...Problem definition: Calculate the total price to purchase all the components required to build a state-of-the-art gaming computer from components available on the Internet. CPU Intel Core i5-3570K Ivy Bridge 3.4GHz $230 Case Rosewill BLACKHAWK Gaming ATX Mid Tower Computer Case $80 Power supply CORSAIR HX Series HX750 $130 Motherboard GIGABYTE GA-990FXA-UD3 $133 Hard Drive TOSHIBA DT01ACA100 1TB 7200 RPM 32MB Cache $65 Sound Card ASUS Xonar DX 7.1 $90 Graphics Card MSI N650-MD1GD5/OC GeForce GTX 650 1GB $110 Operating System Microsoft Windows 7 Ultimate $190 BaseCost = 1, 028 RAM | Purchase Code | Price | G.SKILL Ripjaws Series 4GB | G | $48 | G.SKILL Ripjaws Series 8GB | R | $75 | G.SKILL Ripjaws X Series 16GB | X | $155 | DVD | Purchase Code | Price | SAMSUNG Black 18X DVD-ROM | S | $17 | SuperMicro Black 8X DVD-ROM | M | $51 | HP Black SATA Slim DVD-ROM | H | $74 | Monitor | Purchase Code | Price | Asus VE248H Black 24" 2ms Full HD HDMI LED | A | $185 | Asus VE228H 21.5" Full HD HDMI LED | V | $135 | Asus VE278Q Black 27" 1920x1080 2ms Full HD HDMI LED | L | $245 | 1. A. Problem Analysis – Following the directions in the assignment, clearly write up your problem analysis in this section. For the state of the art gaming computer, the user has already identified fixed items that will be required on any computer, regardless of the other options. This will be identified by the input, BaseCost ($1,028). The other inputs for this...
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...State-Of-Art Student Name: Indi Class/Section: CMIS Professor Name: Assignment due date: Problem Statement Calculate the total price to purchase all the components required to build a "State-of-the-Art" Gaming computer with option choices limited to three different components. Once the consumer adds up components to the Cart it will create shipping and state taxes (where to ship or billing address) before the final price. Options available for newegg.com Computer Hardware CPU (CPU1/CPU2/CPU3) Intel Core i5-3570K Ivy Bridge 3.4GHz - CPU1 - $224.99 Intel Core i7-4770 Haswell 3.4GHz - CPU2 - $309.99 Intel Core i7-3770K Ivy Bridge 3.5GHz - CPU3 - $329.99 CASE (CS1/CS2/CS3) Corsair Graphite Series 230T - CS1 - $79.99 Case Rosewill THOR V2 Gaming ATX - CS2 - $129.99 CM Storm Trooper - Gaming Full Tower Computer - CS3 - $149.99 PSU (PSU1/PSU2/PSU3) Corsair Graphite Series 230T - PSU1 - $59.99 Cooler Master Elite 430 - PSU2 - $49.99 Rosewill Blackhawk Gaming - PSU3 - $89.99 Motherboard (MB1/MB2/MB3) Asus Maximus vi Hero LGA 1150 Intel - MB1 - $199.79 ASRock Fatal1ty B85 Killer LGA 1150 Intel - MB2 - $104.99 Gigabyte GA-X79-UP4 LGA 2011 Intel X79 - MB3 - $242.99 HDD (HDD1/HDD2/HDD3) Seagate Hybrid Drive ST1000DX001 1TB MLC/8GB 64MB Cache SATA 6.0Gb/s NCQ 3.5" Desktop SSHD Seagate Hybrid Drive ST1000DX001 1TB - HDD1 - $96.99 Seagate Hybrid Drive ST2000DX001 2TB - HDD2 - $129.99 WD Black Series WD3003FZEX 3TB - HDD3 - $194.99 RAM (RAM1/RAM2/RAM3) ...
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...to assess its viability. The tool helps to identify major pros and cons in the industry of choice. The SWOT analysis assesses strengths, weaknesses, opportunities and weaknesses for the business. The tool is a great tactic that can be used to identify the state of a market or industry at any point in time. For this case, the company that is given consideration is Electronic Arts. The company was established in 1982 under the operating name Amazin’ software. The company changed the name to Electronic Arts and continued to develop games and sell games. In the decade between 1980 and 1990 the company enjoyed major success in the gaming industry. At the end of 1989, the company had become a publicly traded company. The revenues of the company increased from an average one hundred and thirteen million dollars to two hundred and ninety eight million dollars within two years from 1991. The success continued until 2006, when they were knocked off the number one spot by a rival named Activision. The SWOT analysis is a tool that could have been used to help Electronic Arts to strengthen their position in the gaming industry. The application of the SWOT tool would have analyzed the market trend, the competition, the internal structure of the company, weaknesses of the company, the innovative opportunities available, and also identify the direct threats in the market. The SWOT analysis tool could have helped the company identify the impeding danger from Activision. The company could have...
