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1.
  • Andersson, Annika, 1961-, et al. (författare)
  • Challenges in project management : Grabbing the elephant
  • 2007
  • Ingår i: Projects & Profits. ; 7:12, s. 33-37
  • Tidskriftsartikel (refereegranskat)abstract
    • Projects and project management tend to have special meanings to the individuals involved in a specific line of research. This article reports on some topics covered in an informal Swedish network devoted to study project management. Ten topics are selected for discussion that fall into three broad categories—projects as practice, productivity in projects and education in a PM curriculum.
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  • Boström, Gert-Olof, 1959-, et al. (författare)
  • CAD and Consequences in the Swedish Architectural Industry
  • 2003
  • Ingår i: Services Marketing Quarterly. - : Taylor & Francis. - 1533-2969 .- 1533-2977. ; 25:2, s. 25-41
  • Tidskriftsartikel (refereegranskat)abstract
    • As an example of technology shaping the marketing environment, this paper reports on the impact of the introduction of computer assisted design (CAD) capabilities into the architectural industry in Sweden. Change is addressed at three levels-in the process of producing output, in the output itself, and in the industry as an apparent consequence of the technological introduction. It is observed that there has been a division in the industry-one segment representing a rather traditional approach to architectural services, the other a more business-oriented, adopter segment. Results are interpreted in terms of a structurational theory of technology. Understanding is discussed both in terms of technology adoption as well as the nature of professional services.
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  • Boström, Gert-Olof, et al. (författare)
  • Technology and Change in the Swedish Architectural Industry
  • 2009
  • Ingår i: Competitiveness Review: An International Business Journal incorporating Journal of Global Competitiveness Vol 19(1) 46-62. Bingley, UK: Emerald Group Publishing Limited.. - 1059-5422. ; 19:1, s. 46-62
  • Tidskriftsartikel (refereegranskat)abstract
    • Technological change can have dramatic effects on existing competitors and industries. In this paper we address the adoption of computer aided design (CAD) capabilities in the Swedish architectural industry. The reflections on this case are interpreted in terms of a structurational model of technology and our thoughts in development are associated with that model. It is observed that there have been divisions in the industry – one segment representing a rather traditional approach to architectural services, the other a more business-oriented, adopter segment. Observations are enlightening because there was a split in not only the way in which business tended to be conducted, but also how these businesses evolved – associated primarily on the basis of adoption of technology.
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  • Czarniawska, Barbara, 1948, et al. (författare)
  • Organisering kring hot och risk
  • 2007
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Hur hanteras blödarfeberviruset Marburg, hur förbereder man sig för ett eventuellt utbrott av fågelinfluensan, hur kalkylerar man hälsorisker i Europa och Sverige och hur hanterar man risk i samband med äventyrsturism? Vad har stormen Gudrun lärt oss om att hantera akuta situationer och hur skapar katastrofer som Tjörnbron handlingsföreträde i form av särskilda förutsättningar för organisering? Detta är några exempel på studier inkluderade i Organisering kring hot och risk. Boken tittar även närmare på hur man hanterar effekter av datorkriser, hur konst och vad betraktaren bedömer som hot kan bidra till skapande av handlingsnät samt hur tv-serien Kommissionen belyser det svenska beredningsarbetet. Författarna visar att karaktären av organisering kring hot och risk är beroende av tidpunkten: innan, under eller efter en katastrof eller en hotfull händelse. Beredningsarbetet består av resursmobilisering, att skissa planer, att bygga upp strukturer samt bygga eller mobilisera nätverk. När katastrofen väl inträffar visar det sig dock att även de bästa planer inte alltid fungerar som man vill och responsen på de faktiska händelserna består av improvisation samt av att bygga handlingskedjor och handlingsnät. Det finns inget recept på hur man skall organisera kring hot och risk men boken har identifierat ett återkommande problem: varje misslyckande verkar leda till slutsatsen att det behövs mer av planer och strukturer. Författarna hävdar motsatsen. Bokens budskap är att istället för att skapa oändliga planer och strukturer skall man öva lämpliga skickligheter och improvisationsförmåga. Boken vänder sig till studerande inom organisationsteori respektive riskhantering på universitet och högskola samt yrkesverksamma inom krisberedskap och riskhantering.
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  • Lindqvist, Katja, et al. (författare)
  • Leadership in Art and Business
  • 2016. - 1
  • Ingår i: Arts and Business : Building a Common Ground for Understanding Society - Building a Common Ground for Understanding Society. - 9781138887442 ; , s. 135-147
  • Bokkapitel (refereegranskat)
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  • Sandqvist, Ulf, 1976-, et al. (författare)
  • Business logics in Cultural Industries : The case of the Video Game Industry.
