This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay’s theoretical framework is based on Philip Kotler and his co-authors’ marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development. Youths were the central target group for the video games activities in two thirds of the l...
The aim of this bachelor's thesis is to attain an understanding of the adoption and development of g...
The aim of this bachelor’s thesis is to study Gothenburg’s main public library’s youth department, D...
This thesis discusses the possible problems and benefits of including digital games in public librar...
This essay aims to investigate how Swedish Public Libraries market their activities in video games f...
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the q...
This Masters thesis concerns computer games in Swedish public libraries. We have investig...
The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) view...
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries...
This study examines the cultural place and status of video and computer games in the Swedish public ...
The purpose of this thesis is to attain a deepened understanding concerning views on videogames at f...
The aim of this thesis is to study how the recent introduction of video games in Swedish public libr...
The purpose of this bachelor thesis is to study the collection development of video game collections...
The central public library in Gothenburg offers videogames for its patrons to play in house. This se...
The aim of this study has been to fill a gap of knowledge when it comes to understanding librarians ...
This paper aims to investigate how Helsingborg’s city library’s visi-tors feel about computer games ...
The aim of this bachelor's thesis is to attain an understanding of the adoption and development of g...
The aim of this bachelor’s thesis is to study Gothenburg’s main public library’s youth department, D...
This thesis discusses the possible problems and benefits of including digital games in public librar...
This essay aims to investigate how Swedish Public Libraries market their activities in video games f...
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the q...
This Masters thesis concerns computer games in Swedish public libraries. We have investig...
The aim with this thesis is to fill a knowledge gap regarding how young adults (20-25 year old) view...
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries...
This study examines the cultural place and status of video and computer games in the Swedish public ...
The purpose of this thesis is to attain a deepened understanding concerning views on videogames at f...
The aim of this thesis is to study how the recent introduction of video games in Swedish public libr...
The purpose of this bachelor thesis is to study the collection development of video game collections...
The central public library in Gothenburg offers videogames for its patrons to play in house. This se...
The aim of this study has been to fill a gap of knowledge when it comes to understanding librarians ...
This paper aims to investigate how Helsingborg’s city library’s visi-tors feel about computer games ...
The aim of this bachelor's thesis is to attain an understanding of the adoption and development of g...
The aim of this bachelor’s thesis is to study Gothenburg’s main public library’s youth department, D...
This thesis discusses the possible problems and benefits of including digital games in public librar...