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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Analýza business modelů v oblasti herního průmyslu / Analysis of business models in the gaming industry

Hejcman, Marek January 2012 (has links)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
22

Christopher Kaczmarczyk-Smith Dissertation Fall 2022

Christopher Kaczmarczyk-Smith (14209127) 06 December 2022 (has links)
<p>\textbf{Chapter 1}\\</p> <p>This paper explores the implications of the mismatch hypothesis in the context of the labor market using a survey on newly licensed US lawyers called the After the JD Study. Using a triple difference approach, I measure the impact of diversity quotas on marginal minority workers’ future salaries, promotion rates, and leaving rates for occupation and job. With middling statistical power, my findings are in line with the mismatch hypothesis in that beneficiaries of the diversity quota policy are made ex-ante worse off. My findings are also in line with recent literature on diminishing racial outcome gaps by skill.</p> <p><br></p> <p>\textbf{Chapter 2}\\</p> <p>In this paper, we provide theoretical framework for three models of Digital Media Firm behavior called \textit{Premium}, \textit{Free-to-Play}, and \textit{Play-to-Earn} as well as suggest an empirical measure of firm ponzi-likeness. First, we study a baseline model optimal price and quality of a digital product, the premium model. Second, we extend the baseline model where some customers, called minnows, receive the product for free and other customers, called whales, pay a price for a better version of the product, this is the free-to-play model. Finally, we explore a model where customers receive a security-like asset from the firm and this asset acts like a negative price while also subsidizing the firm's revenue. This final model provides an environment for much research. We show that, even when firms are ponzi-schemes in this final model, quality of the product need not be at a minimum. We also briefly discuss how one would measure the ponzi-likeness of a digital media firm in the third model setting. </p> <p><br></p> <p>\textbf{Chapter 3}\\</p> <p>In this paper, I explore unique measures of racial prejudice and their impact on black wages in the labor market using the General Social Survey, Current Population Survey and the NLSY79. I generate two variables to proxy for racial prejudice which are extracted from the GSS and the NLSY79. The first variable, drawn from the GSS, measures prejudice sentiment towards blacks and the second, drawn from the NLSY79, measures individual experience with racial discrimination. I use these measurements to proxy for racial prejudice and its impact on the black-white wage gap. I find that these variables are two distinctly different measures of racial discrimination in the labor market, providing a powerful instrument for measuring racial discrimination in the labor market. They also provide the insight that, while racial prejudice may be high in certain occupations and regions, this sentiment does not directly impact black outcomes. Specifically, wages are more sensitive to racial prejudice in WC jobs than in BC jobs. </p>
23

How to increase revenue in Free-to-Play mobile games

Skobeltcyn, Aleksandr, SHEN, XIN January 2018 (has links)
The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and monetization strategies. We attempted to find consensus between developers and players. In addition, this research also sought to find out how F2P mobile game can provide as a comprehensive service in order. It sought to find a sustainable and profitable business model for each game by integrating monetization organically inside of the game without sacrificing players’ enjoyment. We used a mixed methods research approach, including both interviews and surveys, to examine the opinions and behavior of developers and players based on the Acquisition-Retention-Monetization funnel.

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