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • The video game industry has today established itself as one of the largest entertainment industries. It is, just as the films industry, producing a product that is dependent on both artistic knowledge and business knowledge. Today the industry are suffering from a creative inability when it comes to the actual games – although it manages to find all the more creativity when it comes to finding successful business models. This paper reports on a longer study of Swedish game developers and how they find a way to distribute games in a market moving from the physical to the digital.Introduction
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  • Sandqvist, Ulf, 1976-, et al. (författare)
  • The dematerialisation and democratisation of currencies : a historical description of currencies and how the physical has been replaced with the virtual
  • 2010
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this paper we examine the relation between the dematerialisation of currencies and democracy. We argue that money play an important role in any democratization process, as it enables and provide assets needed for individuals. Physical currency has a long history in supporting trade. It has also existed in many different shapes, depending on local demands and practices. In the shaping of virtual worlds cybercash has been made a part of this, although the trade practices depends on the type of virtual world: extension worlds or detension worlds. But, learning from the historical development, cybercash can be compared to other forms of currencies and therefore it is very likely that cybercash will be as important for any democratization process in virtual worlds as currencies has been in the physical world.
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  • Strömgren, Peter, 1970-, et al. (författare)
  • Sakrätt beträffande fast egendom
  • 2021
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • I denna bok behandlas de sakrättsliga reglerna med avseende på fast egendom. Framställningen innehåller en beskrivning av vilka slags anspråk som kan finnas på en fastighet och vad som avgränsar egendomsslaget. Tyngdpunkten ligger på regler som avser det dynamiska tredjemansskyddet. Bland frågor som behandlas kan nämnas vem som får bättre rätt vid tvesala och andra dubbeldispositioner, liksom vad som krävs för ett godtrosförvärv av äganderätt eller panträtt. Härutöver klargörs förutsättningarna för borgenärsskydd för olika slags anspråk på en fastighet. Vid sidan av anspråk på äganderätt, panträtt eller bruksrätt uppmärksammas anspråk på dold samäganderätt och förfoganderättsinskränkningar. Reglerna om panträtt behandlas särskilt noga. I ett avslutande kapitel förklaras vad som gäller om en fastighet blir föremål för utmätning eller omfattas av en konkurs.Boken riktar sig både till rättsvetenskapligt intresserade och till praktiker. Den är även väl lämpad att användas för undervisning vid universiteten och på andra slags kurser i fastighetsrätt och sakrätt.
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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Zackariasson, Peter (författare)
  • Aristotle’s intellectual virtues and Executive Business Education
  • 2012
  • Ingår i: in Wolfgang Amann, Monica Kerretts-Makau, Pio Fenton, Peter Zackariasson and Shiv Tripathi eds. New Perspectives in Management Education. - Manchester : Excel Publishing. - 9789350620151
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • Zackariasson, Peter, et al. (författare)
  • Creativity in the Video Game Industry
  • 2010
  • Ingår i: Alessandra M. Corrigan (ed.) Creativity: Fostering, Measuring and Context.. - : Nova Science Publishers. - 9781617280672
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • zackariasson, Peter, et al. (författare)
  • Creativity in the video game industry
  • 2010
  • Ingår i: Creativity. - New York : Nova Science Publishers. - 9781616688073 ; , s. 109-120
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the summer of 1961 an MIT student by the name of Steve „Slug‟ Russell was tinkering with the campus computer. It was not a very complex computer by today‟s standards, but by the standard of that time it was highly complex, not to mention expensive. Steve was exploring the possibilities of that machine - more precisely, trying to demonstrate with an engaging and fun program the capabilities of this machine. And making a game was, in his eyes, the best way to go about it. This creative achievement would not only be the start of Steve‟s career, but also of an industry that, just as in this first game, thrives on creativity and tinkering with computers. The result of Steve‟s tinkering was the video game Spacewar. This game is credited as the first „real‟ video game (Demaria and Wilson 2004, Kent 2001). Despite its crude setup, consisting of two spaceships dueling on a round monitor, it quickly achieved immense popularity. It is said that the game was copied onto most university computers in the USA at that time. The impact of this game grew as more, and more, people saw it, and played it. Nolan Bushnell, for example, was an avid gamer2 of Spacewar, he would later establish the Atari Company. This was one of the first large company developing video games, and it was highly successful in the early days of the video game industry. 
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  • Zackariasson, Peter (författare)
  • Cyberkapitalism – om konsten att tjäna pengar på döda drakar, stjäla vapen och dansa naken i virtuella världar
  • 2009
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Vad har ett episkt svärd från datorspelet World of Warcraft att göra med en sweatshop i den kinesiska staden Tietou? Eller hur kommer det sig att en skollärarinna från södra Tyskland kan bli miljonär på att rita trädgårdar? Cyberkapitalism är namnet på den marknad som uppstått i mötet mellan virtuella världar och vår verkliga värld. Denna marknad har skapat nya möjligheter att tjäna pengar – och en ny våg av guldgrävare som drar ut i den digitala västern.
