveal stages of organisation and formation of entertaining orientation matches; 4. To survey and estimate the demand for organising entertaining orientation matches in the Open Air Museum in Lithuania; Methods of survey: 1. Analysis of scientific literature; 2. Questionnaire; 3. Descriptive statistics. Results, conclusions, suggestions Some actions in organising and classifying events require integrity and perfection in order to justify the aims and goals that were set at the beginning of this work. After summarising the results of the survey the opinion of the respondents show that participation in the orientation matches gives them opportunities to better incorporate into the society. At the same time it is a perfect opportunity to seek acceptance and self-expression evaluating fitness. The survey showed that most respondents prefer active forms of pastime in aspiring to realise themselves as personalities. Orientation sport is an exclusive branch of sports the basis of which is not only to train body, attention and memory but also to train the ability to think quickly and rationally. Having in mind the... [to full text]
7

Generation Z and brand loyalty: the influence of Gen Z specific expectations on attitudinal and behavioural loyalty

Cagnin, Nine, Nicolas, Manon January 2022 (has links)
Background - Generation Z is the future larger group of consumers. Members of thisgeneration are key in the strategy of brands to remain competitive in the long-term. Buttheir loyalty is more difficult to get compared to other generations. It is assumed that itis linked to their specific expectations and the way brands handle them. Thus, theobjective of this study is to determine the real influence of these particular expectationson the two dimensions of Gen Z brand loyalty, attitudinal and behavioural.Method - Several hypotheses about the relationships between attitudinal loyalty,behavioural loyalty, ethical position, omnichannel experience, value for money,entertaining content and authenticity have been made. To confirm them, a questionnairetargeting French Gen Z and focusing on fashion brands has been sent via social mediaand answered by 150 respondents.Findings - The results of linear regressions show that value for money has a positiveinfluence on both attitudinal and behavioural loyalty. Also, omnichannel experienceinfluences behavioural loyalty positively while entertaining content influencesattitudinal loyalty positively. On the contrary, entertaining content has a negative impacton behavioural loyalty. So attitudinal loyalty as a moderating effect as its influence onbehavioural loyalty is positive. Ethical position and authenticity did not show anysignificant results.Conclusions - Value for money, omnichannel experience and entertaining content areespecially important to consider when it comes to Gen Z loyalty. Quite the reverse,ethics and authenticity are not as essential as suggested by many researchers andmarketers. Beyond this, the study contributes to knowledge by proving that brandloyalty should not be considered as a unit but as a multi-dimensional concept. Gen Zexpectations do not have the same influence on attitudinal and behavioural loyalty somarketers should be aware of that when building their strategy.
8

Innehållet räknas : När marknadsföring skapar varumärkestillit och varumärkeslojalitet / Content matters : When marketing creates brand trust and brand loyalty

Bergh, Albin January 2019 (has links)
How and what companies publishes on social media have become more important. Different types of post generate different type of effects and if companies want to create brand loyalty and brand trust they must take this in consideration. Consumers want to be reached by content that is personal, they also want to feel that the companies deliver something of value. Content marketing deals with this aspect and focus on helping, informing and entertaining the recipients. This study examines informative, personal and entertaining posts and how they affect brand trust and brand loyalty. A quantitative method have been used in this study and a survey was used to gather data. 150 respondents answered the survey and the data was analysed with a bivariate and multivariate method in the statistic programme SPSS. The result of the study show that all three types of posts are important to use if companies publish posts on social media. The study contributes with knowledge of informative, personal and entertaining post and what effect they have on brand trust and brand loyalty. Informative and personal types of post have a significant and positive effect on brand trust. Brand loyalty is affected by all three types of post and the effects is positive. / Hur och vad företag publicerar på sociala medier har blivit allt viktigare. Olika typer av inlägg genererar olika effekter och vill företag skapa varumärkestillit och varumärkeslojalitet måste de ha detta i beaktande. Konsumenter vill bli nådda av innehåll som känns personligt och känna att företagen levererar något värdebringande. Innehållsmarknadsföring behandlar denna aspekt och fokuserar på att hjälpa, informera och underhålla mottagarna. Denna studie undersöker typerna av inlägg, informerande, personliga och underhållande och hur de påverkar varumärkestillit och varumärkeslojalitet. I studien har en kvantitativ metod använts och en enkätundersökning användes för att samla in data. 150 respondenter besvarade enkäten och data analyserades därefter med en bivariat analys samt multivariata analyser i statistikprogrammet SPSS. Studiens resultat visar att alla typerna av inlägg är viktiga att använda om företag publicerar inlägg på sociala medier. Studien bidrar med kunskap om vilka effekter informerande, personliga och underhållande inlägg har på varumärkestillit och varumärkeslojalitet. Informerande och personliga inlägg har en signifikant och en positiv effekt på varumärkestillit. När det gäller varumärkeslojalitet anses alla tre typerna av inlägg vara signifikanta samt att de har en positiv effekt på varumärkeslojalitet.

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