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  • 251.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Computer Gaming and Driving Education2006In: Proceedings of the 14th International Conference on Computers in Education, ICCE 2006: Pedagogical Design of Educational Games, 2006, p. 9-16Conference paper (Refereed)
    Abstract [en]

    This study investigates the learning effects of playing racing, action, and sports computer games. In particular we focus on traffic school students’ driving behavior. A survey conducted at three driving schools, questioned driving students about their gaming habits. The driving instructors evaluated their students’ driving skills and traffic safety attitudes. The results indicate that experience in computer games can have a positive effect on driving performance. Experienced gamers were ranked significantly higher by their instructors regarding their overall driving skills compared to students with low experience in computer games. However, no evidence was found to indicate that experienced gamers have a worse attitude towards fellow road-users or traffic safety. Experiments conducted in a driving simulator, using a game developed purposely to enhance certain traffic safety variables, reveals that it is possible to provide an entertaining game with serious content. Preliminary results, however, indicate that the version of the game where the explicit game goals are hidden was found to be the most entertaining one. The results of the investigation warrant further review into the development and utilization of computer games for traffic safety and education purposes.

  • 252.
    Backman, Mikaela
    University of Skövde, School of Business.
    Revisorernas inflytande: Komponentmetoden, en rättvisande bild och den institutionella teorins förklaring av mindre fastighetsföretags val av principbaserad redovisning.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 253.
    Backsell, Caroline
    et al.
    University of Skövde, School of Technology and Society.
    Larsson, Marie
    University of Skövde, School of Technology and Society.
    Skyltfönstret: Vägen till konsumenten2012Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Large retail chains use visual merchandising to create their windows displays. They based their studies on research and conceptual literature that establish the rules and guidelines for how a storefront should be designed in an attractive and effective way to attract attention and convey the store's image. This report examines the importance and use of this type of literature and theories of the smaller privately owned stores. The guidelines for this report are based on the question: In what way is the design of the windows display regarding smaller stores different from the theory?

    The repeating pattern of the authors of the literature is about color, light, clustering, minds, and shop window primary attributes. These theories are focusing on creating a well structured and well planned exposure for contributing to store profitability in the best way.

    From the scientific and relevant literature has the material to the interviews being created. The interviews were conducted with selected respondents for the subject, four in number, which participated on a voluntary basis. The result shows that there are many differences between theory and practice of the smaller stores. The smaller stores use their own taste and liking, and find their inspiration from sources other than the used literature.

    In addition to the differences between theory and practice is the report aiming to find the characteristics of smaller stores designing windows compared with retail chains. Knowledge and awareness is a relevant question regarding the staff and shopowner to the smaller stores, which this repport also is aiming to investigate.

  • 254.
    Backström, Linus
    University of Skövde, School of Bioscience.
    Establishing a biopsychosocial model for conspiracy theory ideation2018Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This paper aims to provide the grounds for a biopsychosocial understanding of the underpinnings of conspiracy theorist ideation by studying research articles from different scientific disciplines. Cross-disciplinary concurring results are presented and discussed, as well as some examples of how conspiracy theories have been used during the 20th century. Also discussed is how this is used in political discourse in the populist climate of today, with the rise of radical right-wing movements, the justification of “alternative facts” from higher governmental ranks, and religious fundamentalism, making it a societal issue of possible big magnitude. Neurological similarities was found between religiousness and proneness to conspiracy theory ideation, and the articles concerning neural correlates therefore stem from research on religious individuals due to the lack of neuro-biopsychological research on actual conspiracy theorists. Since conspiracy theory ideation has shown the ability to cause negative consequences it is also advised that governmental agencies and society as a whole revise its stance on populism and the spread of flawed information, in order to maintain an open society. Also presented are a few ideas on how to begin countering the rise of populism.

  • 255.
    Badh, Sara
    et al.
    University of Skövde, School of Technology and Society.
    Johansson, Carolina
    University of Skövde, School of Technology and Society.
    Vem är jag?: - En kvantitativ studie om tonårstjejers identitet och kroppsuppfattning.2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studien syftar till att undersöka sambandet mellan tonårsflickans identitet och kroppsuppfattningen. Även roller i kompisgruppen kommer att tas upp och då framförallt rollen som den tyste i gruppen. Genom en enkätstudie undersöktes 37 elever från högstadiet och 68 elever från gymnasiet. Sambandet mellan positiv personlig identitet och en normal kroppsuppfattning undersöktes. Resultatet visade att personer med positiv (M=1,20, SD=0,41) eller neutral (M=1,15,SD=0,36) personlig identitet hade en bra kroppsuppfattning medanpersoner med negativ (M=1,55, SD=0,51) personlig identitet hade en mindre bra kroppsuppfattning. Undersökningen visade ingen signifikant skillnad mellan högstadiet och gymnasiet i fråga om identitet och kroppsuppfattning. Vi antar att skillnader i identitet och kroppsuppfattning beror mer på individuella skillnader än vilken åldersgrupp man tillhör.

  • 256.
    Badier, Damien
    et al.
    University of Skövde, School of Technology and Society.
    Rousset, Carole
    University of Skövde, School of Technology and Society.
    Strategies adopted in the International Market: The case of IKEA in France2007Independent thesis Basic level (degree of Bachelor), 10 points / 15 hpStudent thesis
    Abstract [en]

    This Bachelor degree thesis deals with the strategies that IKEA has adopted in France since its establishment up to now. It is essentially based on interview with the person responsible for the public relations of IKEA France. But, other sources were used concerning our empirical findings: IKEA’s brochures, surveys from researchers… The purpose of the thesis is to explain and illustrate how a company succeeded to establish abroad, by applying a domestic concept. This issue is of importance because it provides information for the reader who would like to know how a company can be export all over the world by adapting its policy to the local specificities. It identifies and gives explanations about the marketing strategies implemented to export the IKEA concept to the French market.

