Essays about: "Gaming industry"
Showing result 16 - 20 of 100 essays containing the words Gaming industry.
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16. Deep learning approach to predict music track skips in the audio streaming service by car users
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : With the advent of technology, the audio industry has transitioned to streaming services where users can listen to songs instead of having LPs or cassettes. Users of audio streaming services can access audio on a variety of devices, including Bluetooth speakers and headsets, TVs, gaming consoles, smartwatches, smartphones, automobiles, and more. READ MORE
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17. Are Sin Stocks Worth the Sin?
University essay from Handelshögskolan i Stockholm/Institutionen för finansiell ekonomiAbstract : In this paper, we empirically test whether sin stocks outperform the financial market in the United States. The time period studied is from 2007-2021. We create a portfolio of all the publicly traded U.S. READ MORE
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18. Ready Player Green – A case study of sustainability in the Swedish games industry
University essay from Uppsala universitet/Institutionen för geovetenskaperAbstract : The video games industry is taking more sustainability responsibilities since video games can reach a broad and tremendous audience. Apart from adopting sustainable business strategies, games companies also need to navigate various stakeholders’ expectations and draft strategies to communicate with them. READ MORE
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19. An exploratory study of the Swedish gaming industry's global value chain : With a focus on the regional game hub in Skövde
University essay from Högskolan i Skövde/Institutionen för handel och företagandeAbstract : The Swedish game industry has seen tremendous growth and a global impact in the market. Despite the successes there is a lack of research on the matter. READ MORE
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20. Mergers and Acquisitions in The Video Gaming Industry
University essay from Göteborgs universitet/Företagsekonomiska institutionenAbstract : This research paper studies the effect of 102 M&A announcements during 2016-2020 in the video gaming sector. The purpose is to answer whether M&A events within the sector manages to create synergy gains for investors, or if it is just an act of management wanting to control larger firms, increasing the size of companies with little value added. READ MORE