Dissertations / Theses on the topic 'Game project management'
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Gkritsi, Aikaterini. "Agile game : a project management game for agile methods." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.
Full textTelin, Steven, and Nebil Esmail. "Managing Remote Projects During a Crisis : Game-development and Manufacturing Projects Response to COVID-19." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185058.
Full textBaker, Diana L. "An experimental investigation of the effects of software size increase on software project management behavior." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA248362.
Full textThesis Advisor: Abdel-Hamid, Tarek K. "March 1992." Includes bibliographical references (p. 66). Also available in print.
Oh, Eunjoo. "Project Organization, Diverse Knowledge, and Innovation Systems in the Korean Game Software Industry." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14516.
Full textEl, Mansouri Mériem. "Le jeu vidéo didactique ou serious game : processus de conception, ingénierie didactique et game design." Thesis, Université Côte d'Azur (ComUE), 2019. http://www.theses.fr/2019AZUR2028.
Full textThis research is part of an interdisciplinary reflection on the game design of didactic video games often called serious games. Everything started with an observation : video games dedicated to the learning activity which are currently on the market suffer from many weaknesses regarding both their funny and didactic characteristics. The analysis of these games and their conception highlighted that even if the will of the designers was to combine those two aspects in the same object, the dichotomy between the “clichés” conveyed by the game and the work (serious) persisted in the minds subsequently conditioning their design. We therefore suggested a new approach to the game design of these video games, with theoretical modeling that covers the entire design process and whose implementation took the form of a mixed project management based on research and professional practices in the field of video games and information and communication sciences on the one hand, and in the field of education and the sciences of education on the other hand. We developed an "inclusive" design engineering that requires the skills of teacher-didactics specialist and game designer, in which the experience offered by the video game comes from the merging of funny and didactic aspects in a unique game scenario. Finally, we are testing such engineering proposal by making and testing a prototype video game focused on the nutrition field called "A table!", in order to figure out if it is able to remedy the weaknesses of serious games currently available
Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.
Full textSem resumo.
Westerdahl, Matilda. "Challenges in video game development - What does Agile management have to do with it?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20026.
Full textAlbonius, Jonas, and Monica Hagbok. "Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt." Thesis, Karlstads universitet, Avdelningen för informatik och projektledning, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-31659.
Full textFöretag och projekt ställs ofta inför utmaningen att skapa något nytt för att till exempel öka sin konkurrenskraft. I processen att ta fram denna nya produkt är kreativitet en viktig faktor. Med hjälp av ett kreativt förhållningssätt och en kreativ process kan nya innovationer växa fram. En bransch som växt mycket de senaste åren är datorspelsbranschen. Konkurrensen är hård och om företagen ska lyckas krävs det att produkten har något extra som gör att det sticker ut bland alla spel som produceras. Projektledarens roll i kreativitetsprocessen är ett område som tidigare forskning inte har belyst särskilt mycket. Inte heller har möjligheten att skapa förutsättningar för kreativitet inom ett distansbaserat företag behandlats särskilt mycket. Studiens forskningsfråga är: Hur agerar projektledare för att skapa förutsättningar för kreativitet hos projektmedarbetare i ett distansbaserat datorspelsutvecklingsprojekt? För att besvara vår frågeställning valde vi att göra en deskriptiv fallstudie. Projektet har sin bas i Norden med medarbetare över hela världen. Det är helt och hållet ett distansbaserat projekt på så sätt att ingen delar arbetsplats. Vi djupintervjuade projektets två projektledare och kompletterade med en kvalitativ enkät till medarbetarna. Med en utgångspunkt i Grounded Theory och tidigare forskningsresultat analyserades materialet. Ur projektledarnas berättelser framträdde tre förhållningssätt. Dessa är tillit, tillgänglighet och tolerans. De ligger till grund för vår modell om hur projektledarna i det undersökta fallet agerar för att främja kreativiteten hos medarbetarna. Dessutom visade det sig att motivation och kommunikation var två viktiga verktyg för att skapa förutsättningar för kreativitet hos medarbetarna. Vår slutsats kan beskrivas på följande sätt: Motivation ger förutsättningar för kreativt tänkande. Genom att bygga en organisation där projektledarna visar tillit till medarbetarnas förmåga, och låter tolerans vara ett ledord för kollaboration, arbetar projektledarna för att höja medarbetarnas motivation. Därmed skapas förutsättningar för kreativitet hos medarbetarna i detta distansbaserade projekt. Kommunikation är en förutsättning för kreativt skapande i projektet och virtuella kommunikationsmedel ett sätt att öka tillgängligheten.
Geithner, Silke, and Daniela Menzel. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation." Sage, 2016. https://tud.qucosa.de/id/qucosa%3A35394.
