E- Commerce and Doing Business in Gaming Industry
This master thesis deals with e-commerce in gaming industry. The thesis is divided into two parts. The theoretical part introduces, defines and develops terms concerning the e-commerce and its types, advantages and disadvantages in general. Furthermore, this work provides an introduction to the gami...
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Česká zemědělská univerzita v Praze
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ndltd-nusl.cz-oai-invenio.nusl.cz-2579492018-10-04T15:45:48Z E- Commerce and Doing Business in Gaming Industry Gouri Boyinová, Sunethra Nirmali Maitah, Mansoor Anna, Anna This master thesis deals with e-commerce in gaming industry. The thesis is divided into two parts. The theoretical part introduces, defines and develops terms concerning the e-commerce and its types, advantages and disadvantages in general. Furthermore, this work provides an introduction to the gaming industry, especially its history, technology and trends. The second, practical part, is based on the overall general analysis of the gaming industry. It also analyses individual channels of e-commerce, retail and marketing approaches. The main practical part focuses on the analysis of the incomes in e-commerce and traditional selling in Activision Blizzard that are compared on the basis of their income structures in selected years ranging from 2010 to 2014. This is a comparison and analysis of the traditional and e-commerce roles of income in a game production company that is one the largest in the world. The second part deals with a future prognosis based on the Activision Blizzard digital, retail and total revenues in selected years from 2009 to 2014. The aim of this research is to explore whether the e-commerce is efficient and if it plays an important part of income in gaming production companies. Česká zemědělská univerzita v Praze info:eu-repo/semantics/masterThesis http://www.nusl.cz/ntk/nusl-257949 eng info:eu-repo/semantics/restrictedAccess |
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This master thesis deals with e-commerce in gaming industry. The thesis is divided into two parts. The theoretical part introduces, defines and develops terms concerning the e-commerce and its types, advantages and disadvantages in general. Furthermore, this work provides an introduction to the gaming industry, especially its history, technology and trends. The second, practical part, is based on the overall general analysis of the gaming industry. It also analyses individual channels of e-commerce, retail and marketing approaches. The main practical part focuses on the analysis of the incomes in e-commerce and traditional selling in Activision Blizzard that are compared on the basis of their income structures in selected years ranging from 2010 to 2014. This is a comparison and analysis of the traditional and e-commerce roles of income in a game production company that is one the largest in the world. The second part deals with a future prognosis based on the Activision Blizzard digital, retail and total revenues in selected years from 2009 to 2014. The aim of this research is to explore whether the e-commerce is efficient and if it plays an important part of income in gaming production companies.
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author2 |
Maitah, Mansoor |
author_facet |
Maitah, Mansoor Gouri Boyinová, Sunethra Nirmali |
author |
Gouri Boyinová, Sunethra Nirmali |
spellingShingle |
Gouri Boyinová, Sunethra Nirmali E- Commerce and Doing Business in Gaming Industry |
author_sort |
Gouri Boyinová, Sunethra Nirmali |
title |
E- Commerce and Doing Business in Gaming Industry |
title_short |
E- Commerce and Doing Business in Gaming Industry |
title_full |
E- Commerce and Doing Business in Gaming Industry |
title_fullStr |
E- Commerce and Doing Business in Gaming Industry |
title_full_unstemmed |
E- Commerce and Doing Business in Gaming Industry |
title_sort |
e- commerce and doing business in gaming industry |
publisher |
Česká zemědělská univerzita v Praze |
url |
http://www.nusl.cz/ntk/nusl-257949 |
work_keys_str_mv |
AT gouriboyinovasunethranirmali ecommerceanddoingbusinessingamingindustry |
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