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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.
21

Os Akwẽ-Xerente no Tocantins: território indígena e as questões socioambientais / The Akwe-Xerente in Tocantins: indigenous territory and environmental issues

Layanna Giordana Bernardo Lima 20 December 2016 (has links)
Esta tese analisa os Akwẽ-Xerente no Tocantins: território indígena, as questões socioambientais e as transformações econômicas vivenciadas no território dos Akwẽ-Xerente. As análises sobre as fronteiras impostas pelo processo de colonização no Brasil e aquelas que perduram até os dias atuais nos colocam diante da questão indígena e de toda violência sofrida por esses povos, desde o momento dos primeiros contatos com os europeus. Por outro lado, ao ampliarmos o nosso horizonte de pesquisa e estudo, a chamada questão indígena nos apresenta novos elementos, muitas vezes ignorados nos estudos sobre os indígenas no que se referem à sua capacidade de recriação, de reorganização social e resistência. Em uma perspectiva marxista, considera-se a sociedade capitalista fundada na propriedade privada dos meios de produção e na exploração da classe trabalhadora que, despojada dos meios de produção, é compelida a vender, invariavelmente, sua força de trabalho. E que o papel primordial do Estado é defender os interesses da classe dominante sobre o conjunto da sociedade. Assim, a história de contato interétnico e a conquista do território dos Akwẽ-Xerente, no centro-oeste do estado do Tocantins, são marcadas por grandes conflitos com fazendeiros, grileiros e posseiros. A pesquisa de campo e as análises trazem os encaminhamentos de que os Akwẽ-Xerente estão em uma dinâmica de contradições sob o desafio da permanência da organização política e cultural, da língua entre os jovens indígenas e da sobrevivência econômica e social dentro e fora do seu território. Nessa problemática situa-se as interferências das políticas públicas federais, que incluem novas formas de se relacionarem com o Estado e as mudanças oriundas das pressões exercidas pela cultura de massa capitalista, o consumo invadindo o cotidiano dos Akwẽ-Xerente, as relações de trabalho e o uso do dinheiro, que são reorganizados dentro da cultura indígena que altera o modo de vida destes em um processo de monetarização das relações sociais e da vida. Entretanto, não entendida como relações capitalistas de expropriação e nem de acumulação de bens e de riquezas. / This thesis analyzes the Akwe-Xerente in Tocantins: indigenous territory and environmental issues, social, economic and environmental changes experienced in the territory of Akwe-Xerente. The analysis of the borders imposed by colonization process in Brazil and those that persist to the present day provide us with the indigenous question and all violence suffered by these people, from the moment of first contact with Europeans. On the other hand, to expand our horizon of research and study, the so-called indigenous issues presents new elements often ignored in studies on indigenous, referred to its recreation capacity, social reorganization and resistance. In a Marxist perspective, it is considered that the capitalist society based on private ownership of the means of production and the exploitation of the working class, deprived of means of production, is compelled to sell invariably their workforce. And that the primary role of the state is to defend the interests of the ruling class on the whole of society and the interethnic contact history, and the conquest of the territory of Akwe-Xerente in the midwestern state of Tocantins, is marked by great conflicts with farmers, squatters and squatters. The field research and analysis bring referrals to Akwe-Xerente are in a dynamic of contradictions, where the challenge of the permanence of cultural political organization and language among indigenous youth and the economic and social survival within and outside its territory. The problem built mainly in the interference of the federal public policies and their changes in relations with the state and the capitalist mass culture, consumption invading the daily lives of Akwe-Xerente that labor relations and the use of money are rearranged within the indigenous culture that changes the way of life of this in a process of monetization of relationships and life. However not understood as capitalist relations of expropriation nor accumulation of property and wealth.
22

Problematika vzniku a rozvoje komunitního webu / The issue of creation and development of a community website

Konáš, Jan January 2014 (has links)
This diploma thesis deals with the methods of creating a community website from an initial idea to the steady process of developing the site. Overall, the thesis is divided into a theoretical part and a practical part, where the particular methods are analyzed and applied to the web project Ara.cz. The theoretical part focuses on defining the major reasons of creating the community website and the particular stages of formation and development of the site. The thesis does not deal with the technical aspects of the site, but only with the methods and procedures leading to the creation of a successful community website. Overall, output of the theoretical part is a summary of all methods and procedures including, how to create a community within the website and subsequently how to maintain it and develop it. The practical part of the thesis then deals with how to apply the procedures and methods specifically to the real project Ara.cz. Based on the analysis and market research an appropriate strategy is suggested for the future development of the website. At the end of the thesis are ways of promoting the website and its visibility on the internet, together with methods of monetization of the website which are formulated.
23

Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)

Gillani, Syed Muhammad Farhan January 2021 (has links)
Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
24