Full textMatsunaga, Roberta Mayumi 1985. "Desenvolvimento de um jogo educativo para crianças com hemofilia : Developing an educational game for children with hemophilia." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/267767.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Tecnologia
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Resumo: De acordo com o último levantamento do Ministério da Saúde, o número de indivíduos com hemofilia cadastrados no Brasil era de 9.978 em 2010 (Ministério da Saúde, 2013), o que torna o Brasil o país com o terceiro maior número de indivíduos identificados com doença. Sendo a hemofilia uma doença que acomete o indivíduo desde o nascimento, é fundamental que a criança conheça suas limitações para ter um desenvolvimento físico saudável. Isso requer cuidados especiais a fim de evitar episódios de traumatismos que podem comprometê-la quando adulta. As crianças com hemofilia carecem de material educativo de qualidade sobre a doença e suas problemáticas. Com o intuito de informar essas crianças de forma lúdica e motivadora, o presente trabalho propõe o desenvolvimento do protótipo de um jogo educativo, denominado Hemotion, que contém informações sobre a doença. A intenção é que o jogo seja um meio lúdico de informar, esclarecer e incentivar comportamentos adequados das crianças em relação à doença que irão enfrentar por toda a vida. Trata-se de um Projeto multidisciplinar que foi desenvolvido no Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia (LIAG-FT) em conjunto com a Unidade de Hemofilia do Hemocentro, ambos da Universidade Estadual de Campinas (UNICAMP). Os desenvolvedores contam com o apoio da equipe multidisciplinar do Hemocentro, que é composta por médicos, fisioterapeutas, enfermeiros, pedagogos e psicólogos
Abstract: The Ministério da Saúde published that in Brazil there are around 9.978 people with hemophilia in the country is the third with the largest number of individuals with this disease. Hemophilia is a disease that affects the individual from birth, so it is fundamental that the child learns his limitation in order to have a healthy physical development. This requires special care to avoid episodes of trauma that may compromise the child as an adult. However, children who suffer from hemophilia do not have quality educational material on hemophilia and it's problematic. In order to inform these children in a ludic and motivating way, this project aims to develop a prototype of an educational game, called Hemotion that will have information about the disease. The intention is that the works in an entertaining way to inform enlighten and encourage appropriate behaviors of children in relation to the disease they will face throughout life. It is a multidisciplinary project that was developed in the Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia together with the a Unidade de Hemofilia do Hemocentro, both from the Universidade de Campinas. To support the project, the developers will have the assistance of the multidisciplinary team of the Hemocentro that is composed by doctors, physiotherapists, nurses, educators and psychologists
Mestrado
Tecnologia e Inovação
Mestre em Tecnologia
Lavin, Nina. "Mjukvaruuteckling i multikulturellt team : En kvalitativ studie om kulturers påverkan på mjukvaruutvecklingsprojekt." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-78091.
Full textMikešová, Jana. "Aktivizující metody ve firemním vzdělávání." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264416.
Full textPretorius, Hedré. "Mitigation of project risk through communication training : a serious games proposal / Hedré Pretorius." Thesis, North-West University, 2014. http://hdl.handle.net/10394/10622.
Full textMSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
Llovera, Gonzalez M. (Margarita). "Use of simulation games to learn negotiations in project business." Master's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504021276.
Full textHadjistephanou, Petros. "The Olympic Games ; a demonstration of the positive and negative side of project management." Thesis, Keele University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.572456.
Full textAghamohammadi, Parisa. "THEORETICAL ANALYSIS OF CONTRACT CHANGE IN CONSTRUCTION PROJECTS." 京都大学 (Kyoto University), 2014. http://hdl.handle.net/2433/192172.
Full textPunčochářová, Pavlína. "Autonomní správa inteligentní domácnosti." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255372.
Full textStewart, Allison D. "Knowledge games : the achievement of ignorance in managing Olympic and Commonwealth mega-events." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:68a5c3d0-a47e-4cd3-b869-d24d33df11b0.
Full textAbuElmaati, Ahmed, and Trym Sørensen Bernløv. "Effectiveness of Benefits Management Frameworks : in monitoring and controlling public sectors projects in the United Kingdom." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183066.
Full textKentzingen, Raphael. "The Olympic Games of Rio de Janeiro : project : related events and their political, aesthetical, economic and technological impacts on the main project actors." reponame:Repositório Institucional do FGV, 2017. http://hdl.handle.net/10438/18284.
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This study is concerned on Rio 2016 megaproject management undertaken by theprincipal project actors: The International Olympic Committee (IOC), the OrganisingCommittee of the Olympic Games (OCOG) and the Brazilian Government. Firstly, anintroduction into megaprojects precedes the explanation of two intrinsically linkedconcepts, Complexity and Risk Management. Only after that fundamental portrayal twowidely adopted theories in Megaproject research will be reviewed, namely Stakeholdertheory and Institutional theory. In light of the literature and by means of a content analysisto local and international newspapers articles, the main project related events thatoccurred shortly before, during and after the Olympic Games were extracted andcategorized. In total, twelve project related events were identified. The broader projectmanagement picture related to those issue is supported by a brief description of Rio 2016´s project governance. Finally, the paper finishes with the appeal to widen up theacademic research on the complexity of the Olympic Games as there is a lackingexplanatory and evaluative capability of the aforementioned theories in assessing the mainconceptual undertakings of such a particular megaproject. After all, the unexpected issuesthat the abovementioned actors had to manage are best described by four impactingmegaproject dimensions: The political impact, the aesthetic impact, the economic impactand the technological impact.