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  • Zackariasson, Peter (författare)
  • Det estetiska hotet
  • 2007
  • Ingår i: Czarniawska, Barbara et al: Organisering kring hot och risk.. - Lund : Studentlitteratur. - 9789144040141 ; , s. 181-194
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • Zackariasson, Peter, et al. (författare)
  • EPM in video game development : life amongst lindblomian cyborgs
  • 2005
  • Ingår i: Enterprise project management. - 8178815346
  • Bokkapitel (populärvet., debatt m.m.)abstract
    • The development of a videogame is an artistic endeavor dependent on a number of disciplines, and understanding the creative nature of firms in this industry is tantamount to understanding the "skunk works" of the aerospace industry. Empirical information was collected as an ethnographic study of a game developer with approximately seven years experience in producing videogames. Our EPM observations at this particular firm, and gaming in general, fit into three categories - personnel, which form the foundation of capabilities, management of the primary development project, and leadership.
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  • Zackariasson, Peter, et al. (författare)
  • EPM in video game development : Life amongst lindblomian cyborgs
  • 2004
  • Ingår i: Project and Profits. ; 4:11, s. 77-85
  • Tidskriftsartikel (refereegranskat)abstract
    • The development of a videogame is an artistic endeavor dependent on a number of disciplines, and understanding the creative nature of firms in this industry is tantamount to understanding the "skunk works" of the aerospace industry. Empirical information was collected as an ethnographic study of a game developer with approximately seven years experience in producing videogames. Our EPM observations at this particular firm, and gaming in general, fit into three categories -- personnel, which form the foundation of capabilities, management of the primary development project, and leadership.
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  • Zackariasson, Peter (författare)
  • Exposing the Monster in Media: A study of Ducati’s product placement strategies
  • 2014
  • Ingår i: 19th DMI: Academic Design Management Conference, September 2-4, London, United Kingdom. - 9780615991528
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Product placement, and brand placement, is a practice that is increasingly used to expose both products and brands in cultural productions: film, TV, video game etc. The aim of this is to construct associations between a product, or brand, and what is exposed in the cultural production. The effect is thus a transfer of values from the cultural production to the product. Brands are pivotal aspects of any design venture. In order to construct a coherent set of values, and consumer understanding, of a product the brand and physical product need to communicate the same values. Brands thus have a possibility to strengthen design. Using the morphology of the Russian formalist of Vladimir Propp this paper aim to explore the effect of product placements of Ducati motorcycles in films. Through the analysis of 15 film published between 2010-2013 the presence of Ducati motorcycles are related to narrative and characters in order to understand associations constructed in product placement. The results in this paper show that while there is weak relationships between narrative aspects of the films, there are strong relationships between the Ducati motorcycle and the characters in the films. This is most evident in the relationship between the ‘helper’ character and the Ducati motorcycle as a tool for exploration and adventure.
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  • Zackariasson, Peter, et al. (författare)
  • Game On: Competition and Competitiveness in the Video Game Industry
  • 2008
  • Ingår i: Competition Forum. ; 6:1/2, s. 43-52
  • Tidskriftsartikel (refereegranskat)abstract
    • The video game industry has been an interesting one to follow. It has been driven by a combination of creativity and individual entrepreneurship and has been international almost from its inception. Releases of individual titles now rival Hollywood box office introductions in popularity and attendant revenue. The growth of the industry, however, has tended to be disruptive with regard to dominant firms. The purpose of this paper is to capture the present state of competition in the industry and discuss the shifts that appear to be occurring in this period of counter-variant growth. In particular, we wish to focus on the shifts in competitive paradigms that appear to be developing. The three that might be noted are Microsoft¹s shift to a hardware producer in this industry, the adoption of an ³athletic shoe² approach to game software, where more of it is being done in developing countries., and the Pacific Rim emphasis on PC¹s and MMOGs as a direction in game development.
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  • Zackariasson, Peter (författare)
  • Immersion
  • 2018
  • Ingår i: Photography group exhibition at Valand Academy, University of Gothenburg, Vasagatan 50, Gothenburg. - Gothenburg.
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Exhibition, fine arts photography
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  • Zackariasson, Peter (författare)
  • Immersion
  • 2019
  • Ingår i: Photography group exhibition at Xpozer's New Gallery at Caballero Fabriek, The Hage, Netherlands.
  • Annan publikation (övrigt vetenskapligt/konstnärligt)
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