Sökning: "consumer research"

Visar resultat 1 - 5 av 434 avhandlingar innehållade orden consumer research.

  1. 1. Chemicals in consumer products : Bridging the gap between academic research and chemicals regulation

    Författare :Linda Molander; Christina Rudén; Magnus Breitholtz; Laura N. Vandenberg; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; consumer products; articles; chemicals; chemicals regulation; REACH; risk management; health risk assessment; non-standard toxicity studies; study evaluation; reporting guidance; endocrine disrupting compounds; bisphenol A; low dose effects; Applied Environmental Science; tillämpad miljövetenskap;

    Sammanfattning : Exposure to chemicals emitting from consumer products, such as clothes, electronic devices, toys and kitchen-ware, has emerged as an issue of public health and environmental concern. The use of chemicals having endocrine disrupting properties in commercial products is receiving particular attention as low dose exposures of such chemicals have been associated with adverse effects in both human and wildlife populations. LÄS MER

  2. 2. Constructing Consumer Knowledge in Market Research : An Ethnography of Epistemics

    Författare :Johan Nilsson; Claes-Fredrik Helgesson; Lotta Björklund Larsen; Franck Cochoy; Linköpings universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; market research; commissioned knowledge production; epistemics; Sweden; marketing; ESOMAR; ethnography; epistemography; epistemic culture.; marknadsundersökningar; uppdragsbaserad kunskapsproduktion; det epistemiska; marknadsföring; ESOMAR; etnografi; epistemografi; kunskapskultur;

    Sammanfattning : Market research pervades society. It is an endeavour that connects marketing practice with methods similar to social science. Further, market research results appear as knowledge produced to inform recipients towards making productive business decisions and as a commodity sold to commissioning clients. LÄS MER

  3. 3. Drömmars värde : Varuhus och lotteri i svensk konsumtionskultur 1897-1939

    Författare :Orsi Husz; Arne Jarrick; Anders Berge; Peder Aléx; Stockholms universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; consumption; consumer culture; consumer dreams; department store; shopping; consumer credit; shoplifting; lottery; gambling; state lottery; premium bonds; rationality; irrationality; hedonism; asceticism; money; morality; values; modernity; gender; class; History subjects; Historieämnen; Historia; Ekonomisk historia;

    Sammanfattning : The dissertation explores ideas about consumption in general and about consumer dreams in particular in early twentieth century Sweden. This is done in an analysis of two specific consumer environments –- the department store and the lottery. LÄS MER

  4. 4. Capturing and Analysing Emotions to Support Organisational Learning : The Affect Based Learning Matrix

    Författare :Theresia Olsson Neve; Paul Johannesson; Janis Stirna; Marite Kirikova; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Knowledge Management; Organisational Learning; Emotions; Affects; Perspective Change; Knowledge Management Systems; Web-based Knowledge Management Support; Computer and systems science; Data- och systemvetenskap;

    Sammanfattning : This thesis deals with the importance of managing employees’ thoughts and feelings in relation to organisational learning. To visualise and to identify affections within organisations is of major importance since most of our actions and the decisions we make are steered by our emotions rather than rational thinking. LÄS MER

  5. 5. Co-creative Game Design as Participatory Alternative Media

    Författare :Patrick Prax; Christian Christenen; Else Nygren; Annika Waern; Esther MacCallum-Stewart; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Co-creation; co-creative game design; game design; participation; alterna-tive media; critical media; open innovation; modding; add-ons; MMOs; MMORPG; World of Warcraft; Diablo 3; interface;

    Sammanfattning : The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. LÄS MER