Este estudo tem como foco a gestão do megaprojeto Rio 2016 realizada pelos principaisatores do projeto: o Comitê Olímpico Internacional, o Comitê Organizador dos JogosOlímpicos e o Governo Brasileiro. Em primeiro lugar, uma introdução em megaprojectosprecede a explicação de dois conceitos intrinsecamente ligados, Complexidade e Gestãode Risco. Somente após esse retrato fundamental, duas teorias extensamente adotadas napesquisa do megaprojeto serão revistas: Teoria do Stakeholder e Teoria Institucional.Segue, em luz da literatura e por meio de uma análise de conteúdo, uma coleta de artigosde jornais locais e internacionais sobre os principais eventos relacionados ao projeto,ocorridos pouco antes, durante e depois dos Jogos Olímpicos. No total, foramidentificados doze eventos relacionados ao projeto. O quadro mais amplo degerenciamento deste projeto é apoiado por uma breve descrição da governança do projetoRio 2016. Por fim, o trabalho conclui com o apelo de ampliar a pesquisa académica sobrea complexidade dos Jogos Olímpicos, pois há uma falta de capacidade explicativa parauma avaliação dos principais empreendimentos conceituais deste megaprojeto. Isto devidoao motivo de os eventos gerenciados pelos atores terem acabado por ser explicados porquatro dimensões do megaprojeto: O impacto político, o impacto estético, o impactoeconómico e o impacto tecnológico.
Ntema, Ratoeba Piet. "Applying project risk management principles to manage business start-up risk : a proposed training tool / Ratoeba Piet Ntema." Thesis, North West University, 2014. http://hdl.handle.net/10394/13227.
Full textMSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
González, Piñero Manel. "Innovation through Cross-Fertilization: Serious games and gamification in the EU-funded research projects." Doctoral thesis, Universitat de Barcelona, 2018. http://hdl.handle.net/10803/664803.
Full textI de senere årene har økosystemer for innovasjon fått vesentlig fart i akademisk forskning. Nylig har det oppstått et større behov for mer forskning i området åpen innovasjon. Som et respons til dette, utvider denne avhandlingen seg på studier om prosesser og økosystemer av innovasjon i prosjekter. Prosjektene inkluderer seriøse spill og det som kalles for gamification. Målet er å vurdere kryss-befruktning av kunnskap og teknologi. En del av tema for denne avhandling er hvordan organisasjoner, gjennom innovasjon, virkeliggjør mulighetene for å øke verdiskapning. Dette vurderes ut ifra organisasjoners orkestrering av aktiviteter innenfor deres aktivitetssystemer og transformasjon av forretningsmodellene. Det har lenge vært forsøkt på å forbedre forståelsen av hvordan kryss-befruktet allianser dannes, hva er resultatene, hva skal til for å generere verdi (eller ikke), og hvilke evner organisasjoner trenger for å kunne forvalte og innhente verdier. På bakgrunn av dette, har to tilnærminger som støtter innovasjon, blitt komplementært tatt med i betraktningen. Disse er, den kunnskaps-teknologiske perspektiv og ledelses perspektivet. Perspektivene blir analysert med informasjon hentet fra en database med 87 H2020 prosjekter, inkludert seriøse spill og eller gamification. Det er totalt 519 organisasjoner og 597 observasjoner. I senere tid, for å få et større innblikk i strategier for innovasjonsledelse, ble det gjennomført en prosjekt koordinator undersøkelse. Det kunnskaps-teknologiske perspektivet innebærer hvordan en kan skape tilstrekkelig tverrfaglig kunnskap. Her er teknologi grunnleggende for å sikre langsiktig suksess til en fremtredende teknologi, som inkluderer seriøse spill og eller gamification, og viktigheten av forskningen og innovasjonen som fremkommer i utøvernes samfunn. På den andre siden, ledelses perspektivet inkluderer analysen av innovasjonsstrategier som har som mål å øke kryss-befruktning av teknologier som inkluderer seriøse spill og eller gamification. Strategiene ble analysert ved å vurdere innovasjon- og nettverks teorier, evnen til å absorbere, og dynamisk kapasitet litteratur. For å forstå og samle elementer for analysen og diskusjonen av tidligere resultater, bestemte personlige intervjuer ble gjennomført med uavhengige eksperter. Funnene viser at flerfaglighet av et prosjekt er sterkt påvirket av etablering av kunnskap og teknologi. Videre, ledelses strategier er med på å øke nivåer av kryss-befruktning av kunnskap og teknologi. Dette inkluderer seriøse spill og eller gamification, men hovedsakelig markeds- og kundeorienterte strategier. De praktiske og metodologiske bidrag fra denne studien er med på å berike innovasjons litteratur fra det teknologiske og det ledelsesmessig synspunkt. Avhandlingen avsluttes med fruktbare veier for fremtidig forskning.
