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浅谈当前economic environment对企业发展的影响 [6]

论文作者:www.51lunwen.org论文属性:硕士毕业论文 dissertation登出时间:2015-05-17编辑:felicia点击率:29264

论文字数:16302论文编号:org201505042106289247语种:英语 English地区:英国价格:免费论文

关键词:

摘要:经济环境直接影响企业的发展和成败,每年由于经济的起伏变化消失在历史长河中的企业数不尽数,本文就从经济环境入手,浅谈经济环境对企业发展的重要影响。

needs of companies that publish computer and video games for video game consoles, personal computers and the Internet.' (ESA, n.d.)


The ESA also offers a range of services to interactive entertainment software publishers including a global piracy program, business and consumer research, government relations and intellectual property protection rights (ESA, n.d.). The entertainment software association helps the entertainment software publishers by acting as a connecting rod between the government and the companies. The ESA undertakes many issues that bother the member companies to the government and sees to that that the issues are resolved.


The ESA was first established in April 1994 under the name of Interactive Digital Software Association (IDSA) but was later named as Entertainment Software Association (ESA) on July 16, 2003 (Economic expert, n.d.). The company consists of 27 members in the US. It can be said that every company producing entertainment software across the world or any of its US subsidiaries is a member of the ESA. The ESA takes the role of the authority and makes sure the member companies follow the rules and regulations set forth by the Congress. It also presides over the functions of the Entertainment Software Association Rating Board (ESRB) (ESA, n.d.).


What is ESRB?


The Entertainment Software Rating Board (ESRB) is a non-profit, self-regulatory body established in 1994 by the ESA. The ESRB assigns computer and video games content ratings, enforces industry-adopted advertising guidelines and helps ensure responsible online privacy practices for the interactive software industry. The organization's mission is to empower customers especially parents, with the ability to make informed decisions about the computer and video games they choose for their families through the assignment of age and content rating, and to hold the computer and video game industry accountable for responsible marketing practices (ESRB, n.d.).


The ESRB sees that all the games are rated considering their content. On the basis of the level of violence and other factors contained in the game, the ESRB rates the game on an eC (early childhood 3+), an E+6 (everyone 6+), an E+10 (everyone above 10 years of age), a T (Teen 13+), an M (Mature 17+) or an AO (Adults Only 18+) (ESRB, n.d.).


Objective of the Research?


In the recent years, it has been seen that the companies producing video game software's have been suffering losses. The sales have shown a huge increase in the past recent years and the industry has shown a constant rise but that has not helped the developer's in making profit.


So the main objectives of the research can be outlined as follows:


To identify the major causes of the developer's registering losses.


To consider all the major factors that influences the performance of the company.


To seek solutions for the company's problems that can help the company's in recording profits.


Role of the Research?


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