Tuesday, May 5, 2020

Digital Innovation-Free-Samples for Students-Myassignmenthelp.com

Question: Demonstrate critical awareness of how digital Business applications can support and change the way of doing Business by aligning strategic and Organisational Goals. Answer: Blog: The digital world has revolutionized existing businesses in the modern times. Many companies and organizations have been sighted to shift their mode of operation to the digital world. In such a short period, the thought to represent the business comes in every company leaders mind. This digital innovation has created new scope in the business. Enhancing of the traditional business, transforming of business models that exists and the invention of new business models are the most extensive advantages that are being provided to companies or organizations. Due to increasing competition, organizations are adapting their ways to leverage the vast opportunities provided by implementing digital ways. A digital innovation is a part of strategic management, which is often considered as a business strategy (Fichman, Dos Santos and Zheng 2014). It is often implemented by the application of digital technologies on existing business to develop a trend of modern business. This blog is concerned with the development of a new mobile-based application for android. The category for that application is gaming which is further categorized to fall under racing niche. This blog discusses about the unique points of the app that will be made and the people that the app will be made for. Recreation is a needed necessity, everyone deserves a break from their schedule to relax, and the best way for that is to kill some time by playing games (Sirkka et al. 2012). The racing game is present in either first person or third person to give the players an interactive feeling of driving in real life (Cechanowicz et al. 2014). The players are allowed to participate in land, water or air based simulations to drive. Generally, the game can be an arcade type or may involve high performance simulations. The digital applications in the external value chain include planning-execution, development, efficiency (Gereffi and Fernandez-Stark 2016). The mobile app will have all the unique features that will help the app to stand out in the market. The app will have unique graphics and the app will be of a little less size to facilitate playing in smaller devices. The game is supposed to put players behind the wheels of licensed sports car. The game will also have detailed graphics and police chases are supposed to occur along with traffic to facilitate real world driving. Presence of bridges, water bodies and airplanes will also be present in the app. The app is also supposed to have online and offline mode to facilitate more engagement of the players. The game will also give access to featured cars by viewing video ads, which will help monetize the app and bring in additional revenue. New types of cars will be added in each monthly updates of the game. The mobile app is intended for the age group of 16-45. The people in this group need recreation from studies or work. This group includes the students and the employees with an access to a mobile device. The app will be present in Google play store for allowing users to download it. Promotional video will be uploaded to YouTube, facebook, and the target audience will be showed the video to create an impression on them regarding the game (Nath et al. 2013). Various other advertising sources will be put into use to get the required number of installs of the app in the phone. Thus, the game is created for the sole purpose of providing fun and recreation to the intended audience of the app. The app is of the gaming genre and the primary role of the game is to facilitate playing the game. The app will also ask for reviews, which will help the app to provide monthly updates to give the players more commitment to the game. Website link - https://anasalelweet.cloudaccess.host Rationale: This blog is intended for the sole purpose of providing digital innovation in the market and to the audience concerned. This innovation is done by the making of a game. This game is intended for providing recreational activities and relaxation. The genre of the app is racing where the players are required to play in first person or third person mode. The graphics will provide good feeling and the game will be made to get more attention. The game will have both online and offline versions. The online version will cause the player to connect to the internet while the offline version will cause the player to play without internet access. Internet is needed when players are playing and competing with each other. In addition, the players will be able to connect to wifi hotspots and play with each other. The maximum players that will be facilitated are ten and which will be the same for online versions as well. In online version, the player can also compete in a global position to get vict ory. In the offline mode, the players will only be able to play missions in the game. The missions are not going to be short and will provide good feeling to the players. The offline mode will also allow the players to play in an endless mode where police chases and free run is allowed along with challenges inside the game for rewards. This application is supposed to be a digital innovation as the audiences involve are busy with their lives and require some amount of action and recreation for their own benefits. This need for recreation will be addressed to the students and the workers. The game will not have major requirements and this will facilitate the installation of the application more in devices. The game is android based which has a big market. References: Cechanowicz, J.E., Gutwin, C., Bateman, S., Mandryk, R. and Stavness, I., 2014, October. Improving player balancing in racing games. InProceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play(pp. 47-56). ACM. Fichman, R.G., Dos Santos, B.L. and Zheng, Z.E., 2014. Digital innovation as a fundamental and powerful concept in the information Systems curriculum.MIS quarterly,38(2). Gereffi, G. and Fernandez-Stark, K., 2016. Global value chain analysis: a primer. Nath, S., Lin, F.X., Ravindranath, L. and Padhye, J., 2013, June. SmartAds: bringing contextual ads to mobile apps. InProceeding of the 11th annual international conference on Mobile systems, applications, and services(pp. 111-124). ACM. Sirkka, A., Merilampi, S., Koivisto, A., Leinonen, M. and Leino, M., 2012. User experiences of mobile controlled games for activation, rehabilitation and recreation of elderly and physically impaired.Studies in health technology and informatics,177, pp.289-295.

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