Al llarg dels darrers anys, els ecosistemes d’innovació han pres un impuls substancial en la recerca acadèmica. Com a resposta a les darreres crides a noves recerques en la literatura sobre innovació oberta, aquesta tesi doctoral amplia l’estudi del procés i els ecosistemes d’innovació en projectes que inclouen jocs seriosos i gamificació al considerar la fertilització creuada de coneixement i tecnologies. L’orquestració d’activitats per part de les organitzacions dins dels seus sistemes d’activitats i la transformació dels seus models comercials a través de la innovació per generar oportunitats amb l’objectiu d’augmentar la creació de valor són part dels temes d’aquesta tesi. Hi ha hagut un esforç per millorar la comprensió de com es formen aliances amb la fertilització creuada, quins són els seus resultats, què fa que generin valor (o no) i quines capacitats necessiten les organitzacions per gestionar i assolir valor a través del procés d’innovació. Amb aquest propòsit, dos enfocaments que recolzen la innovació s’han tingut en compte de manera complementària: la perspectiva coneixement-tecnologia i la perspectiva de gestió. Aquestes perspectives s’analitzen amb la informació obtinguda d’una base de dades de 87 projectes H2020 que inclouen jocs seriosos i/o gamificació, 519 organitzacions i 597 observacions. Posteriorment, amb l’objectiu d’obtenir informació addicional sobre les Estratègies de Gestió de la Innovació, es va realitzar una enquesta adreçada als coordinadors dels projectes. La perspectiva de Coneixement i Tecnologia mostra com la creació adequada de coneixement i tecnologia multidisciplinaris és fonamental per garantir l’èxit a llarg termini d’una tecnologia emergent, que inclogui els jocs seriosos i la gamificació, i com d’important és la recerca i la innovació que té lloc en les comunitats de professionals. La perspectiva de Gestió mostra l’anàlisi de les estratègies de gestió de la innovació que fomenten la fertilització creuada de tecnologies que inclouen jocs seriosos i/o gamificació. Aquestes estratègies es van analitzar a partir de la literatura en innovació i teories de xarxes, capacitat d’absorció i capacitats dinàmiques. També, es van dur a terme entrevistes personals amb experts independents per comprendre i tenir elements per a l’anàlisi i la discussió dels resultats anteriors. Els resultats suggereixen que la multidisciplinarietat d’un projecte està molt influenciada per la creació de coneixement i tecnologia. A més, les estratègies de gestió que impulsen els alts nivells de fertilització creuada de coneixement i tecnologies –inclosos els jocs seriosos i/o la gamificació- són principalment estratègies orientades al mercat i al client. Les contribucions pràctiques i metodològiques d’aquest estudi podrien enriquir la literatura sobre innovació des del punt de vista dels enfocaments tecnològics i de gestió. La tesi conclou amb suggeriments de línies de recerca futures.
Durante los últimos años, los ecosistemas de innovación han tomado un impulso sustancial en la investigación académica. Como respuesta a las recientes llamadas a nuevas investigaciones en la literatura sobre innovación abierta, esta tesis doctoral amplía el estudio del proceso y los ecosistemas de innovación en proyectos que incluyen juegos serios y gamificación al considerar la fertilización cruzada de conocimiento y tecnologías. La orquestación de actividades por parte de las organizaciones dentro de sus sistemas de actividades y la transformación de sus modelos comerciales a través de la innovación para generar oportunidades con el objetivo de aumentar la creación de valor son parte de los temas de esta tesis. Ha habido un esfuerzo por mejorar la comprensión de cómo se forman alianzas con fertilización cruzada, cuáles son sus resultados, qué hace que generen valor (o no) y qué capacidades necesitan las organizaciones para gestionar y cosechar valor a través del proceso de innovación. Con este propósito, dos enfoques que apoyan la innovación se han tenido en cuenta de manera complementaria: la perspectiva conocimiento-tecnología y la perspectiva de gestión. Estas perspectivas se analizan con la información obtenida de una base de datos de 87 proyectos H2020 que incluyen juegos serios y/o gamificación, 519 organizaciones y 597 observaciones. Posteriormente, con el objetivo de obtener información adicional sobre las Estrategias de Gestión de la Innovación, se realizó una encuesta a los coordinadores de los proyectos. La perspectiva de Conocimiento y Tecnología muestra cómo la creación adecuada de conocimiento y tecnología multidisciplinarios es fundamental para garantizar el éxito a largo plazo de una tecnología emergente, que incluya los juegos serios y la gamificación, y cómo de importante es la investigación y la innovación en las comunidades de profesionales. La perspectiva de Gestión muestra el análisis de las estrategias de gestión de la innovación que fomentan la fertilización cruzada de tecnologías que incluyen juegos serios y/o gamificación. Estas estrategias se analizaron a partir de la literatura en innovación y teorías de redes, la capacidad de absorción y las capacidades dinámicas. También, se realizaron entrevistas personales con expertos independientes para comprender y tener elementos para el análisis y la discusión de los resultados anteriores. Los hallazgos sugieren que la multidisciplinariedad de un proyecto está muy influenciada por la creación de conocimiento y tecnología. Además, las estrategias de gestión que impulsan los altos niveles de fertilización cruzada de conocimientos y tecnologías -incluidos los juegos serios y/o la gamificación- son principalmente estrategias orientadas al mercado y al cliente. Las contribuciones prácticas y metodológicas de este estudio podrían enriquecer la literatura sobre innovación desde el punto de vista de los enfoques tecnológicos y de gestión. La tesis concluye con sugerencias de líneas de investigación futuras.
