Essays about: "electronic media"
Showing result 11 - 15 of 107 essays containing the words electronic media.
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11. The mediating impact of monetary incentives : A study on consumers’ willingness to recycle sWEEE
University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälleAbstract : E-waste is a growing problem across the world. With a higher living standard comes an increase in electronic product usage and subsequently discarding, which leads to negative environmental and human impact when discarded incorrectly. This improper discarding of E-waste is most prevalent in the small equipment category. READ MORE
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12. Esports Fans as Players and Their Motivations to Spectate Esports : Case of League of Legends
University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)Abstract : Esports, also known as electronic sports, is constantly growing in popularity, with top competitions attracting audiences comparable to traditional sports events. Prior research has focused on comparing esports with traditional sports. READ MORE
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13. ADOLESCENTS' ENGAGEMENT IN SPORTS BETTING IN MALAWI
University essay from Göteborgs universitet/Institutionen för pedagogik och specialpedagogikAbstract : Aim: This study investigated the activities in sports betting involving adolescents in Malawi and the meaning that the adolescents attach to betting. Theory: The study adapted two theoretical perspectives to explore the phenomenon. These are social capital and social practice theories. READ MORE
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14. The effect of SMMA on Purchase Intention through the mediator Brand Image : A quantitative study in the Swedish electronic industry
University essay from Linnéuniversitetet/Institutionen för marknadsföring (MF)Abstract : Background: Due to the digital era and a constant increase in social media usage, new ways to interact with customers can be done through adopting Social Media Marketing Activities (SMMA). The concept SMMA is constituted by the five dimensions ‘Entertainment’, ‘Interaction’, ‘Trendiness’, ‘Customization’ and ‘Word-of-mouth’. READ MORE
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15. AN ELECTRONIC ARTS CASE
University essay from Lunds universitet/Företagsekonomiska institutionenAbstract : On November 17th, 2017, Electronic Arts, an American gaming company, publishes one of the most anticipated games of the year: Star Wars Battlefront 2. It is a first- and third-person shooter video game based on the Star Wars universe, with both single and multiplayer aspects. Upon its release, the game, in its beta stage, was heavily criticized. READ MORE