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...option: OSCost, MonitorCost, and CaseCost. Output: The required output for the program will be the total cost (TotalCost) of the state of the art gaming computer. The program will then determine the total cost of the state of the art gaming computer by using the following computation: TotalCost = BasePrice+OSCost+MonitorCost+CaseCost. Variables: BasePrice // The cost of the computer prior to the user deciding on the three options OSChoice // The operating system selected by the user Win7 // Windows 7 Home Premium Win8 // Windows 8.1 RedHat // Red Hat Linux 9.0 Personal MonitorChoice // The monitor selected by the user Asus // Asus 23.6” LED ViewSonic // ViewSonic 20” LED Acer // Acer 23” LCD CaseChoice // The case selected by the user Thermal // Thermaltake Gaming Case Rosewill // Rosewill Black Gaming Case NZXT // NZXT Guardian Gaming Case OSCost // The cost of the selected operating system MonitorCost // The cost of the selected monitor CaseCost // The cost of the selected case TotalCost // The total cost of the gaming system Design Input the base price of the computer Calculate user selected options to add the additional costs Calculate the base price of the computer with the total of the user selected additional costs Display the results of the total cost of the computer gaming system // Gaming Price Calculator // Programmer: S. Dunaway // Version 1.0 – April 4, 2014 // This program will calculate the total price of optional components...
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...state-of-the-art gaming computer from components available on the internet. Problem Analysis I will calculate the total price to purchase the components required to build a state-of-the-art gaming computer using: Computer base price (CompPrice), the Hard Drive choice (HardDrive_choice), the RAM choice (RAM_choice), and the Sound Card (SoundCard_choice). Once I enter a choice for an option, the program will determine the corresponding cost of the option: HardDriveCost, RamCost, and SoundCardCost. Program Design Input Data: Computer Base Price – CompPrice Hard Drive Choice – HardDrive_choice RAM Choice – RAM_choice Sound Card Choice – SoundCard_choice Perform Calculations: CompPrice + HardDrive_choice + RAM_choice + SouncCard_choice = Total Price Output Results: The output is the computer selling price (CompPrice) Main Module: //Declare variables Declare CompPrice, HardDrive_Cost, RAM_Cost, and SoundCard_Cost //Display a welcome message Write “Welcome to State-Of-The-Art Gaming Solution” Write “This program is designed to calculate the total price of a computer gaming system” //Prompt for and input the computer’s base price Write “Enter the computer base price” Input CompPrice //Call Modules Call Compute_HardDrive_Cost Call Compute_RAM_Cost Call Compute_SoundCard_Cost Call Display_Total_Price End Program Write “Welcome to State-Of-The-Art Gaming Solution. This program is designed to calculate the total price of a computer gaming system” ...
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...SWOT Analysis on Electronic Arts Sports [] [Name of Instructor] [Course Title] [Date] Background of the Company Electronic Arts (EA) are an international organization that deals with the development, marketing, publishing and distribution of video games all over the world. US census bureau identified electronic arts as software publishers industry. EA is well-established and independent producers of video games and according to the study by Thompson (2007), EA made global market up to $35 billion. In 2005, it was observed that the US made sales up to $7 billion along with the video games made by EA, and this amount was predicted to grow more in order, to set a record. The prediction was made on the analysis that retailers would be purchasing an Xbox 360, Sony’s new play station and Nintendo Wii in bulk. But, unfortunately, the originality of new consoles tapered off and a decline in sale was observed by 2010. There are various factors that contribute to progress the popularity and demands of video games among masses. Likewise, these video games were made, themed and styled to satisfy needs of all age groups specifically youth. Secondly, graphics play an important part in expanding the fame and demand of video games. EA showed a tremendous growth in the global market by meeting the needs of customers and by marketed the items properly, exactly according to the increasing budgets, sale promotions and advertisement levels. The growth of the company is evidenced...