Kentzingen, Raphael. "The Olympic Games of Rio de Janeiro : project : related events and their political, aesthetical, economic and technological impacts on the main project actors." Master's thesis, reponame:Repositório Institucional do FGV, 2017. http://hdl.handle.net/10400.14/22362.
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This study is concerned on Rio 2016 megaproject management undertaken by theprincipal project actors: The International Olympic Committee (IOC), the OrganisingCommittee of the Olympic Games (OCOG) and the Brazilian Government. Firstly, anintroduction into megaprojects precedes the explanation of two intrinsically linkedconcepts, Complexity and Risk Management. Only after that fundamental portrayal twowidely adopted theories in Megaproject research will be reviewed, namely Stakeholdertheory and Institutional theory. In light of the literature and by means of a content analysisto local and international newspapers articles, the main project related events thatoccurred shortly before, during and after the Olympic Games were extracted andcategorized. In total, twelve project related events were identified. The broader projectmanagement picture related to those issue is supported by a brief description of Rio 2016´s project governance. Finally, the paper finishes with the appeal to widen up theacademic research on the complexity of the Olympic Games as there is a lackingexplanatory and evaluative capability of the aforementioned theories in assessing the mainconceptual undertakings of such a particular megaproject. After all, the unexpected issuesthat the abovementioned actors had to manage are best described by four impactingmegaproject dimensions: The political impact, the aesthetic impact, the economic impactand the technological impact.
Este estudo tem como foco a gestão do megaprojeto Rio 2016 realizada pelos principaisatores do projeto: o Comitê Olímpico Internacional, o Comitê Organizador dos JogosOlímpicos e o Governo Brasileiro. Em primeiro lugar, uma introdução em megaprojectosprecede a explicação de dois conceitos intrinsecamente ligados, Complexidade e Gestãode Risco. Somente após esse retrato fundamental, duas teorias extensamente adotadas napesquisa do megaprojeto serão revistas: Teoria do Stakeholder e Teoria Institucional.Segue, em luz da literatura e por meio de uma análise de conteúdo, uma coleta de artigosde jornais locais e internacionais sobre os principais eventos relacionados ao projeto,ocorridos pouco antes, durante e depois dos Jogos Olímpicos. No total, foramidentificados doze eventos relacionados ao projeto. O quadro mais amplo degerenciamento deste projeto é apoiado por uma breve descrição da governança do projetoRio 2016. Por fim, o trabalho conclui com o apelo de ampliar a pesquisa académica sobrea complexidade dos Jogos Olímpicos, pois há uma falta de capacidade explicativa parauma avaliação dos principais empreendimentos conceituais deste megaprojeto. Isto devidoao motivo de os eventos gerenciados pelos atores terem acabado por ser explicados porquatro dimensões do megaprojeto: O impacto político, o impacto estético, o impactoeconómico e o impacto tecnológico.
Koh, Alex. "Hybrid Gates approach for R and D product portfolio management." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/hybrid-gates-approach-for-r-and-d-product-portfolio-management(90c240c2-f7a4-463f-a2fb-75498cbbcf6a).html.
Full textMalahleha, Thabiso. "An analysis of implementing open road tolling through the Gauteng Freeway Improvement Project (GFIP)." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/8550.
Full textThe aim of this research report is to analyse the feasibility of Open Road Tolling (ORT) and its development in South Africa through the Gauteng Freeway Improvement Project (GFIP). ORT represents the next generation of Electronic Toll Collection (ETC) and this research report will assess to what extent the GFIP scheme is in line with other comparable tolling schemes; and is the institutional environment amenable to ORT. This will allow one to gauge the feasibility of the scheme and its potential for acceptability and success. The research report outlines the number of risks that come with an ORT scheme and these include amongst others collection risk, enforcement, technology, privacy and public acceptance. The success of the GFIP will largely be determined by how well these risks are mitigated and how the benefits can be marketed to the users. The literature review illustrates that whether road pricing schemes have failed to move forward, have been implemented, are currently under development, or still in the planning stage as a concept there are several consistent lessons and critical success factors one should apply when structuring a scheme. In the discussions with stakeholders, the following conclusions with regards to the feasibility of ORT and its development in South Africa were as follows: The factors which need to be addressed include political risk, effective marketing of the scheme to the public, obtaining political will and support, building trust between the scheme developer and the user, managing perceptions and acknowledgement of the fact that the scheme will need to prove itself over time. Inadequate demonstration of equity for the user along with poor communication would compromise public acceptance and the success of the scheme. Incorporating interoperability yields benefits in terms in terms of network externalities, the ability to use a single transponder for multiple tolling plazas and points, along with the potential for alternative uses for the transponder. ORT as a viable solution for the GFIP is feasible from a technical point in that it's the only way in which one can collect tolls from a high volume network and not cause disruptions in the flow of traffic. However, there are a number of persistent residual risks that SANRAL cannot entirely mitigate and some fall under the realm of political risk. While SANRAL has applied best practice principles in structuring the GFIP with the aim of providing value for money for the user and as far as possible tackling the issue of affordability, there are certain realities, such as the recent global financial crisis, the infrastructure backlog of the country, users paying for roads which were free and challenges with overall service delivery which place a strain on the legitimacy of the GFIP ORT scheme.