  • 257.
    Badylak, Sebastian
    University of Skövde, School of Humanities and Informatics.
    Independent Game Developers' Initiative: Utvecklingen av användarprofilen till en webbaserad mötesplats för dataspelsutvecklare2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Arbetet behandlar utvecklingen av ett grundläggande element till en framtida webbaserad community för dataspelsutvecklare. Grundelementet är en användarprofil som inom communityn kommer att åskådliggöras i ett grafiskt webbgränssnitt för alla registrerade användare. Användarprofilens syfte är att presentera användaren på ett attraktivt sätt för såväl spelindustrin som andra spelutvecklare som söker samarbete och bekantskap. Gränssnittet utvecklas ur ett användarcentrerat perspektiv genom den metodologi som McCracken och Wolfe (2004) presenterar. Utvecklingsprocessen inleds med att kartlägga marknaden, de tänkta slutanvändarna och deras behov samt den svenska spelindustrins intresse av en sådan community. Därefter utvecklas en tidig prototyp som genomgår tester där dataspelsstudenter från Högskolan i Skövde får tillfälle att påverka såväl utformning som innehåll. Processen leder till en uppdaterad version av prototypen men kan betraktas som en första iteration av utvecklingen och det ligger i framtida arbete att genom fler liknande iterationer färdigställa produkten.

  • 258.
    Bagge, Elin
    et al.
    University of Skövde, School of Business.
    Hederdal, Iza
    University of Skövde, School of Business.
    Mellanchefers upplevelser av kommunikation med medarbetare i organisationsförändringar2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This academic essay is built on a qualitative study about middle managers experience of the communication and the involvement of employees in the process of change. Nine middle managers within Swedish primary care have been interviewed with the purpose of researching different middle managers different and similar views on the communication in the process of change. In the essay, our collected empiricism is set against theories like Kurt Lewin's (1951) model of change and the model of communication created by Claude Shannon and Warren Weaver (1963). A mutual view on the communication that emerged in our research was that the early involvement of employees in the process of change is highly substantial. This has been done in different ways and with partially different outcomes, which appears in our research. The employees participated in an early stage so that they could get a better understanding of the change and be a part of it and affect the outcome. We also learned that several middle managers saw the informal information as crucial in the process of change. Seven out of the nine respondents tried their ideas of change with employees during coffee breaks or in the corridors in an informal way to get their crew onboard on the change early in the process. The ones who went about the informal way were successful to a greater extent to get their employees to participate in the change.

     

  • 259.
    Bagler, Oscar
    University of Skövde, School of Informatics.
    Normbrytande form på spelrollen Tank: Kan en spelkaraktär med de spelmekaniska egenskaperna hos rollen Tank upplevas annorlunda om den har en kroppstyp som inte normalt är associerad med den rollen?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Den här studien undersöker om personer med erfarenhet av hjältebaserade spel kan kategorisera en karaktär som rollen Tank, när karaktären har en kroppstyp som inte normalt är associerad med rollen. De fem deltagarna i undersökningen fick se två karaktärer, en med bred kroppsform och en med smal kroppsform. Båda karaktärerna finns i två versioner, en spetsig och en rund, och deltagarna fick sedan gissa deras roll i ett hypotetiskt spel.    

    Resultatet visar att en karaktär med smal kroppsform har svårare att få deltagarna att uppfatta den som Tank än en bred karaktär. Överlag var svaren att karaktärsrollen inte var Tank.     

  • 260.
    Balaj, Elvidana
    et al.
    University of Skövde, School of Technology and Society.
    Haxhija, Ardijana
    University of Skövde, School of Technology and Society.
    Utvecklingssamtal: En dialog mellan chef och anställd2009Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet är att beskriva och analysera hur såväl medarbetare som coach (chef) upplever utvecklingssamtal. Syftet har avgränsats till tre frågeområden: Vilken typ av frågor/problem tas upp? Finns det här någon skillnad mellan vad chef och anställd prioriterar? Vilka är fördelarna och nackdelarna med utvecklingssamtal? För att få svar på våra frågor har vi intervjuat anställda vid ett företag som under en längre tid använt sig av återkommande utvecklingssamtal. Resultaten har därefter analyserats utifrån ett symboliskt interaktionisk perspektiv där vi sökt lyfta fram den betydelse som samtalet tillskrivs i det aktuella företaget samt hur man här sökt hantera de förväntningar olika positioner är förknippade med. Resultaten visar att såväl anställda som chefer är nöjda med de samtal som hålls på företaget trots att vi kan se en skillnad i vad man prioriterar för frågor. En av förklaringarna är att båda parterna ges möjlighet till förberedelse och att man har för avsikt att behandla alla frågor som upplevs som viktiga. En annan förklaring är den status företaget tilldelar individens roll i företaget och att utvecklingssamtalet är något som bör prioriteras. Trots kritiska röster ser vi här en stor potential för utvecklingssamtalet som en plattform att skapa en gemensam förståelse och förtroende mellan parterna, som kan ses som en förutsättning för att interaktionen mellan parterna ska bli så optimal som möjligt.

  • 261.
    Bander, Zerina
    et al.
    University of Skövde, School of Health and Education.
    Gac Allamand, Gabriel
    University of Skövde, School of Health and Education.
    Vänskap och kultur: En kvalitativ  studie om immigranters upplevelse av deras ackulturationsprocess med fokus på etniska vänskapsrelationer2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this study is to obtain a deeper understanding for how immigrants who migrated from Chile and Bosnia and Herzegovina and are residing in Sweden, experience their acculturation process in relation to their friendship relations’ ethnical background. The research focuses on immigrants’ subjective experience of their own acculturation process which is then analyzed with social psychological theories including Social exchange theory, Acculturation and Symbolic interactionism, together with concepts belonging to these theories. Through semi structured interviews, a result emerged which shows that the experienced acculturation has an influence on whom one chooses to establish a friendship relation with. The result shows that immigrants whos acculturation indicates towards integration in the host country tend to develop friendship ties with people of the ethnical majority population. Acculturation made clear in a feeling of separation and marginalization results in that the immigrant solely turns to friends belonging of the own ethnical country of birth. Furthermore, the result shows that language is the most contributory factor for integration, followed by work and schooling in the host country as other important contributory factors.