YouTube's Adpocalypse: Patreon's Perspective

Hutson, Sidney Marie 13 April 2021 (has links)
No description available.
25

Consumer perspectives towards monetization and its impact on AAA game designs

Ahmadu, Jubril January 2023 (has links)
Monetization is now a fundamental aspect of video game creation and currently, all developers are trying to utilize it in the various designs of their games. Contemplating the monetized aspect of video games, this research has seen a gap in the studies pertaining to monetization from the perspective of the consumers, who are also the gamers and the buyers of these monetization designs. This paper approaches monetization from the perspective of consumers to bridge that lacuna. It aims to gain insights into the consumer mind by initiating a conversation between previous theories and present discussions to arrive at a middle ground on monetization in AAA games between consumers and game designers. It achieves this by the use of an online survey and semi-structured interviews with core and casual consumers. Furthermore, this research is supported by a discourse analysis on YouTube by game critics and reviewers. The results of the study showed that monetization is beneficial to independent developers and mobile games, it is also beneficial in AAA games if it is left to the part of the game design that does not affect the quality of the game. For example, cosmetics and DLCs, as long as those DLCs are not gated game lore that consumers are forced to buy. The impact of monetization on AAA games is a fifty-fifty issue on the part of the consumer and developer. The financial impact consumers project to developers justifies the rationale for the continuity of monetization models regardless of the quality of the games design. In the future research is needed to better understand consumer perspectives on monetization, particularly among consumers who have grown up in different gaming eras. Additional studies with larger sample sizes should be conducted in order to make valid generalizations and capture the perspectives of teens. Future studies should also focus on games and game studios that have implemented micro-transactions successfully, considering game design quality, revenue, and customer satisfaction. / Intäktsgenerering är nu en grundläggande aspekt av att skapa videospel och för närvarande försöker alla utvecklare att använda det i de olika designerna av sina spel. Med tanke på den monetariserade aspekten av videospel har denna forskning sett en lucka i studierna som rör intäktsgenerering ur konsumenternas perspektiv, som också är spelarna och köparna av dessa intäktsgenereringsdesigner. Detta dokument närmar sig monetarisering ur konsumenternas perspektiv för att överbrygga denna lucka. Det syftar till att få insikter i konsumentsinnet genom att initiera en konversation mellan tidigare teorier och aktuella diskussioner för att komma fram till en medelväg om intäktsgenerering i AAA-spel mellan konsumenter och speldesigners. Den uppnår detta genom att använda en onlineenkät och semistrukturerade intervjuer med centrala och tillfälliga konsumenter. Dessutom stöds denna forskning av en diskursanalys på YouTube av spelkritiker och recensenter. Resultaten av studien visade att intäktsgenerering är fördelaktigt för oberoende utvecklare och mobilspel, det är också fördelaktigt i AAA-spel om det överlåts till den del av speldesignen som inte påverkar kvaliteten på spelet. Till exempel kosmetika och DLC:er, så länge dessa DLC:er inte är gated game lore som konsumenter tvingas köpa. Effekten av intäktsgenerering på AAA-spel är en femtio-femtio-fråga från konsumentens och utvecklarens sida. Den ekonomiska påverkan som konsumenter projicerar till utvecklare motiverar skälen till kontinuiteten i modeller för intäktsgenerering oavsett kvaliteten på speldesignen. I framtiden behövs forskning för att bättre förstå konsumenternas perspektiv på monetarisering, särskilt bland konsumenter som har vuxit upp i olika spelepoker. Ytterligare studier med större urvalsstorlekar bör genomföras för att göra giltiga generaliseringar och fånga tonåringars perspektiv. Framtida studier bör också fokusera på spel och spelstudior som har genomfört mikrotransaktioner framgångsrikt, med tanke på speldesignkvalitet, intäkter och kundnöjdhet
26

Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play / Application of Meta-models for monetizing Games Free-to-Play

OLIVEIRA, Ruy Guilherme Silva Gomes de 23 January 2017 (has links)
Submitted by Maria Aparecida (cidazen@gmail.com) on 2017-04-27T14:21:14Z No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5) / Made available in DSpace on 2017-04-27T14:21:14Z (GMT). No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5) Previous issue date: 2017-01-23 / The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed. / A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
27

Smart info: sistema inteligente para extração de informação de comentários em lojas de aplicativos móveis