Ribeiro, Pedro Nuno Vieira dos Santos Sequeira 1972. "Pentakid-um projecto de desenvolvimento para o pentatlo moderno em Portugal." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 2001. http://dited.bn.pt:80/29375.
Full textTrotta-Brambilla, Gabriella. "Infrastructure, territoires et projets : l'exemple de la ligne ferroviaire à grande vitesse Lyon-Turin-Milan." Phd thesis, Université de Grenoble, 2013. http://tel.archives-ouvertes.fr/tel-00996169.
Full textAndreasson, Emma. "Excelling at new products : A Business Case development and Portfolio Management study." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-15581.
Full textÖgren, Patric, and Kristoffer Högberg. "En ”marknadsundersökning” genom att iterera fram till ett värdeskapande koncept." Thesis, KTH, Entreprenörskap och Innovation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-124882.
Full textA business concept has been developed into a marketplace. The marketplace is a web and mobile application whose purpose is to create value out of resources' bookable time slots which today generally have low occupation rates at activity facilities within sports, culture and entertainment. The marketplace is intended to bring together a wide range of low occupation rate time slots for different activity types, with types of activities that friends typically do together an ordinary day. The idea is to build a strong brand for the marketplace with the clear message that "the marketplace provides a wide range of affordable offerings for sports and spare time activities, if you choose to adjust your schedule to fit the facilities' low occupation rate time slots". In addition, the marketplace should have functionality that makes it easier for end-users to find a time slot through the marketplace that fits everyone, by synchronizing the various options of activities and time slots preferences that people within a group of friends are interested in. The marketplace is supposed to be targeted to people with flexible schedules, especially self-employed, students and seniors. There is a good potential for a third party to run such a marketplace and specialize in creating value out of low occupation rate time slots. However, the business concept does not prevent the facilities themselves to make efforts which lead to increased occupation rates at time slots with low occupation rates. Furthermore, the facilities are rather supposed to use the marketplace as a complement to their existing booking systems. Based on the examined activity facilities, there is a good potential to increase a facility's turnover with approximately 330 000 SEK yearly. The business concept has been developed by doing a market research based on a technical product which initially was designed as a booking system with different product development opportunities and various potential customer segments to address. The market research was done iteratively by using the project management methodology Lean Startup combined with qualitative market research techniques from Innovation Games.
Valentini, Gaia. "Analisi del processo di sviluppo nuovo prodotto in un azienda metalmeccanica: il caso Irsap." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018.
Find full textCotoranu, Alexandru. "Supporting Interaction Designers through the Accomplishment Support Tool: IxD Companion." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23765.
Full textvon, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.
Full textDiese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese. Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt. Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten. Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert. Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt
Zschocke, Mark Steven. "Competitive Project Portfolio Management." Thesis, 2011. http://hdl.handle.net/10012/6423.
Full textChen, Jian-Jiun, and 陳建君. "A Project Management System Combines Game Object Model for Developing Role-Playing Game in Game-Based Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/qqthc5.
Full text臺中技術學院
多媒體設計系碩士班
99
The process of Game-Based Learning (GBL) software development extremely requires an effective project management system to help develop the design specifications and passed that document to the developers to follow. This study attempts to formulate a kind of development methods structure from Role-Playing Game development process and combine the Amory’s Game Object Model (GOM) with the Project Management to constitute the various items process based on some successes projects factors. This research integrates the development framework with the main features that provides project managers take into account the two different levels of education object and the pleasure needs of the game. We developed a practicable project framework with game-object model for project management. The users range from game makers, project managers, planning, art director, programs and writer. This platform allows them to go through the whole development project and communicate to other developers with basic project control function. The platform has provided 30 users with relevant game design experience. We investigated and analyzed by the satisfaction survey: Most The user are satisfied with the operation. We found that even in the different education, game development experience or other related background, can all use this platform as expected. They also would like to use this project management system to aid in their later development of educational games.
Ching-Lurng, Guo, and 郭慶龍. "A Study of Project Management Maturity Model for War-Game System of Joint Training Project." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/80871711718515154678.
Full text國防管理學院
國防資訊研究所
93
War-Game System is that Computer War game System replaces Field Training Exercise to reduce training cost and risk, further to promote Armed Force Joint Operation Performance. It is main trend. Owing to War-game System accompanies with Armed Force Combat Readiness requirement, exercise items are different every year. The process in War-Game System can be viewed as a Process Management Process. OPM3,Organization Process Management Maturity Model applies to understand and assess organization project management and provide the tools and methods to measure, compare and improve project management ability. This model can be applied to different scale, type of organization project and assess organization project management maturity. The paper describes the basic theory of Organization Process Management Maturity Model and discusses how to apply Organization Process Management Maturity Model into war-game system of joint training project and provide best practice, included five phases-Prepare for Assessment, Perform Assessment, Plan for Improvement, Implement Improvements, and Repeat the Process, as well as eight steps-Study the Standard, Assess organization, Determine Focus of Improvements, Determine Path to Improvements, Evaluate Current Capabilities, Plan for Improvements, Implement Improvements, Repeat the Process, and so on. By assessing Organization Process Management Maturity Model, to understand the cons of Operational War-Game system and look for the steps of improvement to have replace of promoting War-Game system of Joint Training Project . Key Words: War-game System, Project Management, Organizational Process Management Maturity Model, OPM3
Chang, Chen-Cheng, and 張成政. "Study of a project management in an international world game event." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/74567211712551335236.