  • 262.
    Batangouna, Steve Jehu
    University of Skövde, School of Technology and Society.
    Användning av information i ett mellanlager inom fordonsindustri.: En fallstudie av Vici Industri AB i Skövde.2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    To make visible information at all stages of the process from beginning to end at the company allows the discovery of errors at the early stage of process, and at the same time allows the fact that information been addressed in a timely and efficient manner. It is therefore Pearlson & Saunders (2010) argue that information systems are based on three fundamental pillars: technology, people and process. Without the interaction of these pillars, it is difficult or impossible to succeed in implementing any form of database. The flow of materials and information must go hand in hand with each other to improve production efficiency. It is, therefore, Mattsson (2010) argues that an efficient material flow utilizing resources efficiently create condition of satisfying customer’s demand in good ways. To achieve this goal, it requires for the company to create conditions to report errors in the early stages of the process as soon as possible. This avoids unnecessary work that customers are not prepared to pay for. That's why Alter (2006) points out that the conditions for an increase in efficiency in business can only be reached if there is a clear link between information, technology, users and information management activities. Today IT, Information technology is one of effective tools which enable implementation of the common database within the same organization. The database aims to coordinate and streamline the flow of both materials and information at the company. The common database creates the potential for a complete, time-date and accurate information shared within the company among various departments. These in turn create conditions for the efficient production that leads to profitability.

  • 263.
    Beckung, Camilla
    University of Skövde, School of Technology and Society.
    Född i frihet – Dömd till frihet?: – En kvalitativ studie om unga vuxnas förhållningssätt till valfrihet och väljande.2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna kvalitativa studie är att undersöka en grupp unga vuxnamänniskors förhållningssätt till dagens ökade valfrihet och väljande. Det empiriska materialet består av intervjuer med ungdomar i åldern 20-24 år och har analyserats mot bakgrund av resonemang om individualisering, valfrihet och väljande förda av A.Giddens, Z.Bauman, U.Beck och B.Schwartz. Gällandehantering av valmöjligheter utgår arbetet ifrån teorier om kognitiva dissonans, ontologisk trygghet samt lokus av kontroll. Även tidigare forskning om ungdomars förhållningssätt till valmöjligheter behandlas. Studiens huvudresultat visar att ungdomarna bl.a. upplever utbudet av alternativa vägar att välja bland gällande exempelvis studieprogram, yrke, bostadsort eller resmål som meningsfullt och identitetsskapande. Vidare anses att informationssökande gällande olika alternativ tar mycket tid och kraft i anspråk, vilket kan vara påfrestande. Utbudet av varor och tjänster gör att det uppstår en känsla av press då man förväntas vara aktiv och finna det ”bästa alternativet”. Ungdomarna upplever att deras psykiska välmående påverkas av valalternativ först när de blir alltför många till antalet. Stress upplevs då på grund av önskan om att göra det bästa valet.

  • 264.
    Behm, Josefin
    University of Skövde, School of Humanities and Informatics.
    Realistisk- eller stiliserad grafisk stil i skräckspel: En jämförelse av två grafiska stilar applicerade på spelgenren survival horror2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete, som utgår ifrån observationen att många spel inom survival horror-genren använder sig av en realistisk grafisk stil på sina texturer, undersöker om det är möjligt att förmedla samma läskiga känsla genom användandet av en stiliserad, eller tecknad, grafisk stil. Tre 3D-modeller föreställande monster, modellerade med inspiration från survival horror-spel, texturerades på ett sätt som motsvarade en realistisk grafisk stil, samt ett som motsvarade en stiliserad grafisk stil. Dessa låg sedan som grund för en enkätundersökning där respondenterna fick välja vilken version av monstren som var läskigast.

  • 265.
    Behnsen, Pia
    et al.
    Department of Clinical, Neuro- and Developmental Psychology, Amsterdam Public Health Research Institute, Vrije Universiteit Amsterdam, Netherlands.
    Buil, Joanne M.
    Department of Clinical, Neuro- and Developmental Psychology, Amsterdam Public Health Research Institute, Vrije Universiteit Amsterdam, Netherlands.
    Koot, Susanne
    Department of Clinical, Neuro- and Developmental Psychology, Amsterdam Public Health Research Institute, Vrije Universiteit Amsterdam, Netherlands.
    Huizink, Anja
    University of Skövde, School of Health and Education. University of Skövde, Health and Education. Department of Clinical, Neuro- and Developmental Psychology, Amsterdam Public Health Research Institute, Vrije Universiteit Amsterdam, Netherlands.
    Van Lier, Poul
    Department of Clinical, Neuro- and Developmental Psychology, Amsterdam Public Health Research Institute, Vrije Universiteit Amsterdam, Netherlands.
    Heart rate (variability) and the association between relational peer victimization and internalizing symptoms in elementary school children2019In: Development and psychopathology (Print), ISSN 0954-5794, E-ISSN 1469-2198, p. 1-9, article id 29 aprilArticle in journal (Refereed)
    Abstract [en]

    Relational victimization typically emerges first during the elementary school period, and has been associated with increased levels of internalizing symptoms in children. Individual differences in autonomic nervous system functioning have been suggested as a potential factor linking social stressors and internalizing symptoms. The aim of this study was therefore to examine whether heart rate and heart rate variability mediated the association between relational victimization and internalizing symptoms in 373 mainstream elementary school children. Children were assessed in 2015 (T 0 ; Grades 3-5, M age = 9.78 years, 51% boys) and reassessed in 2016 (T 1 ). Heart rate and heart rate variability were assessed during a regular school day at T 1 . A multi-informant (teacher and peer report) cross-time measure of relational victimization, and a multi-informant (self- and teacher report) measure of internalizing problems at T 1 was used. Results showed that heart rate variability, but not heart rate, mediated the association between relational victimization and internalizing symptoms. This study provides tentative support that in children from a general population sample, a psychobiological factor may mediate the association of relational victimization with internalizing symptoms.

