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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

"Varför ska jag bry mig om produktens innehåll?". En miljövetenskaplig studie om farliga kemikalier i hygienprodukter

Samir Ismail, Dina January 2018 (has links)
Studien ger fördjupad förståelse för hur konsumenter resonerar i fråga om farliga kemikalier ihygienprodukter respektive miljövänliga hygienprodukter. Förslag presenteras på hur RegionSkåne kan gå tillväga för att stödja konsumenter att göra hållbara val vad det gäller farligakemikalier i hygienprodukter. Undersökningsmetoderna som studien tillämpar är en kvalitativintervjuundersökning samt en kvantitativ enkätundersökning. Resultaten visar att deltagarnahar olika kunskaper och attityder i fråga om farliga kemikalier i hygienprodukter respektivemiljövänliga hygienprodukter samt att konsumenter som värderar hälsa och miljö påvisarpositiva attityder till ändrade konsumtionsvanor. Resultaten visar även att fokus bör läggas påhälso- och miljöaspekten vid utformning av stöd, då dessa visar sig vara väsentliga förändrade konsumtionsvanor. / This study concerns consumers reasoning over the appearance of hazardous chemicals inpersonal care products. The study provides deeper understanding of how consumers reasonwith regard to hazardous chemicals in personal care products and on the other handenvironmentally friendly personal care products, as well as to present suggestions for howRegion Skane can support consumers in making sustainable choices regarding hazardouschemicals in personal care products. Methods used in this study are one qualitative interviewsurvey and one quantitative questionnaire survey. The study´s results show that theparticipants in the study have varied knowledge and attitudes towards hazardous chemicals inpersonal care products and correspondingly environmentally friendly personal care products.Consumers who value health and environment show positive attitudes towards changing theirconsumer habits. The study’s results also show that focus should be placed on health andenvironmental aspects in the formulation of support, since these aspects have been found tobe essential for changing consumption habits.
2

Videostreamingtjänster kontra illegala alternativ : En kvalitativ undersökning av konsumtionsvanor

Katzer, Tamas, Wennberg, Albin January 2020 (has links)
The streaming market has gained momentum and many services are now staples in our everyday life. We have investigated the consumer satisfaction of the video streaming industry, to see if consumers were happy with the currently available services and if not, what drives them away? There are many illegal alternatives to the legal video streaming services and this paper explains some of the decision making that the ordinary consumer goes through when choosing between legal and illegal alternatives. Using established theoretical concepts from marketing, service innovation and digital service innovation we draw the conclusion that the market may be saturated. The qualitative data suggests that an ever-increasing amount of services (as of now) will lead to a decentralization of the content available to consumers. With the assumption that every service monopolizes their own content, each service will have a smaller amount of content than before since the available amount of media is finite. Since the average person cannot justify or afford to pay for more than one to three video streaming services, any expansion beyond that will put content behind a seemingly unreasonable paywall, leaving them with piracy as their best choice.
3

Effekter av energidryck på korrigerad QT-tid, hjärtfrekvens och blodtryck på kvinnor : En placebostudie / Effects of energy drink on corrected QT interval, heart rate and blood pressure in women. - : A placebo study.

Memedovska, Zamira Edaet, Hsino, Bayan January 2023 (has links)
Syftet med denna placebostudie är att studera energidryckens effekter på QTc-tiden, hjärtfrekvens (HR), systoliskt blodtryck (SBP) och diastoliskt blodtryck (DBP) efter konsumtion av 2 mg koffein per kilogram kroppsvikt. Dessutom belysa om skillnader finns beroende på koffeinkonsumtions vanor. Variabler registrerades av ett 12-avlednings-elektrokardiogram och en automatiserad blodtrycksanordning. Undersökningen genomfördes före intag av sockerfri (ED) och 30–40 minuter efter ED konsumtion. I resultatet inkluderades 58 deltagare i åldrarna 18–30 år. En signifikant skillnad mellan QTc, HR, SBP och DBP identifierades före och efter konsumtion av ED, genom ett parvis t-test. Ingen signifikant skillnad identifierades på HR (P=0,2), SBP (P=0,4) och DBP (P=o,4) före och efter konsumtion av placebodryck. En signifikant skillnad på QTc (P=0,03) före och efter konsumtion av placebo dryck påvisades. Ingen signifikant skillnad påvisades mellan variablerna i relation till dryckerna, genom ett oberoende t-test. Ingen signifikant skillnad identifierades mellan variablerna, i relation till sällan konsumenter respektive ofta konsumenter, genom ett oberoende t-test. Ingen signifikant skillnad påvisades mellan ED respektive placebo dryck per konsumtions grupp, utfört med två-vägs ANOVA. / Effects of energy drink on corrected QT interval, heart rate and blood pressure in womena placebo study The purpose of this placebo study is to study the effects of the energy drink on the QTc time, heart rate (HR), systolic blood pressure (SBP), and diastolic blood pressure (DBP) after consumption of 2 mg of caffeine per kilogram of body weight. Additionally, highlight whether differences exist depending on caffeine consumption habits. Variables were recorded by a 12-lead-electrocardiogram and an automated blood pressure device. The survey was conducted before consuming a sugar-free energy drink (ED) and 30–40 minutes after ED consumption. The results included 58 participants aged 18-30 years. A significant difference between QTc, HR, SBP, and DBP was identified before and after consumption of ED, by a paired t-test. No significant difference was identified in HR (P=0.2), SBP (P=0.4), and DBP (P=0.4) before and after consumption of the placebo drink. A significant difference in QTc (P=0.03) before and after consumption of the placebo drink was demonstrated. No significant difference was detected between the variables about the drinks, through an independent t-test. No significant difference was identified between the variables, to infrequent and frequent consumers, using an independent t-test. No significant difference was detected between the ED and placebo drink per consumption group, performed with two-way ANOVA.
4

