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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.
11

The Covid-19 impact on grocery shopping behaviours of baby boomers

Bengtsson, Oscar, Osei, Jennifer January 2022 (has links)
The purpose of this study is to identify how Covid-19 has impacted the behaviour of baby boomers when grocery shopping. While most countries in the world went on lockdown, the Swedes decided otherwise. Covid-19 has caused unprecedented behavioural changes amongst Swedish consumers, to avoid risks affiliated with the virus. This has led to the largest increase in usage of online grocery services among all industries. Baby boomers increased their online presence during the pandemic, more so than any other generation. Therefore, identifying and elaborating on these behavioural changes could help predict whether these are temporary or here to stay.  Researchers applied the exploratory design with a qualitative approach which allowed for extensive investigation of the baby boomers' experience and presented rich details of the topic from various perspectives. Through a deductive approach, the authors reached a conclusion that is in line with a predetermined proposition based on logic in theory and applying it. Therefore, existing literature was first reviewed to provide the authors with a theoretical framework.  Next, primary data was collected through semi-structured in-depth interviews with participants that were gathered with the snowball sampling technique. The data was organised according to three global themes: Objects, Doings and Meanings. It was later compiled in a codebook, providing a general overview for comparison and analysis.  The study showed that during the pandemic the frequency and shopping schedule changed. Participants modified this behaviour to avoid crowding. In-store grocery shopping was preferred due to the generation’s desire to test the quality of products before purchase. After the pandemic, the majority of participants were eager to utilise digital tools in-store to a greater extent, as a means of convenience and efficiency. In addition, online grocery shopping is viewed to be complicated and it inhibits their ability to test the quality of products.
12

COOL grocery shopping : Swedish consumers’ perception of country of origin information and labels in an online shopping environment / COOL livsmedelshandel : Svenska konsumenters uppfattning av ursprungsinformation och märkningar i onlinemiljö

Sjöö, Sandra January 2022 (has links)
Though grocery shopping is largely done by habit, consumers are provided with continuous information aiming to inform and persuade them to make active choices. Online grocery shopping offers further ways for consumers to find, evaluate and compare products with just a few clicks. Country of origin labelling (COOL), providing consumers with further information, has gained popularity over recent years. What influences consumers to actively choose COOL products has been researched, but specifically Swedish consumers’ evaluation of COOL online has remained unexplored. The aim of the current study is to contribute to the understanding of consumers’ evaluation of COOL in the online environment, particularly for Swedish consumers. A survey was distributed and the answers analysed in order to evaluate Swedish consumers’ perceptions of COOL in the online environment. The results suggest that Swedish consumers value COOL highly, since it aligns with their values. Those who have a higher interest in COOL pay less attention to price, and they are willing to pay more for Swedish products. Additionally, more ways to find and filter products online based on country of origin, is desired amongst consumers who value COOL. / Trots att mathandel ofta görs på ren vana, så förses konsumenter med massor av information med syfte att informera och övertyga de att göra aktiva val. Mathandel online erbjuder ytterligare sätt för konsumenter att hitta, utvärdera och jämföra produkter med endast ett par klick. Ursprungsmärkning, som förser konsumenter med än mer information, har vuxit i popularitet de senaste åren. Det har forskats kring vad som influerar en konsument att aktivt välja ursprungsmärkta produkter, men svenska konsumenters värdering av ursprungsmärkning i onlinehandeln har förblivit outforskat. Syftet med denna studie är att bidra till förståelsen för konsumenters värdering av ursprungsmärkning i onlinemiljö, specifikt med hänsyn till svenska konsumenter. En enkät användes för att utvärdera och analysera svenska konsumenters uppfattning av ursprungsmärkningar i onlinemiljö. Resultatet antyder att svenska konsumenter värderar ursprungsmärkta produkter högt, då de efterlever deras värderingar. De som har ett större intresse för ursprungsmärkningar lägger mindre vikt vid pris och är villiga att betala mer för svenska produkter. Dessutom efterfrågas fler tillvägagångssätt för att hitta och filtrera produkter online baserat på ursprung bland konsumenter som värderar ursprungsmärkningar.
13

Gamification och online mathandel : ett förslag för att handla mer frukt och grönt. / Gamification and online grocery shopping : a proposal to buy more fruit and vegetables.

Nasufovski, Harun January 2019 (has links)
Online mathandel är en ständigt växande tjänst i Sverige eftersom fler människor börjar handla sin mat på nätet. Trots det äter svenskarna inte nyttigt då över 51% av befolkningen är överviktiga eller lider av fetma vilket kan leda till allvarliga sjukdomar. Inkluderingen av frukt och grönsaker i den dagliga kosten har visat sig vara det optimala sättet att motverka övervikt och sjukdomar. Sedan år 2010 har termen gamification bildats och inneburit att spelelement har använts inom olika sammanhang utanför spel. Studier har visat att implementeringen av gamification och spelelement som exempelvis poäng, badgesoch leaderboards inom olika tjänster har haft positiva inverkan inom lärande, undervisning och framförallt motivation. Syftet med studien var att undersöka hur gamification kunde motivera människor att handla mer frukt och grönsaker via en online mathandelssida. Studien genomfördes med en high-fidelity prototyp innehållande spelelementen badges, leaderboards, avatarer, poäng, förloppsindikatorer och feedback och testades på sex deltagare som tidigare hade handlat mat på nätet. De kvalitativa metoderna observation och intervju användes för att generera resultatet. Undersökningen resulterade i att deltagarna upplevde ökad motivation för att handla mer frukt och grönsaker och visade att gamification även kunde implementeras inom mathandel på nätet. / Online grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.

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