  • 266.
    Beiron, Sofia
    et al.
    University of Skövde, School of Technology and Society.
    Fredriksson, David
    University of Skövde, School of Technology and Society.
    "Det är någonting med limhallen": utvecklingen mot ett gott medarbetarskap i en god arbetsmiljö2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Modern organisationsforskning ser medarbetarskapet som en viktig del av ledarskapet och därför har vi valt att fokusera på medarbetarens roll i organisationen i vårt examensarbete. Vi genomförde en fallstudie på ett företag där ledningen hade behov av att få en djupare förståelse av en arbetsgrupps psykosociala och fysiska arbetsförhållanden. Då studiens syfte är att ingående beskriva medarbetarskapet på en fysiskt krävande arbetsplats, kommer studien att bli ett stöd i företagets planering av arbetsmiljön i en ny modernare fabrik.

    Vi samlade in empiriskt material genom deltagande observationer och öppna intervjuer och analyserade det utifrån Tengblads (2003) och Hällsténs & Tengblads (2006) teoretiska modeller om medarbetarskap. Då ett myndigt medarbetarskap innebär att individen ska vara ansvarstagande, utvärderar vi genom medarbetarskapets fem former (Tengblad, 2003) hur stort ansvar som läggs på medarbetaren och vilken grad av tillit som organisationen visar denne. Vi beskriver även medarbetarskapet genom modellen om medarbetarskapets fyra hörnstenar (Hällstén och Tengblad, 2006), utifrån begreppen Förtroende och Öppenhet, Gemenskap och Samhörighet, Engagemang och Meningsfullhet samt Ansvarstagande och Initiativförmåga. I analysen av medarbetarskapet har vi även tagit hänsyn till teorier och lagar som rör arbetsmiljön, eftersom dessa liksom medarbetarskapets etik framhåller vikten av en medarbetares välmående och värdiga arbetsförhållanden.

    Analysen av insamlade data visade att medarbetarskapet i den studerade avdelningen i många avseenden behöver utvecklas, men att arbetsgruppen upplever ett gott medarbetarskap på grund av en stark gemenskap. Gemenskapen gör att medarbetarna väljer att stanna kvar i avdelningen trots det slitsamma arbetet, vilket gör att de betalar för det upplevda goda medarbetarskapet med sin egen fysiska hälsa. Företaget har försökt att gå ifrån ett traditionellt medarbetarskap till ett grupporienterat, men för att lyckas med förändringen måste medarbetarna bli mer medvetna om vad rollen som en självstyrande grupp innebär och utveckla sin förmåga att styra upp sitt arbete på ett sätt som främjar en god fysisk och psykisk hälsa över tid.

  • 267.
    Bejdén, Malin
    University of Skövde, School of Health and Education.
    Digital loggbok under apl: ett verktyg för elevens lärande?2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 268.
    Bengtsson, Jennifer
    et al.
    University of Skövde, School of Health and Education.
    Thorsson, Hannah
    University of Skövde, School of Health and Education.
    Kärleken som förlorade: En kvalitativ socialpsykologisk studie om avslutade kärleksrelationer2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Every individual have a basic proximity need that can only be fulfilled through long lasting relationships, despite this proximity need it is very common with dissolutions of relationships in today’s society. It has also been proven that cohabiting couples in Sweden separate to a large extent. Present study applies a qualitative, phenomenological approach with the purpose to create an understanding of what experiences individuals who have ended a cohabiting relationship have about how the social exchanges between the partners was expressed and affected the relationship. With social exchange theory, social resource theory and equity theory as theoretical framework, ten respondents who have separated from a cohabiting relationship were interviewed. The results show that the respondents were, in the aspects of time, perceived to be out of priority and that the time spent together was found to be without quality. In the aspects of love, the respondents felt that it was important to express love through symbolic gestures, but that it was not expressed enough in the relationship. The respondents also felt underprivileged in the aspects of time and love because of the experience of giving more in both aspects than what was given in return.

  • 269.
    Bengtsson, Jens
    University of Skövde, School of Humanities and Informatics.
    Grad: Game design document for the game Grad2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
  • 270.
    Bengtsson, Lena-Marie
    et al.
    University of Skövde, School of Technology and Society.
    Stenqvist, Helena
    University of Skövde, School of Technology and Society.
    Påverkansteknik i en livsmedelsbutik: En fallstudie av påverkansteknik på PA:s Kvantum2008Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Every day customers are exposed to a large quantity of publicity of different kinds. Big amounts are put every year in publicity and the competition among the companies to be shown on the market is getting harder and harder. It is important for companies to understand the buying behaviour of the customer and since most of the decisions are made in the store, many companies make efforts to influence the customers and their decisions in the store.

    The problem formulation in this case study is: What does a grocer store do to influence the customer’s buying behaviour?

    The purpose of this essay is to identify and deepen our understanding of what factors that influence the customer’s buying decisions and what methods a grocer’s store use. The thesis is based on a case study and interviews have been done with two persons at PA:s Kvantum in Falköping.

    The theory starts from a model of buying behaviour by Kotler (2006) that has been adapted to fit our research problem and purpose. We have focused on the part of the model that deals with marketing stimuli, and includes product, price, place and promotion. On top of this, two P:s have been added, i.e. personnel and physical evidence.

    The results from the study show that the store in our case uses all of the P:s to influence the customer’s decisions in the store. It is not possible to distinguish any P that has greater importance than another in the work with controlling the buying behaviour of the customer; they are all used parallel and consociate to achieve as big effect as possible.

    If a company successfully identifies the factors that influence a customer’s buying behaviour, the marketing measures can be optimized and adjusted to the current market; with the hope of a better result.