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...error phase in which the corporation experimented with several niche businesses such as a cab company and a hotel, before settling into video games in 1974. Today, Nintendo is synonymous with innovation and a family friendly gaming atmosphere. [Nintendo Logo] Released in 2006, Nintendo’s “premiere product,” per se, is the motion-sensing video game console Wii. [Wii Image] Using a remote and camera combination to detect player arm movement, the Wii has a large game library ranging from the traditional Mario games to Sports games such as golf, baseball, tennis, and bowling that have the player using realistic motions (swinging, throwing) to control the game. [Wii-Mote] [Wii-Camera] The Wii was originally released at the US $299.99 price point, which was a calculated decision considering Nintendo’s competition, the Microsoft Xbox 360 and Sony Playstation 3, were at least $100 more expensive at the time. Today, The Wii is priced at $199.99 US and comes with one Wii-mote/Motion camera set. [Xbox 360] Wii Xbox 360 Playstation 3 Release Price $299.99 $399.99 $499.99 Current Price: $199.99 $199.99 $299.99 [Playstation 3] Known for colorful, fairly simple, easy to understand games, the Wii quickly emerged as the leader in the current generation of gaming consoles with its family friendly appeal and lower price point. Continuing on that success, Nintendo released a continuous stream of quality games and innovative takes on the motion sensing technology such as a steering wheel...
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...Social Issues Nowadays, one of the famous topics that always discussed by society is the negative social problem that impacted the gaming industry towards the consumer from different perspective. This social issues has caused negative implication to the growth of the gaming industry due to the parents has negative impression which is the main buyer for product or games that produced by the manufacturer such as Electronic Arts (EA), UBISOFT, Konami, and other. This situation directly affected the profitability of the whole gaming industry internationally especially at this 20th century which the competition of gaming industry is very high. However, due to the high competition within the gaming industry, the forecast for global gaming market is expected increase from $ 67 billion in 2012 to $ 82 billion in 2017 (Gaudiosi, 2012). The gaming has negatively influenced the consumer which majority formed by the teenager and children. There are multiple research shown that gaming such as PC gaming can influenced the person behavior and addicted by playing it with non-stop without realized the time that person has been spent it. This incident has caused the parent which is the major buyer for the gaming industry started has negative impression towards the product that produced by gaming manufacturer. This is due to the parent worrying that the product that they bought maybe affected their children especially the gun violence that occurred at United States and the diseases due to game...
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...Analysis and Recommendation .13 1. Executive Summary Can Go Inc. was founded by CEO Elizabeth (Liz) Bennet. Can Go began with an initial investment from Liz’s stock option and the help of Warren Fox (MBA classmate). As a start-up company and joint efforts from Liz and Andrew, the expansion of its operations included CDs. DVDs, audio and video tapes and customized MP3 players. Can Go, Inc. listed as an online retailer of books and audio/visual entertainment took a leap into the online gaming arena whereby 50% ($25 million) of their divisional revenues was a direct result of this new venture. Can Go’s net sales revenue peaked at $50 million for its 2010 facial period. As Can Go strives to garner a major position in entertainment e-commerce, the online gaming is becoming highly popular. The trend shows the market shares are rising quickly and so are companies like Nintendo and Electronic Arts that took only a few years in the online gaming business to “make hundreds of millions” (Software Top 100, 2010). Can Go was recently acknowledged as a leader in entertainment focused e-commerce business in a $60 billion...
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...How does Online/Video Gaming affect its Players and Society? North Carolina State University. “Online gaming augments players’ social lives, study shows.” ScienceDaily. 27 Mar 2014. Web. 21 Jul 2014. The new research shows that online social behavior is not replacing offline social behavior in the gaming community. Instead, online gaming is expanding players’ social lives. This article shows several tracking results to prove this point. “Gamers are not the antisocial basement-dwellers we see in pop culture stereotypes, they’re highly social people,” says Dr. Nick Taylor, an assistant professor of communication at NC State and lead author of a paper on the study. “This won't be a surprise to the gaming community, but it’s worth telling everyone else. Loners are the outliers in gaming, not the norm.” Indeed, in recent years, a lot of players of massively multiplayer role-player games such as War of Warcraft (WOW) took an in-depth survey about their offline social lives. At the same time, researchers tracked the offline behavior of these players. The result showed that most of these players had high social skills both online and offline. It means online gaming do not affect players’ offline social behaviors, however, online gaming can even improve players’ social ability. As a WOW player, I do absolutely understand reasons of this situation. First, massively multiplayer role-player games almost create real social environments to let players talk, drink and chat online....
