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Sökning: WFRF:(Zackariasson Peter)

  • Resultat 21-30 av 91
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21.
  • Strömgren, Peter (författare)
  • Tillbehör och accession
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation proposes methods of determination of ownership in articles of wealth and their component parts. The overall question relates to how Swedish law solves conflicts between colliding claims to parts of something that can be regarded as merely one object.Whether or not a certain segment of the material world is to be regarded as one or several objects is interesting in several legal situations. The question is important for interconnected objects that belong to different owners, as well as for dispositions with regards to composite objects, whose parts can be objects of different claims. Contracting parties can to a large degree define objects for transactions with inter partes effect. When the determination affects a third party, e.g. creditors or competing singular successors, the same freedom cannot prevail.There are statutory accessory rules (e.g. fixture rules) for certain objects, namely properties, ships and aircraft. Relevant issues are also dealt with through general non-statutory rules on ownership acquisitions through interconnection (the accession doctrine). In addition, case law and legal literature shows that we can also count on general accessory regulations for items that are not regulated by statutory accessory rules, i.e. chattel in general and buildings on land owned by others.The overall aim of the study is to reconstruct the general accession doctrine and the doctrine of components, fixtures, and accessories (regarding property rights in a complex object as a whole or in its component parts). The legal source material with regards to accession, fixtures, and accessories, is read against a backdrop of legal-economic theory. This reading suggests that relevant questions should in a broader way be related to transaction costs, information costs, and efficiency losses due to less than optimal resource allocations. The results can be interpreted as legally dogmatic, but the study can also be regarded as an investigation which, in principle, concentrates on the modern conditions for property law.The dissertation consists of five parts. The first section includes an introduction and an overview of the standard structure of the studied problem area. The second section presents a legal-economic analysis model for questions regarding interconnections, accessories and property rights in complex objects. The third section offers a reconstruction of the accession doctrine and the fourth section offers a reconstruction of the doctrine of fixtures and accessories. In the fifth section the study is summarised. In addition, overall comments with regards to the investigation and some suggestions are given for improving the standard contents of the problem complex.
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23.
  • The Business of Gamification : A Critical Analysis
  • 2016. - 1
  • Samlingsverk (redaktörskap) (refereegranskat)abstract
    • At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
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25.
  • The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay
  • 2019
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.
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27.
  • Walfisz, Martin, et al. (författare)
  • Real-Time strategy : Evolutionary game development
  • 2006
  • Ingår i: Business Horizons. - : Elsevier. - 0007-6813 .- 1873-6068. ; 49:6, s. 487-496
  • Tidskriftsartikel (refereegranskat)abstract
    • Projects have become a way of getting things done, and have moved increasingly toward achieving qualitative goals. In this article on video game development, the opportunity is taken to relate some particular observations on creative projects and their management. The essential aspects of this approach are its incorporation of individual and group creativity into its foundation, a Lindblomian process of decision making, and a substitution of a time of regular introspection for milestones. Application depends upon the ability to have interim developments available for group examination and fixing a suitable time interval to make such assessments. The approach would seem applicable to a range of possibilities, including film making, script writing, architectural rendering, and equipment design.
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29.
  • Wilson, Timothy, 1938-, et al. (författare)
  • Through the Looking Glass Sharply
  • 2012. - 1
  • Ingår i: The Video Game Industry. - New York, USA : Routledge. - 9780415896528 ; , s. 244-262
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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30.
  • Wilson, Timothy, 1938-, et al. (författare)
  • Video games : Past, present and future
  • 2012
  • Ingår i: Proceedings Northeastern Association of Business, Economics and Technology 2012.
  • Konferensbidrag (refereegranskat)
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