  • 271.
    Bengtsson, Nilla
    University of Skövde, School of Health and Education.
    Gymnasiearbetet: Handleder yrkeslärarna eleverna?2016Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
  • 272.
    Bengtsson, Robin
    et al.
    University of Skövde, School of Business.
    Schelvander, Ludwig
    University of Skövde, School of Business.
    Faktorer som påverkar beslutsprocessen vid etiska/gröna värdepappersinvesteringar: En komparativ studie av privat och allmännyttigt bolag2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Bakgrund och problemformulering: Etiska värdepappersinvesteringar har vuxit fram snabbt under åren i både storlek och variation samt har beskrivits som en affärsmässig megatrend som ombildar både marknader och organisationer. Anledningen till denna tillväxt av etiska värdepappersinvesteringar går att finna på båda sidorna av en värdepappersinvestering. På ena sidan finns lagstiftande imperativ och krav samt att kapitalförvaltare identifierar nya möjligheter på marknaden för att bredda sin investeringsbas. På den andra sidan har vi den privata investeraren som är mer personligt engagerad med personliga preferenser. I en beslutsprocess finns ofta valet mellan två alternativ. Detta beror på vilken inställning och riktning organisationen vill ta. Det kan också finnas en anledning där beslutet tas med hänsyn till media eller i marknadsföringssyfte. Med hjälp av problembakgrunden och problemdiskussionen har vi kommit fram till följande problemformulering:

    Vad finns det för likheter och olikheter bland de utvalda faktorerna hos kapitalförvaltarna?  Hur och varför påverkar de deras beslutsprocess?

    Syfte: Syftet med detta arbete är att med hjälp av en komparativ studie och bestämt utsatta faktorer analysera de möjliga skillnader som kan påverka en beslutsprocess under en värdepappersinvestering för en allmännyttig - eller privat kapitalförvaltare.

    Metod: Vi har arbetat utefter en kvalitativ strategi med en komparativ design. Vi valde att använda kvalitativ strategi eftersom det vi sökte inte är direkt mätbart och har inte kunnat appliceras för en kvantitativ strategi. Det har krävts en mer djupgående analys med hjälp av intervjuer och tidigare forskning som gjorts inom området.

    Slutsats: Vi har genom den komparativa analysen kunnat påvisa att vissa skillnader finns som påverkar SEB och KPA:s beslutsprocesser. Teorierna kring privat och allmännyttigt ägda bolag stämmer när det gäller vissa faktorer men inte på andra, t.ex. om att det finns ett större behov eller vilja till att offra mer för vinst i privat mot allmännyttigt. Däremot är KPA mer kundorienterat och har större vilja att lyssna på specifika kunder, gentemot SEB, vilket egentligen icke-bekräftar teorierna.

    Förslag till vidare forskning: Eftersom den här studien har kunnat ge belägg för vissa skillnader mellan allmännyttigt och privat bolag skulle vissa slutsatser kunna dras. Detta är något som skulle kunna utvärderas vidare i en större studie på fler bolag med liknande jämförelse. Med det skulle ett mer generellt konstaterande kunna göras.

  • 273.
    Benjaminsson, Sandra
    et al.
    University of Skövde, School of Technology and Society. Campus Varberg.
    Linderoth, Camilla
    University of Skövde, School of Technology and Society. Campus Varberg.
    Män och Köpbeteende: Exponering och utbud av herrkläder2013Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The intention of this study is to investigate men's growing interest regarding shopping of clothes. In this study,it is reflected on the fact that there is a lack in valid range for men at discount stores.It was pointed out in the study that men found it difficult to find clothes without going up in price classes.The focus has been on whether there really is an increased interest from men regarding clothes and how stores respond to this. The theory we have used, have pointed out that this interest has increased and that the gender roles of men and women who have always been so obvious, is not as strong today. It also points out that retailers need to understand thei rcustomers and the fact that men and women are very different in their ways and values.We have used a qualitative and quantitative survey in the form ofa questionnaire for men aged 15 -35 as well as interviews with various stores.The essay has led us into a potential audience that stores in several cases have failed to reach at some degree.Through this we have gained more knowledge about why the selection to men is not so great and that men generally lack garments in low prices.The results we have arrived at are a confirmation o fwhat we already speculated in, that many of the respondents felt that there exist a lack of clothing in the low class of acceptable quality and design.

  • 274.
    Berg, Kenneth Arcade
    University of Skövde, School of Humanities and Informatics.
    Inger iterativ arbetsstruktur fler fördelar än nackdelar inom level design till Unreal Tournament 3?: Reflektioner kring arbetsprocessen bakom "DM-Theatre"2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Rapporten är en reflekterande text som behandlar arbetsprocessen och omkringliggande mål för ett examensarbete inom medier som bedrivits mot Högskolan Skövde. Syftet med examensarbetet har varit att analysera huruvida en iterativ arbetsform inger fler fördelar än nackdelar vid level design till Unreal Tournament 3. Rapporten tar i diskussionsform upp delar ur hela produktionen för att redovisa utmaningar, framsteg och lösningar författaren bemött. En inblick ges för hur en iterativ level design-produktion kan utföras och för- respektive nackdelar gällande olika delar av denna specifika process. Slutsatsen som dras hävdar att det för med sig många fördelar att lägga upp arbetet iterativt. Detta diskuteras med vissa restriktioner då inget annat jämförbart arbete med annan arbetsprocess bedrivits av författaren som denne kan jämföra med.

  • 275.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Aspects of Identification in Computer Gaming2008In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 9, no 3, p. 37-61Article in journal (Other academic)
    Abstract [en]

    This article relates computer gaming to the social psychology of identity, focusing the notion that identity construction has a reflected character not only in virtual reality but also in real life. This gives a tight correspondence between the two, although the screen construction of identity goes on in greater independence of real other persons. Gaming has the trait that it contracts several events at one point in space and time. This provides for two extremes of identification: functional and existential identification, which are tightly coupled in gaming, but also for the element of meaning creation in gaming, where the step from concrete action to mental act is short, as well as for the processes of anticipatory identification that are found in it. This gives a high emotional intensity to it. The analysis is based on a theoretical sketch of stages in the act, building on the work of G. H. Mead.