Full text樹德科技大學
資訊管理系碩士班
98
In recent years, the trend of globalization coupled with digital technology, electronic industry, the impact of information technology contributed greatly to the use and development of project management, project management knowledge and the rapid development around the world can be said that most companies and professionals One important theory of knowledge. Project management is not used in defense R & D and state secrets of the project, the more widely applied to civil enterprises, the government administrative departments, etc., Sydney 2000 Olympic Games is successful project management practices. Coincides with the World Games 2009 held in Kaohsiung, the main purpose of this study, would like to know the current World Games in the R & D project management to system performance. Hope that through this study will help understand the ability of project teams and project management tasks between the influence of performance, management control and user assistance on the project team to complete the task ability level, as a future international sporting events held in preparation for or information system development in Taiwan. Studies using factor analysis, independent sample t test, ANOVA, regression analysis to analyze the data, found that management control of the project team to task completion competency, much greater than the user contribution. Management control will be positively associated with the project performance and management control of the project team to task completion competency through an intermediary, on the positive impact on project performance.
Tsai, Meng-Chin, and 蔡孟瑾. "The Risk Identification and Management on the Developing Stages of Game Project." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/22871314143127576825.
Full text元智大學
資訊傳播學系
92
As game industry is now facing the problem of a slight profit, game designing by oneself has become a trend. However, the risks that might happen when the software is under development will lead difficulties in achieving the goal. Therefore, in order to enhance the effects in game software, this topic is going to discuss, through the conceptions of the risk management, disadvantages which might be caused when the game software is under development, and analyze the factors. The main purposes in the research are as below:(1)Analyze the risks during the development process of game project.(2)Find solutions of the risks. This research is by the Questionnaire Method to identify the risk factors in game developing issues, then to sort them according to the grades of an influence, and discuss these factors furthermore through Deep Interview with experts to try to find out solutions. In the data analysis, this research is according to four periods: issue pre-proposal, issue under proposal, issue under projection, and issue under development, to show the results.
Wei, Kai-Wei, and 魏開緯. "Application of Serious Game Model on Simulation Training for Decision Makings of Project Management." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/17936046377299023318.
Full text國立臺灣科技大學
營建工程系
104
This study develops a novel serious game foster decision making skills in project management based on role playing. It provides features such as accident event handling, resource allocation, selections of subcontractors, procurement and stock management, adjustment of project scheduling, and performance evaluations to be exercised by user online. In doing so, users can strengthen their project skills by managing a virtual project. Importantly, the proposed game provides users with virtual experiences to implement management and control tasks of a construction project, which is often difficult to offer in conventional training. The proposed system is an online game developed by using advanced web development tools with integrations of MySQL for project data management and MS project for project schedule update on the server side. Users are presented with a virtual project in dynamic scene image depicting a construction site, which changes as the game progresses. There are also images present various construction events. During game play, users can function as a project manager whom is responsible for making various decisions involving accident handling and resource allocation as the virtual construction project progresses. Results of the decisions made are obtained by real-time simulation based on project data, then are visually and interactively replied to the users to understand the subsequent effects of their actions. In this training mode, decision-based simulation can provide realistic and reliable consequences of their decisions. The virtual reality feature of this computer game offers an economic and viable alternative to actual project management experiences.
Lin, Yang, and 林揚. "A Video Game-Based Training Mode for Decision Making in Construction Project Control and Management." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/10448569590743221503.
Full text國立臺灣科技大學
營建工程系
97
This study developed a computer game for training the decision making on project management based on the role-playing game mode. By playing the proposed game, user can gain virtual experience on practicing the management and control tasks of a construction project, which generally is difficult to be provided in conventional training modes. While playing this game, the user can play the role as a project manager to make various decisions on accident handling and resource allocation during the progress of a virtual construction project. The results of made decisions are obtained by real-time simulation based on project data, and then responded to the user visually and interactively for understanding the consequent effects. In this training mode, there is no need to worry about any bad decisions can cause damage in properties or loss in budget. In addition, decision simulation can provide realistic and reliable consequence. Therefore, the virtual experience of playing this game can be an economic and valid substitute of real experience.
Mitchell, Shayne. "How are Agile project management practices consistent with a creative work environment : an exploratory study within the international video-game industry." Mémoire, 2010. http://www.archipel.uqam.ca/3742/1/M11550.pdf.
Full textMartinelli, Alessandra. "Framework tool to guide a company when having a supplier in the game." Master's thesis, 2019. http://hdl.handle.net/10362/69084.
Full textLotz, Marco. "Exploring stages/phases and gates as a project management approach for South African clean development mechanism projects." Thesis, 2011. http://hdl.handle.net/2263/28797.
Full text- Two rounds of questionnaires to develop the model;
- Interviews with individual experts through identified cases to validate the first version of the model; and
- Interaction with the South African Clean Development Industry Association to validate the second version of the model.
- Project developers to plan and execute their projects; and
- Buyers or Investors in projects as to quickly ascertain current project status and progression.
