Understanding the Market CanGo’s position in the online retailing market has been a success for a small business. Moreover, the company’s Initial Public Offering has given CanGo an opportunity for expansion into the online gaming industry. Currently, in the United States, 68.7 million households have internet access and forty-one percent of that population spends their leisure time playing video and online games. (GSAY, 2011) In fact, online gaming has now become a large segment of the gaming industry due to the increased availability of internet access to consumers and the variety of games available for different age groups. For example, the average age of online gamers are 25-44 years of age, which includes about 95 million people or more that play online games.
CanGo is a company that has experienced record growth over the years and continues to put fourth effort to expand by considering investing in the Online Gaming industry. The video game industry is poised to reach $70.1 billion in revenue by 2015. This report evaluates CanGo as well as the Online Gaming industry and concludes that it would be ideal for CanGo to proceed with the Online Gaming venture. It is our
Strategic Initiative Learning Team B FIN /370 26 February 2012 Farookh Syed Strategic Initiative Introduction. Technology creates opportunities for people and organizations achieve their dreams (Microsoft.com). Microsoft’s innovation has led to quality, high profile and dynamic products which many businesses and consumers desire in a product. In the past year Microsoft has launched products such as Xbox Kinect, Microsoft 365, Microsoft Phone, and Bing. While these products are highly successful Microsoft continue to push the envelope to create and improve products that are synchronized with tablets, PCs, game systems, and phones in businesses and consumers to increase their productivity.
We move on to Xbox that has an overwhelming advantage for being in the online gaming business since 2002. This long history of development with examples like Xbox Live gaming service that allows a subscription base platform for multiplayer gaming puts Xbox in the forefront. However the weakness lies in its heavy competition with Playstation, GameCube, and Nintendo Wiki. They are also seeing competition from cell phone users that can download online games to their cell phones. As for Barnes and Noble the shift of sales from the lower priced Kindle is always a playing factor in its demise.
In this journal, Drew discuss the goals of IT security to protect the use of mobile devices in CPA firms and other businesses. His article outlines cybersecurity threats on the mobile and cloud fronts and lists steps that accounting firms, individuals CPAs, and other can take to reduce their risk of suffering a devastating data breach. Drew discusses how the rate of smartphones and tablets sales increase and how it reached 144.4 million units in the first quarter. With the growth of smartphones and tablet increasing, the risk of malicious software have increased. “One of the biggest risks involves employees or executives downloading personally identifying or confidential client information to their personal smartphones or tablets”.
Cars) - Mobile Advertisement: A study created by Zogby Analytics in September 2014 showed that Millennial spend an average of 14.5 hours each week on their smartphones doing different tasks like talking, texting and access social media sites. With so many millennial relying heavily on their mobile devices and being frequently active on social media sites such as Facebook, Twitter and Instagram Comcast has a massive opportunity to advertise the X1 in this sites and have a higher chance for users to shared and engaged with the ad. Addicted to Mobile? The millennial generation, also known as ‘Generation Y’, spend 14.5 hours each week on their smartphones to talk, text and access social media, according to a survey by Experian Marketing Services. A study by Zogby Analytics (September, 2014) has shown that 90% of millennials say that their smartphones never leave their side with a further 80% saying that the first thing they do in the morning is reach for their smartphone.
Game makers and publishers make a lot of money by creating video games that can appeal to many audiences. In fact, the competitions in video game industries are very competitive these days as a technology advances. From the simplicity of Super Mario Brothers, the video games are becoming more violent, graphical and harsh. The developers not only focus on something better, but they want something big. The gaming industry evolves and becomes an aspect of what the world represents.
The Internet allows Sony to effectively reach a vast quantity of their customers and provide them with content and support that they need. Sony is determined to lead the technology industry by continuously developing new and innovative products that give the company a competitive advantage. Sony has a convergence strategy that involves bringing together several different technologies and forms of media in a manner that links them together and integrates their applications for customer convenience. The concept involves bringing together computers, consumer electronic devices, and telecommunications which will create new possibilities and experiences for Sony’s customers (Sony Corporation, 2012). Sony is developing new hardware, software for both existing and future hardware platforms, media content, and services that customers will appreciate and enjoy.
In 2000 Cuban introduced himself to the NBA community when he purchased the Dallas Mavericks for $285 million (“Mark Cuban”). Facebook cofounder and CEO Mark Zuckerberg has led his social network to new heights, even as some younger users have grown tired of it. Revenue grew 58% in 2014 to $12.5 billion, supported by a jump in mobile ads (Williams 12). Some 1.4 billion people around the globe are on Facebook, and those users are watching 3 billion videos a day on the site. Its Instagram unit has more than 300 million users, while mobile messaging app WhatsApp, which it purchased for $19 billion in cash and stock in 2014, has 700 million users and is growing.
Because mobile devices are subjected to hacking at a higher rate than non-mobile devices, the issue becomes more prevalent as the adoption rate of smartphones and other various mobile devices increases. In both the public and private sectors, workers are increasingly creating and sharing information with mobile devices, including smartphones and tablets. It is not uncommon to see employees using these devices to accomplish work for their employers. While this is increasing productivity, without the right protections in place, it can also introduce cyber security threats (Robb, 2011). When you have deployed an application to mobile devices, device users have access to data in the application database.