  • 276.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Att inte spänna kärran framför hästen - precisering av Meads "rollövertagande"2010In: Sociologisk forskning, ISSN 0038-0342, Vol. 47, no 2, p. 5-23Article in journal (Refereed)
    Abstract [en]

    Not to put the cart before the horse; clarification of Mead's"role taking"

    George Herbert Mead's "role taking" is subject to many interpretations. Some dominant definitions restrict role taking to reflective people trying to understand each other and taking on each others' roles. Other definitions restrict role taking to the stage of a developed language. Against these two types of definitions I assert that Meads concept is explanatory, not merely descriptive, functionally as well as existentially. It has a value also on elementary levels of human development, where man is socially similar to other primates. Swedish sociologists have contributed fruitfully to straighten the debate. My intention is to clarify it further, and to explicate my own interpretation. Basic role taking is a non-reflective activity going on in any place where living entities influence each other with gestures in similar ways. In human beings it gives rise to conscious discursive reflectivity, and it coincides phylogenetically and ontogenetically with development of language, rather than being created by it. Role taking emanates from breaking automatic responsivity. It introduces distance and reflectivity and results in conscious social behavior, rather than being produced by such. In this way, role taking is a major step in the development of intelligence on earth.

  • 277.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Identitetskonstruktion bland datorspelare: Vardagsidentitet och skärmidentitet2006In: Tvärsnitt, ISSN 0348-7997, no 3, p. 32-35Article in journal (Other academic)
  • 278.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Johan Asplund2013In: Relationell socialpsykologi: klassiska och samtida teorier / [ed] Henrik Stenberg & Bo Isenberg, Stockholm: Liber, 2013, 1, p. 217-244Chapter in book (Other academic)
  • 279.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Jonas Stier (2012) (Van)modernitet och modernitet. Lund: Studentlitteratur.2012In: Sociologisk forskning, ISSN 0038-0342, Vol. 49, no 4, p. 354-356Article, book review (Other academic)
  • 280.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Leken som meningsskapare2009In: Välbefinnande i arbetslivet: socialpsykologiska perspektiv / [ed] Kazemi, Ali, Lund: Studentlitteratur, 2009, 1, p. 157-193Chapter in book (Other academic)
  • 281.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Lekens kontrapunktstämmor: mening och lust, likhet och variation2009In: Leka för att lära: Utveckling, kognition och kultur / [ed] Mikael Jensen, Åsa Harvard, Lund: Studentlitteratur, 2009, 1, p. 55-74Chapter in book (Other academic)
  • 282.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    “Lunch dance” as interactive medium: studying effects of spontaneous social/emotional interaction during working day2012Conference paper (Refereed)
  • 283.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education. University of Skövde, Health and Education.
    Minnesord: Vad vi bör minnas och förvalta efter Johan Asplund2018In: Sociologisk forskning, ISSN 0038-0342, Vol. 55, no 4, p. 509-511Article in journal (Other academic)
  • 284.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education. University of Skövde, Health and Education.
    Neurovetenskaplig psykiatri2018In: Psykoterapi, ISSN 2001-5836, no 2, p. 47-49Article, book review (Other academic)
  • 285.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education.
    Personlighetens socialitet: En berättelse om Jaget, Duet och Miget2015 (ed. 1)Book (Other academic)
  • 286.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Photones of the human psyche: the fiction of personal identity2012Conference paper (Refereed)
  • 287.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education. University of Skövde, Health and Education.
    Photons of the human mind: the fiction of personal identity2015In: True lies worldwide: fictionality in global contexts, Walter de Gruyter, 2015, p. 95-108Chapter in book (Other academic)
  • 288.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education. University of Skövde, Health and Education.
    Socialisationsteorins neurologiska återkomst2017In: Modern Psykologi, ISSN 2000-4087Article in journal (Other (popular science, discussion, etc.))
    Abstract [sv]

    Dagens hjärnforskning har öppnat dörren på vid gavel för att kunna intensivstudera hur miljön påverkar och bygger om hjärnan.

    Socialpsykologen Lars-Erik Berg vill damma av socialisationsbegreppet.

  • 289.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education. University of Skövde, Health and Education.
    Socialitetens psykologi: språket som människans livsform2018 (ed. 1)Book (Other academic)
  • 290.
    Berg, Lars-Erik
    University of Skövde, School of Health and Education.
    The social responsiveness of lunch beat2015In: Contributions from European Symbolic Interactionists: Conflict and Cooperation / [ed] Thaddeus Müller, Emerald Group Publishing Limited, 2015, p. 137-157Chapter in book (Other academic)
  • 291.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Ängen vid stranden2012In: Pedagogiska Magasinet, ISSN 1401-3320, no 1, p. 52-57Article in journal (Other (popular science, discussion, etc.))
    Abstract [sv]

    om leken i det potentiella området hos Winnicot

  • 292.
    Berg Marklund, Björn
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Game Development, Education & Incubation: A brief overview of Scandinavian game development, markets, education, and support structures2012Report (Other (popular science, discussion, etc.))
    Abstract [en]

    This brief inventory and analysis of the state of Swedish, Danish and Norwegian game development aim to highlight past and current trends within the regions’ industries and supporting structures. In a short period of time, the situation for game developers has been severely altered as a result of the closure of big players and the rapid evolution of the marketplace. The industry in each country has been able to adapt to these changes well, and we’ve seen a dramatic industry expansion in the past couple of years as the main turbulence has subsided and new companies are given space and opportunity to establish themselves.

  • 293.
    Berg Marklund, Björn
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Humanities and Informatics.
    Games in Formal Educational Settings: Obstacles for the development and use of learning games2013Licentiate thesis, monograph (Other academic)
    Abstract [en]

    From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. Games invite the player to form an understanding of intricate systems and mechanics based on participation and experimentation rather than mere observation, and on these merits games are often prophesized as a medium that will significantly change the face of education as we know it. However, while teacher interest in using games is increasing, wide-spread and successful examples of games being implemented in formal educational contexts (e.g. schools and university courses) remain rare.