- Manage risk due to increased project management through a stage/phase and gate approach;
- Decrease project development time and ensure all required outputs are achieved quicker; and
- Due to decreasing development time, costs could be managed better.
Thesis (PhD)--University of Pretoria, 2011.
Graduate School of Technology Management (GSTM)
unrestricted
(5929844), Tao Jiang. "Competitions and Delegations on Network Games: Applications in Supply Chain and Project Management." Thesis, 2019.
Find full textLin, Wen-Hao, and 林文皓. "Embracing Business Context and Requirements Changes in Pedagogical Simulation Games – A Case with Process Disciplined Project Management." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/37056275109685226807.
Full text國立屏東科技大學
資訊管理系所
96
As educating software engineers and business managers of next generations is concerned, curriculum and pedagogical guidelines in SE2004 literally suggests software engineering courses in MIS could be in a good position to explore and experiment innovative pedagogies. Among others, students must learn some application domain (or domains) outside of software engineering (guideline 6); software engineering must be taught as a problem solving discipline (guideline 7); and, the curriculum should have a significant real-world basis (guideline 14). A generic pedagogical scenario is first explained to serve the purpose. The scenario is based on our previous work of putting the pedagogy of software engineering course in a learning theoretic framework, Cognitive Apprenticeship, following the instruction design method, ADDIE. As situated authentic experiences in context are emphasized, the extension primarily consists of the use of two empiricist approaches in management education: Case Teaching of Harvard and management flight simulator of MIT. For relevance, published teaching cases based on industrial projects at Taiwan are selected. Reflection activities are supported by underlying system dynamics model and tracked student behaviors in the game. We then develop technical supports for the game derivation phase and the game execution phase within the scenario. First, a process centric ontology EB-SPEM is proposed to align business and software processes. Second, a pseudo algorithm for the game derivation process is developed with the help of EB-SPEM and agent technology. As preceded by the case teaching and followed by a hands-on development process in the proposed scenario, the derived simulation game is thus contextualized. Requirement changes can also be introduced dynamically by teachers or competing teams. A case game for software project management discipline is generated to help illustrate the idea, with a teaching case of the multinational textile company, Makalot Corp.
Dvořák, Jan. "Strategický plán projektu Letní tábor & Honzík." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-396340.
Full textFernandes, Adriana Patrícia Oliveira. "Projeto de desenvolvimento de novos produtos numa empresa de linhas de costura industriais." Master's thesis, 2019. http://hdl.handle.net/1822/64450.
Full textNo feroz mercado atualmente globalizado, a capacidade de inovação é um dos requisitos de excelência para assegurar a competitividade de qualquer organização. A necessidade de responderem eficientemente e de forma integrada aos desafios emergentes das suas rotinas diárias e as necessidades de manterem a sua posição de referência no mercado incita a implementação de metodologias que apoiem o desenvolvimento de novos produtos, tornando o processo de desenvolvimento de novos produtos num diferencial importante. Esta investigação apresenta um estudo relativo à análise dos processos de desenvolvimento de novos produtos, no sentido de modificar as diretrizes convencionais e garantir a rapidez e qualidade dos novos produtos e processos de gestão de projetos na empresa em estudo. Para isso, foi utilizada uma framework de diagnóstico de projetos de novos produtos completada por uma estrutura de representação de modelos de referência. Esta investigação focou-se em desenvolver uma solução embrionária para a implementação de metodologias de gestão de projetos para o desenvolvimento de novos produtos numa empresa de linhas de costura industriais. Como principal contribuição, este trabalho apresenta um modelo referencial que auxilia a empresa a planear os seus processos de desenvolvimento de produtos, estabelecer etapas sistematizadas para o processo de desenvolvimento, agilizar todos os processos envolventes e, assim, aumentar as suas chances de sucesso de novos produtos no mercado. Para isso, foi definido um projeto de desenvolvimento de novos produtos, onde foram realizadas adaptações dos métodos e ferramentas de acordo com as necessidades latentes da empresa. No geral, esse modelo desenvolvido pode ser utilizado como referência na implementação de melhorias no processo de gestão de projetos praticado, passando este a ser realizado de uma forma mais formal e sistemática, para posteriormente integrar os demais projetos da empresa.
In today's fierce globalized marketplace, the ability to innovate is one of the prerequisites for excellence to ensure the competitiveness of any organization. The need to respond efficiently and in an integrated manner to the emerging challenges of the daily routines and the need to maintain market leading position encourages the implementation of methodologies that support new product development, making the process of developing new products an important differential. This research presents a study concerning the analysis of new product development processes, in order to modify the conventional guidelines and ensure the speed and quality of new products and project management processes in the company under study. For this, a new product project diagnostic framework was used, complemented by a framework of representation of reference models. This research focused on developing an embryonic solution for the implementation of project management methodologies for the development of new products in an industrial sewing company. As a major contribution, this work presents a reference model that helps the company to plan its product development processes, establish systematic stages for the development process, streamline all the processes involved and thus, increase its chances of success for new products in the market. For that, a new product development project was defined, where adaptations of methods and tools were made according to the latent needs of the company. Overall, this developed model can be used as a reference in the implementation of improvements in the project management process used, becoming more formal and systematic, to later integrate the other projects of the company.