Gamification som motivation till ett förändrat konsumtionsbeteende : En studie hur spelmekanismer och spelelement kan användas inom hållbar konsumtion

Strandberg, Anna, Vlk, Vendela January 2019 (has links)
Today, the climate has become an increasingly important question where consumption is one of the main contributing factors to global warming. The climate changes will continue to have a negative impact, not only on the environment but also on people, if nothing is done to reduce the greenhouse gases in the atmosphere. Although, the increased awareness regarding how consumption affects the environment, where individuals usually have a positive attitude towards sustainable consumption, their attitudes do not always correspond with their actions. Recent years development in the field of Information and communication technology (ICT) has resulted in an era of new innovative ideas and functionalities. One area within the ICT field that specifically aims to change certain behaviour amongst individuals is gamification. Compared to games, gamification has the ability to involve and motivate users to change a certain behaviour. Gamification includes different mechanisms and elements from games and if the implementation is made properly it can reach out and affect individuals on a higher level than before. The research question that this study aimed to investigate was which game mechanisms and elements in gamification that can influence people’s behaviour so that they maintain and consume more sustainably. The aim of the study was to evaluate various game mechanisms within gamification and the goal was to conclude which game mechanisms and elements that could be used to change the behaviour of the consumers to make them become more aware of their consumption habits. The study used a qualitative research method and interviews to evaluate the selected game mechanisms. The result consisted of the summarized interviews that was analysed and compared to previous research where gamification had been used and implemented. The answer to the study’s research question was determined to be that all implementations of gamification generally yield positive results on people’s consumption behaviour if they are implemented properly. Furthermore, long-term usage is essential as it contributes to develop a sustainable habit of consumption. The reached conclusion intended to contribute to an extended insight in how gamification can be implemented in the context to make consumers more aware of their behaviour regarding their consumption. / Dagens klimatproblem har blivit en allt viktigare fråga där konsumtion är en av de största bidragande orsakerna till den fortsatta globala uppvärmningen. Detta får fortsatta negativa konsekvenser på miljö, klimat och människor där det krävs en gemensam kraftansträngning för att minska växthusgaserna i atmosfären. Fastän den ökade medvetenhet bland människor gällande vilken påverkan konsumtionen har på klimatet där individer oftast har en positiv inställning till att konsumera mer hållbart, överensstämmer deras inställning inte alltid med deras handlingar. Utvecklingen inom informationoch kommunikationsteknik (IKT) har resulterat i en ny era som lett till diverse framsteg där framförallt applikationer som kan få användare att förändra ett beteende eller bidra till ett ökat miljötänk avses. Ett område som just riktar in sig på att förändra en individs beteende är gamification och används idag inom en rad olika områden. Gamification har till skillnad från spel en förmåga att involvera och motivera användaren till att förändra ett visst beteende. Gamification består av flera olika spelmekanismer med diverse spelelement och om det implementeras på rätt sätt kan individer nås och influeras i högre grad än tidigare. Den forskningsfråga som studien valt att undersöka blev därmed vilka spelmekanismer och spelelement inom gamification som kan påverka människors beteende så att de upprätthåller och konsumerar mer hållbart. Studiens syfte var att utvärdera de olika koncepten inom gamification och målet var att nå ett förslag på en lösning som kan användas för att få konsumenter att förändra sitt konsumtionsbeteende och bli mer medvetna kring deras konsumtion. En kvalitativ forskningsmetod med intervjuer som användes för att utvärdera de olika spelmekanismerna. Studiens resultat bestod av en sammanställning av samtliga intervjuer som därefter analyserades och jämfördes med tidigare forskning där gamification implementerats. Svaret på studiens frågeställning fastställdes vara att alla implementationer av gamification generellt ger ett positivt resultat på människors beteende vid konsumtion om de implementeras rätt. Vidare är långvarigt användande avgörande då det bidrar till att bygga upp en hållbar konsumtionsvana. Den slutsats som nåddes avsågs kunna bidra till ytterligare insikter hur en implementation av gamification inom kontext av ett mer hållbart konsumtionsbeteende skulle utvecklas.
5

Det sociala dilemmat inom generation Z:s konsumtion : En kvalitativ studie med fokus på hållbarhet och köpbeteende / The Social Dilemma in Generation Z's Consumption

Corneliusson, Ida, Welén, Oscar January 2024 (has links)
Today's society is characterized by consumption and materialism, with e-commerce contributing to increased availability of products and services, leading to overconsumption. Generation Z is an environmentally conscious generation, but previous research claims this is not always reflected in their consumption behavior. The aim of the study is to gain an increased understanding of how factors such as individual intentions, social influences and the dilemma between individuals and the collective interest affect the purchasing behavior of Generation Z. By examining the factors the study aims to contribute to and increase understanding of why Generation Z's attitude to sustainable consumption is not always reflected in their purchasing behavior. We examine this using the Theory of Planned Behavior, the social dilemma, and purchasing behavior. We worked with a convenience sample, limiting Generation Z to the ages 2002-1997. This delimitation is based on the conditions of strong purchasing power and personal responsibility for consumption that the older members of the generation possess. A qualitative method was used in the study, and data were collected through semi-structured interviews. From the 18 interviews conducted, transcription and coding created a result that through analysis led to our conclusions. The study's results show that Generation Z has a lack of knowledge about sustainable consumption and experiences significant pressure from marketing to consume more. The results also show that the decisive factor for changing Generation Z's consumption behavior towards sustainability is influence from close ones. The study has contributed to an increased understanding of why Generation Z's environmental awareness is not always reflected in their consumption behavior and what is required for them to focus on sustainability and the environment in their consumption.

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