    This thesis aims to examine why this is the case and identifies some of the more prevalent obstacles educators and developers both face when embarking on learning game projects as users and creators. In order to examine the situation from both of these perspectives, the research takes a mixed-method approach that entails extensive literature studies coupled with several studies with both educators and developers. Interviews were conducted in order to investigate attitudes and experiences, and more direct researcher participation and case studies were used to examine the processes of implementing and developing learning games as they were carried out. The studied cases and literature have revealed obstacles that indicate that “traditional” entertainment game development is incommensurable with learning game development, and that the use of games in formal educational settings introduces heavy demands on the recipient organization’s infrastructure, culture, and working processes.

    The conclusion of this research is that learning games embody a unique mixture of utility and game experience, and the formal context which they are to be used in significantly influence the process of developing and using them. Learning games can’t be understood if they’re solely seen as a teaching utility or solely as a game experience and to make them viable both educators and developers need to change their internal processes, their own perceptions of games and teaching, as well as the way they collaborate and communicate with each other. There are also several obstacles that are outside individual institutions and developers’ control, for example the practicalities of the economic constraints that both developers and educators work under that put the sustainability of pursuing learning games for formal education as a business into question. However, the continuous incremental improvements on the infrastructure of educational institutions (e.g. availability of technology and teachers’ familiarity with technology) can likely alleviate many of the obstacles currently inhibiting the impact learning games can potentially have in formal education.

  • 294.
    Berg Marklund, Björn
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Novices Vs. Experts: Game-Based Learning and the Heterogeneous Classroom Audience2015In: Proceedings of the 9th European Conference on Games Based Learning: Nord-Trondelag University College Steinkjer Norway / [ed] Robin Munkvold and Line Kolås, Reading, UK: Academic Conferences and Publishing International Limited , 2015, p. 664-671Conference paper (Refereed)
    Abstract [en]

    This paper examines how the heterogeneity of K-12 students, as game audiences, affect the way games can beused as educational tools in formal education. When discussing the application of games in educational contexts, the realitiesof the formal educational environment are seldom brought to the fore. There has been a lot of discourse and studiessurrounding the theoretical viability of games as engaging educational tools and their properties as learning environments,but the practicalities of inserting games into classroom environments are comparatively rarely the subject of game-basedlearning research. This paper presents two five month long studies using participatory observation that details the processof putting a commercial of-the-shelf game to use in two different types of formal educational K-12 environments: a computerlab and a classroom. More specifically, this paper focuses on examining how students receive and work with a well-knowncommercial off-the-shelf game when it is introduced as a tool in their ordinary curriculum work. The study revealed severalchallenges that put many of the axiomatic assumptions practitioners and scholars frequently make regarding games’ virtuesas educational tools into question. The challenges relate to students’ perceptions of games and gaming, variations instudents’ efficacy while playing, and of exclusionary behaviour during collaborations. Commercial of-the-shelf games, whilethey might be more equipped than educational titles when it comes to living up to player expectations as far as productionvalues are concerned, can instil a certain set of faulty expectations of how the game will actually be used. If the used gameis widely recognisable by the classroom audience, the important distinction between gameplay intended for active directedlearning rather than unguided leisure activity can be difficult to establish, which can make it difficult for teachers to keepstudents in a reflexive and analytic mode of play. The classroom as a game audience also puts the educator in a tricky positiondue to the wide variation of preferences and gaming literacy among students, and creating engaging play-sessions that areinclusive to everyone in classroom environments can be an immense undertaking for teachers. While the study revealsseveral issues produced by the tension between games and the heterogeneous nature of the classroom as an audience, italso highlights the importance of managing students’ expectations, framing the play activity correctly, and fosteringcollaborative work where subject matter knowledge and gaming literacy are intertwined.

  • 295.
    Berg Marklund, Björn
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Swedish Game Education: 2001-2016: An overview of the past and present of Swedish, academic, game-related educations2016Report (Other (popular science, discussion, etc.))
    Abstract [en]

    This report is written as a part of the EU Interreg Öresund-Kattegat-Skagerrak funded project GameHub Scandinavia. The aim of the project is to provide resources and services to developers, educators, researchers, and supporting actors that are involved in the Scandinavian game industry. The report is intended to be a continuation of a series of reports written at the University of Skövde regarding the state of Swedish game educations. The inaugural report, Spelutbildarindex 2011, provided the first inventory of Swedish game educations on the tertiary level, and intended to discuss their rapid rate of expansion and the ways in which universities and vocational schools accommodated for changing demands in the industry. A second report, Game Development, Education & Incubation, delved deeper into incubation and industry, and provided a larger, but rather brief, overview of game educations in Denmark and Norway as a supplement to the Swedish statistics.

    This report will essentially describe Swedish game education as a tale of two different eras; the pre-2013 proliferation era, and the post-2013 plateau era. Previously produced reports on the topics were written during a period where game educations were rapidly proliferating, and when the games industry was in a more volatile state than it is currently. The state of both academia and industry differs immensely between this millennium’s two inaugural decades. Throughout the ‘00s, game educations grew at a rate that seemed to favour accommodation for student interests rather than processes of quality assurance, deliberation, and programme improvement. In the ‘10s, the amount of programmes have stopped increasing, and most of the statistics regarding student numbers have plateaued, and are in some cases even decreasing.