MOREIRA, Átila Valgueiro Malta 23 February 2016 (has links)
Submitted by Natalia de Souza Gonçalves (natalia.goncalves@ufpe.br) on 2016-09-28T12:13:59Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação Átila Valgueiro Malta Moreira.pdf: 1329930 bytes, checksum: 6f5ad643b747ebf5a53091b1afaccd17 (MD5) / Made available in DSpace on 2016-09-28T12:13:59Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação Átila Valgueiro Malta Moreira.pdf: 1329930 bytes, checksum: 6f5ad643b747ebf5a53091b1afaccd17 (MD5) Previous issue date: 2016-02-23 / CAPES / O SMART INFO é um sistema de descoberta de conhecimento em avaliações feitas por usuários de jogos móveis em lojas virtuais, tais como Google Play e iTunes, visando a detecção automática de falhas que possam prejudicar a vida útil do jogo, assim como o levantamento de sugestões feitas pelos usuários. Este sistema tem vital importância para o novo paradigma de desenvolvimento, onde jogos deixam de ser tratados como produtos e passam a ser tratados como serviços, passando a respeitar o ciclo ARM, que consiste em três pontos: Aquisição, Retenção e Monetização. Para tanto foi utilizada Descoberta de Conhecimento em Texto (DCT) por meio de uma adaptação do CRISP-DM, juntamente com o processo de DCT. / SMART INFO is a knowledge discovery system that uses reviews made by mobile game users on virtual stores, such as Google Play and iTunes, with the goals of automatically detecting flaws, which might harm the game's lifespan, and obtaining suggestions made by users. This system is of vital importance for the new paradigm of development, where games stop being treated as products and start being treated as services, needing to respect the ARM cycle, which consists of three main aspects: Acquisition, Retention and Monetization. To achieve this, Knowledge Discovery in Text (KDT) was used through an adaptation of the CRISP-DM, together with the DCT process
28

Finding the Dollar Language : Drivers and rationales for monetising corporate environmental and social impacts– practices in counting the true value of business operation from ecosystem services perspective

Forslind, Maja January 2012 (has links)
The thesis explores how monetisation of corporate externalities, can be carried out in order to provide investors, policy makers and consumers with accurate pictures of the true costs and benefits of business operations from a resilience and ecosystem services perspective. By drawing conclusions from company cases, and previous research – methods, drivers and monetary values of impacts such as carbon dioxide, water usage, pollutants and land use are analysed. The findings reflect opportunities that open up with monetisation, in terms of tools for guidance and support in internal corporate decision making, by making the actual impacts visualised and understandable. Findings from company cases, show that monetisation of corporate effects has potential to contribute to visualising impacts – and add knowledge that may close information gaps internally as well as externally. It can guide and facilitate strategic choices at corporate level. It may also have a role in bridging information asymmetries in the picture of a firm’s operation, to consumers and investors. Monetising effects may facilitate identification of risks arising from ecosystem services dependencies, visualising the actual impacts by, assed costs in losses in ecosystems’ production (yields e.g.) caused by corporate harm.Providing relevant information to policy makers, on obstacles and where regulative incentives are needed, and investors and consumers with guidance, monetisation of impacts potentially can play a part in bridging market information gaps toward better incentive structures and possibly facilitating effective market transformation in favor of sustainable production and consumption patterns.
29

Financování rozpočtových deficitů v Eurozoně / Financing of fiscal deficits in the Eurozone

Hrušková, Karolína January 2015 (has links)
This diploma thesis focuses on fiscal deficits in the Eurozone and possible consequences of their existence. The current state of public finances caused by insufficient fiscal responsibility of member states is discussed in the context of the debt and finance crisis, and related actions of the European Central Bank. The economic stability of the Eurozone is assessed in accordance with the theory of optimal currency areas. Using a monetary approach, the thesis presents circumstances that allow for a rise in inflationary pressures, also as a possible consequence of a debt monetization. The possible development of the indebtedness in the Eurozone and the critical points of public finance sustainability are discussed in the final part.
30

Exploring Parasocial Relationships Formed in Isolation

Kamenova, Gabriela January 2024 (has links)
A few years ago Covid-19 locked people down at their homes, effectively limiting their social connections and pushing the communicative outlet of the online realm in the forefront. If one wanted to socialize or seek entertainment, there was almost no other choice but to do so via turning to popular or social media. However, with the newly increased frequency of exposure came the question of whether there was also a change in the formation of parasocial relationships formed in isolation and this thesis explores the meaningfulness and longevity of such connections, tracing them before, during and after the pandemic. It also makes note of phenomena such as loneliness, parasocial romance and parasocial breakup, additionally examining the degree of attachment formed to media figures during isolation, as well as their relevance to the public. To achieve that, the empirical portion of this study consists of a survey in which 114 participants had to answer questions relating to isolation and parasocial behaviour. Additionally, for the purposes of the thesis two social media creators were contacted for interviews and were asked to share their views on parasocial interactions and attachments as they observed them in isolation from the other side of the connection. On the basis of previously existing separate research in parasocial relations and isolation six hypotheses were formed in this thesis relating to people’s online activity, perceived loneliness and financial generosity, as well as the degree of relatability and attachment they felt towards media personae.

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