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Gaming Industry Forecast Analysis

Autor:   •  October 15, 2015  •  Research Paper  •  1,572 Words (7 Pages)  •  920 Views

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OM II

Operations Management II – Project on Forecast Method

[OPERATIONS MANAGEMENT II  - VIDEO GAME INDUSTRY FORECAST]


Contents

Introduction        

Data        

Growth        

Facts        

Company: RED Entertainment Distribution FZC        

About RED        

Quantitative Data        

Forecasting of Sales        

Objective of Forecasting        

Parameters effecting forecasting of Sales        

Euro vs AED Exchange rate graph        

Yen vs AED Exchange rate graph        

Demand Forecast for 2015 week wise        

Demand for 10 Weeks as Dataset – Input by Sales Team        

HOLT WINTER MODEL        

Simple Linear Regression        

Multiple Linear Regression        

Comparison of  All Models Used        

Selection of Model        

Demand for 52 Weeks as Dataset – Input by Sales Team        

        

Conclusion        


Introduction

A video game is an electronic game that includes human connection with a client interface to create visual feedback on a video gadget, for example, a TV screen or PC screen. The word video in video game generally alluded to a raster show gadget yet it now infers any kind of showcase gadget that can deliver a few dimensional pictures.

The electronic frameworks used to play video games are known as stages; samples of these are PCs and video game consoles. These stages range from vast centralized server PCs to little handheld figuring gadgets. Specific video games, for example, arcade amusements, while basic in the 1980s, have continuously declined being used because of the across the board accessibility of home video game gadgets (e.g., PlayStation 4 and Xbox One) and video games on desktop and PCs advanced mobile phones

Data

Growth[1]

A new report ESA (Entertainment Software Association) released in November, "Video Games in the 21st Century: The 2014 Report," highlighted the industry’s growth and demonstrated its position as an economic powerhouse. From 2009 to 2012, the video game industry’s revenue grew by 9 percent – four times the growth of the U.S. economy. This economic activity touched communities across the country, contributing $6.2 billion to the American economy in 2012. While industries around the country shed workers from 2009 to 2012, video game industry employment grew annually by 9 percent, more than 13 times the growth rate of the U.S. labor force.

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