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...The art of business is taking a new shape in the contemporary world with the current advancements in modern technology. With the advancing use of computer technology, people have introduced new ways of selling and shopping online through the internet. Today, a variety of products and services can be acquired online and this explains for the vast benefits which can be realized in the heightening wave of technology. One common sector where online business has been realized is in the online shopping and gaming industry which has developed rapidly of late (Thompson, 2007). CanGo is one of the few companies known to have made a fortune in this sector. As a reputed seller of online books, games, CDS and DVDs, amongst other cutting-edge services and products, CanGo remains a real fun place on the Web. The company is reputable for offering the best online products and games as well as maintaining excellent service in terms of support and delivery of products. CanGo is a target for those customers, especially the Gen X and Gen Y people who as we know would find great fun in online games and entertainment. However, like any other form of business, competition has been commonplace in the online shopping and gaming industry due to the rapid growth and expansion in this sector. This can be a threat for CanGo with the onset of more gaming stores recently. This paper is a market research and analysis on the state of the online shopping and gaming market in regards to market size, trends...
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...the merger , the Activision is the second largest third-party game producers and publishers, and the EA Inc. is the biggest at that time. After merged, Activision Blizzard is not only more than EA, became the first major third-party publisher of the game , but more than Nintendo, became the first major game production and distribution company . 2. Industry Structure and Global Markets In their market, Activision Blizzard is facing competition, and they have two major competitors. The company exports many kinds of games. Their products are sold over the world, and some of their products have professional games. EA (Electronic Arts, NASDAQ: ERTS, abbreviated EA), is the world's famous interactive entertainment software company, mainly engaged in a variety of electronic games development, publishing and sales. Electronic Arts was founded...
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...from Electronic Arts. CEO Bruno Bonnell has decided to implement a name brand strategy whereby IESA will become Atari. Bonnell’s decision was presumably based upon the positive recognition given to the Atari name brand by teenagers, and adults in their 20’s and 30’s. The key issue facing Infogrames is whether name branding is a source of sustainable competitive advantage. Conclusion and Recommendations Infogrames’ implementation of a name branding strategy will not be successful for two reasons. First, the following analysis reveals that there are three key success factors for software companies participating in this industry. Infogrames’ acquisition of Hasbro does not help them to better meet any of these three objectives. Second, Infrogames has rationalized the acquisition of Hasbro based on the name branding strategy using the Atari moniker. The analysis, however, reveals that there is no competitive advantage gained on the software side of this industry for name branding. In short, consumers do not appear to make their game purchases with any regard whatsoever for the company that produced the game. As such, the acquisition of Hasbro, and the name branding strategy, will be a failure for ISEA because neither the acquisition nor the branding strategy contributes to the key success factors identified for this industry or to achieving a sustainable competitive advantage. Analysis External Environmental Conditions (General Industry): The gaming industry is growing...
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...Business The L.O.G will be a brand new innovative gaming lounge situated in the heart of central London, the gaming lounge will be based on a social concept of which casual and competitive gamers link up at our venue to participate in hard-core gaming with state of the art facilities awaiting their arrival. The venue will consist of catering arrangements which will be on constant provision during operational hours, the L.O.G will have a website which operates a forum system of where individuals that attend the L.O.G can further socialize and arrange more gaming events on behalf of the L.O.G. Our business aim is to bring together teenagers and young adults that share the same passion for gaming as each other, alongside this aim is the objective of facilitating a social stomping group where interaction with new people via gaming is a reality experience. The vision is to attract a whole new group of consumers for the type of service we provide. Target Market Our target market has been aimed at people aimed from middle teens at 15 years old, up until adults in their late 20s. The particular reason for this proposal is because of what our business provides in terms of product and services. The target audience we have selected to aim at have the most amount of vested interest towards our gaming product, as suggested below by research conducted by the BBC showing that between the ages of 16-24 82% of that group engage in gaming. -------------------------------------------- [...
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...factors that come into play when a consumer makes a purchase are vast and varied. There are many things that can influence us when we make a purchase. Things like the time of day, our financial standings or cultural background are some of the many factors. As a consumer goes through purchasing process then will take everything into account before and after buy a product. The product that will be discussed in this paper will be video gaming systems. The first factor discussed will be reference groups. Reference groups are defined as groups of people that serve as frames of reference for individuals in their consumption decisions before they are received as credible sources (Schiffman and Kanuk, 2010). The most influential reference group is the consumer’s immediate family. This reference group influences things like what type of food to eat, personal hygiene and things like morals and values. These things will play a factor in any decision a consumer makes. With that being said they most definitely play a part in the purchase of a video gaming system. If the consumer grows up and the household can’t afford or isn’t allowed to have video games systems they the consumer will never develop a need or want for them. If a consumer grows up enjoying video games and the interaction involved with it they will want to buy one when they have the chance to do so. Other reference groups include the comparative reference group. A comparative reference group is a benchmark for...
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