  • 296.
    Berg Marklund, Björn
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Alklind Taylor, Anna-Sofia
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum2016In: Electronic Journal of e-Learning, ISSN 1479-4403, E-ISSN 1479-4403, Vol. 14, no 2, p. 122-135Article in journal (Refereed)
    Abstract [en]

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game‑based learning has focused heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games function in their int ended educational contexts and how they impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game‑based learning activities, the foci of past research is problematic as it obfuscates some of the pressing realities that highly affect games viability as tools for teaching and learning. This paper aims to highlight the demands that the implementation and use of an educational game in formal educational settings puts on te achers working processes and skillsets. The paper is based on two case studies in which a researcher collaborated with K‑12 teachers to use MinecraftEdu (TeacherGaming LLC, 2012) as a classroom activity over a five‑month long period. By documenting bot h the working processes involved in implementing the game into the classroom environment, as well as the execution of the actual game‑based classroom activities, the studies identified a wide variety roles that a teacher needs to take on if they are to ma ke games a central part of a school curriculum. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game‑based learning scenarios, is a necessary foundation for improving games viability as educational tools. 

  • 297.
    Berg Marklund, Björn
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Teachers’ Many Roles in Game-Based Learning Projects2015In: Proceedings of the 9th European Conference on Games Based Learning / [ed] Robin Munkvold and Line Kolås, Reading, UK: Academic Conferences and Publishing International Limited , 2015, p. 359-367Conference paper (Refereed)
    Abstract [en]

    This paper examines what roles teachers need to take on when attempting to integrate and use computer games in their educational environments. The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, the field of digital game-based learning research has had a tendency to focus heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game-based learning activities, this research gap is problematic. Teachers needs to have a certain amount of gaming literacy in order to actively supervise, support, and guide their students before, during, and after the play sessions. The teacher also needs to be proficient in setting up play sessions in a limited amount of preparation time and tackle eventual technical difficulties. Beyond these demands, teachers also need to serve as a conduit between the learning context and the play context, and need to know how to continuously contextualize game activities and the content that students experience in the subject matter being taught.

    This paper describes the outcomes of two five month long studies where Swedish K-12 teachers were introduced to using MinecraftEdu as a classroom activity. The study identifies the different roles that a teacher takes on throughout game-based learning processes, such as technical administrator, game administrator, game tutor, subject matter expert, lecturer, debriefer, and classroom supervisor. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game-based learning scenarios, is a necessary foundation for improving games’ viability as educational tools.

  • 298.
    Berg, Sofia
    et al.
    University of Skövde, School of Technology and Society.
    Granath, Frida
    University of Skövde, School of Technology and Society.
    Härnqvist, Christine
    University of Skövde, School of Technology and Society.
    Att vara ung och utan arbete: Arbetslösa unga vuxnas subjektiva upplevelser2009Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Syftet med denna studie var att beskriva och ge djupare förståelse för hur unga vuxna arbetslösa i Västra Götalands län upplever sitt identitetsskapande och sin levnadssituation. I denna studie utfördes tio kvalitativa semistrukturerade intervjuer med respondenter i åldrarna 18-29 år. Då vi anser att identiteten är social valde vi i vår studie att utgå från Symbolisk interaktionism, med underliggande teorier som definitionen av situationen (Charon, 2004; Svensson, 1992), den generaliserade andre (Mead, 1976), spegeljaget (Mortensen, 2003) och stämplingsteorin (Goffman, 1972; Becker, 1963). Att vara arbetslös påverkar många olika delar av livet och är av allra högsta grad avgörande för hur individen upplever sin levnadssituation och sitt identitetsskapande. Det som framkommit pekar främst på vikten av de sociala interaktionerna gällande arbetslöshet samt dess betydelse för individen. Slutsatsen är att vi inte kan förstå en individs upplevelser av sin levnadssituation och identitetsskapande utan att se till helheten. Vi har funnit att upplevelsen av sig själv och identitetsskapandet har förändrats i en situation av arbetslöshet.

  • 299.
    Bergdahl, Philip
    et al.
    University of Skövde, School of Business.
    Bodell, William
    University of Skövde, School of Business.
    Behålla personal genom utveckling2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    BackgroundIn the last couple of years there has been an ongoing change in the Swedish labor marketwhere the view and the occurrence of long term employment is not as common as it oncewas. The most common way of career development is through change of employer. The costof employee turnover can be avoided or reduced by keeping current employees and anindividually shaped development for the employee may result in the employee staying loyalto the company.

    PurposeThe purpose of this study is to investigate how attractive employers, based on Randstad andUniversum, within a knowledge based environment in the area of Gothenburg providescompetence development, professional development and career opportunities in order toretain their employees.

    Method The study applies a qualitative research approach since the purpose of the study is to gain understanding in how companies provide development and not to compare different companies’ results to one another. The study is based on six semi-structured interviews held at each of the six companies. The selection of companies is based on the lists “Randstad Award 2016” and “Sveriges bästa arbetsgivare 2016” by Universum which are summaries of Sweden’s most attractive employers of the year 2016.

    Conclusion The study shows that all of the companies have an individually shaped development plan for the employee. This is managed through adjustment of duties, competence development through courses, seminars and workshops which are based on internal knowledge within the company. Last but not least development is supplied through the use of mentoring and networking, both internal and external.

  • 300.
    Bergenholtz, Sanna
    et al.
    University of Skövde, School of Humanities and Informatics.
    Wall, Fanny
    University of Skövde, School of Humanities and Informatics.
    Utomhuspedagogikens påverkan på barn med koncentrationssvårigheter: En intervjustudie ur förskollärarperspektiv2009Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Children with concentration difficulties are to a great extent a problem in schools and therefore it becomes interesting to see how possibilities around these children can appear in pre-school. From a pre-school teacher’s perspective, the study aims to provide a deeper understanding of how outdoor education can influence children with concentration difficulties. The method of the study is a qualitative research run-up with interviews that intends to describe pre-school teachers’ views. What we applied for requires experience-based answers, and therefore, pre-school teachers with at least a couple of years experience of daily pre-school activity were selected. The result shows, among other things, how outdoor education is an important part of daily activities. Specific for children with concentration difficulties, outdoor education gives increased  possibilities for movement, fresh air and recovery. The concept of concentration difficulties is not used in pre-school in order to describe these children. In connection with outdoor education there should be rich variations of outdoor environment. In conclusion reflected outdoor environment that provides both free play and planned activities gives children with concentration difficulties possibilities to increase their power of concentration.

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