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Showing result 1 - 5 of 28 essays matching the above criteria.

  1. 1. Identifying the Barriers to Pre-owned Fashion: A Consumer Perspective

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Alicia Larsson; Cajsa Schoultz; [2023]
    Keywords : Consumer Behavior; Pre-owned Shopping; Multichannel Retail; Business and Economics;

    Abstract : Thesis Purpose: This study aims to enhance the understanding of factors that discourage consumers from buying pre-owned fashion in a multichannel retail setting. Methodology: Rooted in a qualitative and exploratory method, this study is further guided by an abductive approach. READ MORE

  2. 2. Building Blocks for a Better Buyer Experience: Consumer Perceptions of Blockchain Authentication Methods in Second-Hand Luxury E-Commerce

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Katie Fajer; Lisa Alm; Amanda Gerth; [2023]
    Keywords : Second-hand luxury e-commerce; Blockchain technology; Authentication; Perceived Risk; Theory of Planned Behaviour; Consumer Behaviour.; Business and Economics;

    Abstract : Title: Building Blocks for a Better Buyer Experience: Consumer Perceptions of Blockchain Authentication Methods in Second-Hand Luxury E-Commerce Date of the Seminar: 2nd of June, 2023 Course: BUSN39: Degree Project in Global Marketing Authors: Lisa Alm, Amanda Gerth & Katie Fajer Supervisor: Burak Tunca Keywords: Second-hand luxury e-commerce, Blockchain technology, Authentication, Perceived Risk, Theory of Planned Behaviour, Consumer Behaviour. Thesis Purpose: To explore consumer perspectives towards the implementation blockchain technology as a service offered within the authentication of second-hand vintage luxury e-commerce Methodology: This quantitative research study utilises an independent sample t-test to compare Perceived Risk, Attitudes, Perceived Behavioural Control, Subjective Norms, and Purchase Intention in regard to authentication method surveyed. READ MORE

  3. 3. IXD and Second-hand Shopping Experience : Interactions to better the user experience of second-hand stores to attract Fast-Fashion Consumers to Second-hand Shopping Experience

    University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Author : Abdulrahman Al-Eryani; [2022]
    Keywords : Interactions; Sustainable Interaction Design; Disruptive UX; Second-hand clothing; User Experience;

    Abstract : This project deals with the potential interaction design that can create ways for fast-fashion consumers toward using second-hand clothing. Through contextual inquiries, main insights were used to guide the prototyping. This led to creating Vintage Block, an app and in-store experience consisting of three different ideas. READ MORE

  4. 4. Experience as a Performance Driver in Private Equity: An Empirical Analysis of Buyout and Venture Capital Funds

    University essay from Handelshögskolan i Stockholm/Institutionen för finansiell ekonomi

    Author : Jan Niklas Hasenpusch; Justin Sundermann; [2022]
    Keywords : Private Equity; Buyouts; Venture Capital; Experience; Performance Measurement;

    Abstract : This thesis analyses the impact of a Private Equity firm's experience on fund performance. It draws on a manually extended data set from Preqin, consisting of 413 liquidated Buyout and Venture Capital funds from North America and Europe with Vintage years between 1980 and 2012. READ MORE

  5. 5. DEVELOPMENT OF IMMERSIVE EXPERIENCE FOR THE RECONSTRUCTION OF A VINTAGE CINEMA THEATRE - Explore techniques of game design and immersive technology to recreate the experience of exploring the Flamman cinema building

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : PETRA BÉCZI; [2021-11-03]
    Keywords : virtual reality; Oculus Quest 2; preserving cultural heritage; Blender; Unity game engine; game design and development; haptics; immersive simulation; motion sickness; technological affordances; computer graphics; performance optimization; play testing and observation; interview; thematic analysis;

    Abstract : Virtual reality (VR) made cinema applications today can be considered as simple media players that are often set in a fictions environment without the privilege of explorability given to the user - who from the start remains seated in the virtual world. That is due to the definition of user control which is restrained to the extent that the controllers are moderated to the definition of interaction with graphical user interfaces such as media player buttons. READ MORE