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Att möta användarna : Interaktionen mellan spelutvecklare och spelare / To meet the users : Interaction between game developers and playersVarnås, Alexander, Mohammadi, Ali, Forugh, Satar January 2016 (has links)
Inledning: Idag lever vi i en värld där interaktionen mellan företaget och slutkunden är oerhört stort, inte minst i spelindustrin som sedan tidigare har haft ett etablerat förhållande med sina kunder. Tack vare olika medier som sociala nätverk, bloggar och streamade videor så har detta förhållande blivit allt starkare. Problemformulering: Då spelindustrin har blivit en marknad där spelare och utvecklare allt mer jobbar tillsammans för att skapa värde för båda parter har det blivit allt viktigare att förstå hur mötet med spelarna på bästa sätt sker för att fånga deras upplevelser och de värde dem efterfrågar från spelen. Studien vill förstå hur denna process går till och klargöra en plattform som den fungerar som bäst på. Frågeställningar: Vilka plattformar finns det för spelutvecklare att interagera med sina spelare på? Hur fungerar dessa för att skapa värde samt en gemensam förståelse för både spelutvecklarna och spelarna? Kan dessa förbättras och hur? Metod: Studien har använt sig av en kvalitativ metod med en abduktiv ansats. Det har gjorts intervjuer och observationer för empiriinsamling. Studiens metod inkluderar även aktionsforskning. Slutsats: Studiens slutsats går kortfattat igenom vilka plattformar som finns idag och hur interaktion via dem går till och avslutas med ett konceptuellt plattformsförslag byggt på en diskussion kring förbättringar av nuvarande situation. / Introduction: Today we live in a world where the interaction between the company and the end customer is extremely large, especially in the gaming industry, which already have an established relationship with their customers. Thanks to various media such as social networks, blogs and streaming videos so this relationship has become stronger. Problem: As the game industry has become a market where players and developers are increasingly working together to create value for both parties, it has become increasingly important To understand how the meeting with the players in the best way happens to capture their experiences and the value they are demanding from the Games. The study wants to understand how this process works and find a platform that it works best on Framing of the question: What platforms is there for game developers to interact with their players? How do these work to create value and a common understanding for both game developers and players? Kan these be improved and how? Method: The study has used a qualitative approach with an abductive process. There have been interviews and observations of empirical data collection. The study's methodology also includes action research. Conclusion: The study's conclusion will briefly describe todays platforms and the interaction through them and ends with a conceptual platform proposal built on a discussion of improvements to the current situation.
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Internationalisation of Swedish computer gaming companies : The role of knowledge in a digital eraJakobsson, Elin, Döring, Fredrik January 2016 (has links)
Title: Internationalisation of Swedish computer gaming companies - The role of knowledge in a digital era Authors: Elin Jakobsson & Fredrik Döring Supervisor: Cecilia Pahlberg Research question: How do Swedish computer gaming companies internationalise in regards to pursuit and absorption of knowledge? Purpose: The aim is to investigate how computer gaming companies find, internalise and use knowledge leading to internationalisation. This in turn will further be explained by embracing the role of digitisation for the above mentioned processes. This will enrich the field of study about international business where little research has been conducted by putting focus on the expansive industry and its digital product. At the same time the practical viewpoint is to highlight how these companies work around knowledge to become international. Method: An exploratory, qualitative research approach was undertaken. Semi-structured interviews were conducted to gain an in-depth understanding of how Swedish computer gaming companies internationalise with special focus on absorptive capacity. A conceptual framework forms the basis for analysis consisting of internationalisation theory, absorptive capacity and digitisation. Conclusions: The findings show that Swedish computer gaming companies internationalise in a reversed order. They do not act according to the Uppsala model, rather they chose what market to focus on after a game is released due to the digitised environment in this industry. This highly competitive and knowledge intensive industry requires game developers to find specific niches in which they can gain a competitive advantage.
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Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden / Community Manager - a new professional role? : At the request of Dohi SwedenPalmqvist, Amanda January 2014 (has links)
Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies. Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication. Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development.
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Spelet på spelmarknaden : En undersökning om marknadsföringskostnader och dess påverkan på EBIT hos spelbolag som erhållit svensk spellicens / The game in the gambling marketDalhäll, Isabelle, Johansson, Louise January 2019 (has links)
Syfte: Syftet med studien är att undersöka marknadsföringskostnadernas påverkan på EBIT hos spelbolag som erhållit svensk spellicens, och korrelationen mellan europeiska spelbolags marknadsföringskostnader mot omsättning och EBIT hos svenska spelföretag. Metod: Uppsatsen utgår ifrån en kvantitativ metod och en deduktiv ansats. Data har hämtats från databasen Retriever Business samt spelbolagens årsredovisningar. Resultatet fås fram genom en tidsserieanalys, kointegrationstest samt regression. Slutsats: Syftet med studien var att undersöka marknadsföringskostnader och dess påverkan på EBIT hos spelbolag som erhållit svensk spellicens, och korrelationen mellan europeiska spelbolags marknadsföringskostnader mot omsättning och EBIT hos svenska spelföretag. Det förväntade resultatet var att ökade marknadsföringskostnader påverkar omsättning samt EBIT positivt, vilket bekräftades av resultatet från tidsserieanalysen, kointegrationstestet samt regressionsanalysen / Purpose: The aim of the study is to investigate the impact of marketing costs on EBIT in gambling companies that have received Swedish gaming license, and the correlation between European gambling companies marketing costs against sales and EBIT in Swedish gambling companies. Method: The thesis is based on a quantitative method and a deductive approach. The data has been retrieved from the database Retriever Business and the gambling companies annual reports. The result is obtained through a time series analysis, cointegration test and regression. Conclusion: The aim of the study is to investigate the impact of marketing costs on EBIT in gambling companies that have received Swedish gaming license, and the correlation between European gambling companies marketing costs against sales and EBIT in Swedish gambling companies. The expected result was that increasing marketing costs affected sales and EBIT positively, which was confirmed by the results from the time series analysis, the cointegration test and the regression analysis.
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