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Bachelor Thesis from the year 2011 in the subject Business economics - Miscellaneous, grade: 1,3, Cologne University of Applied Sciences, course: Kooperationsstudiengang mit der FOM Hochschule für Ökonomie & Management, language: English, abstract: The goal of this dissertation is to give the reader a fundamental understanding of the various risks for games publishers' online business by identifying and examining generally affecting e-commerce risks as well as risks specific to the games industry environment. Furthermore, the author will list possible solutions to reduce negative impacts caused by these risks. In the last decade, e-commerce transactions like the one described above became a routine. Especially in more sophisticated countries with broadband Internet access, consumers at all age levels utilize ist capabilities to purchase products online. The majority of these transactions are business-to-consumer. During the last five to ten years, publishers of entertainment software have also targeted the Internet as a new distribution channel. Approaching gamers directly through websites or platform marketplaces is a faster and more profitable way of generating revenue than traditional retailing. Transaction costs are decreased, marketing time is reduced, and direct communication with communities, which is typical for this line of business, is improved. Certainly there are not only advantages associated with online distribution of video games, and we will later discuss whether cost savings really occur. Several aspects of risk need to be considered before making a decision. It is a question about the strategic orientation of any company operating in the given industry.