NMIMS: Information Systems for Managers with Assignment Answers 2020

Information Systems for Managers with Case Study Assignment 2020

Looking NMIMS: Information Systems for Managers with Assignment Answers 2020? Grab the opportunity to find free assignment samples related to all subjects in your Academic. Assignmenttask.com is proud to offer online assignment help to the students of Australia, UK and USA.

Information-Systems-for-Managers

Assessment Details:

Number of Words: 1500

Course: Information Systems for Managers

Assignment Marks: 30

Order-now

1).  Customers today are using different channels to engage constantly with their preferred brands. These customers are responsible for spreading electronic word-of mouth thereby influencing others. You have recently started your venture of an online grocery store. As an organization that has traditionally been dealing with customer’s offline, you realize the need to turn to using customer relationship management software to engage with your customers. What are the pros and cons of using this as a means to engage with customers effectively? Justify your standpoint.

(10 Marks)

2).  Green IT (green information technology) is the practice of environmentally sustainable computing. Green IT aims to minimize the negative impact of IT operations on the environment by designing, manufacturing, operating and disposing of computers and computer-related products in an environmentally-friendly As a digital consultant to a mid-size organization what approaches to Green computing will you recommend to this organization? What are the benefits an organization can reap by implementing green practices?

(10 Marks)

3).  The Indian mobile market has grown significantly over the past couple of years. The gaming industry is undergoing a massive evolution because of the mobile revolution. Investments from big players such as Alibaba, Tencent, Nazara and Youzu has led to a rapid growth of gaming in India. The market value of the gaming industry in India was around 62 billion Indian rupees in 2019 and was estimated to go up to over 250 billion rupees by 2024. As the country with the largest youth population in the world, India is embracing the new generation’s interests in digital sports and entertainment. Approximately 55 percent of casual gamers and 66 percent of the heavy gamers across India were seen to be below 24 years old in 2016. Of  these,  the  heavy  gamers  simply preferred to use their mobile phones as gaming devices instead of the traditional desktops or even

 

Mobile gaming in the country is growing at a rapid rate due to development and affordability of smartphones. The market value of mobile gaming in India was estimated to reach about 405 million U.S. dollars by 2022. The number of mobile phone gamers was anticipated to be around 628 million by 2020 according to the forecast. Computer and console gaming has played a huge part in shaping up the gaming industry across the country in the last two decades.

(Source: https://www.statista.com/topics/4639/online-gaming-in-india/)

 

a).  What are the different cyber-crimes that can be caused by playing online games? Give examples. (5 Marks)

b). How would you educate your customers to prevent them from being a victim to cybercrime while playing online games?  (5 Marks)

 

 

Reference ID: #getanswers2001218

 

Content Page Removal Request:

If you are the original writer or copyright-authorized owner of this article/post and no longer wish to have, your work published www.assignmenttask.com, then please email us with page link. help@Assignmenttask.Com