多伦多大学代写:公司收入讨论

多伦多大学代写:公司收入讨论

上面讨论的部分是公司最能产生收入的部分。公司做出的另一项重要决定是将四个销售领域合并为两个,这将有助于减少公司的负债;但另一方面,它也会因为市场竞争而增加压力。产品的成本总是影响产品的整体市场渗透率。产品的市场渗透率取决于产品的销售情况和消费者对产品的喜爱程度。生产这种产品和对这种产品进行研究和开发,需要花费相当大的费用。从事产品研发的人员技术水平较高,因此他们需要相当可观的收入。另一个因素是原材料和需要做的研究,这些都在公司的成本部分考虑。公司在不同因素上花费的成本细节如下图所示。这显示了完成需求所需的数量。
2013年,该公司花费了8.44亿美元的成本,因为这是该公司从破产案件中恢复过来的时间。在那之后的2014年,该公司在这方面的支出为7.12亿美元。与前几年相比,这个数字少了很多。这是由于市场渗透程度较低造成的;由于破产问题,公司的劳动力也受到了影响,从145000人减少到了8000人。这是巨大的劳动力损失,但由于市场地位的变化,成本也在变化。公司获得固定成本和可变成本的重要来源:-显著固定成本:-公司支付的固定成本是公司获得的硬件和空间。可变成本:-公司有不同的可变成本,但最重要的是产品成本根据市场。这就是产品线的销售所依赖的。

多伦多大学代写:公司收入讨论

The sections which are discussed above are the most revenue generating sections of the company. The other important decision which the company has taken is combining the four sales areas into two which will help in reducing the liabilities of the company; but on the other hand, it will also raise pressure because of the competition in the market.The cost of the product always makes a difference in the overall market penetration of the products. The penetration in the market is dependent on the sales of the product and liking of the product. To manufacture the products and to do research and development on the product, it requires spending of the considerable amount. People who are involved in the research and development of the products are highly skilled, so they require a considerable amount of income. The other factor is the raw material and the things required to do research which are considered under the cost section of the company. The details of the cost that the company spends on different factors are mention in the image below. This shows the amount required to complete the requirement.
In the year 2013, the amount of cost which the company spends was $844 million because this was the time when the company was recovering from the bankruptcy case. After that in the year 2014, the amount which the company spends on the requirement was $712 million. It was quite less as compared to the previous years. This happened due to less penetration in the market; and due to the problem of bankruptcy, the work force of the company also got affected and reduced from 145000 to 8000. This was huge loss of work force, but the cost variate due to the change in the market position.There are significant sources from which the company gains fixed cost and variable costs: -Significant Fixed cost: – The fixed costs that company is paying are the hardware and spaces which the company has acquired.Variable cost: – the company has different variable cost but the most significant is the products accost according to the market. This is where the sales of the product line depend.

加拿大论文代写:中美游戏市场的现状

加拿大论文代写:中美游戏市场的现状

到2018年,中美游戏市场规模将分别增长328亿美元和241亿美元,占全球游戏总收入的50%(《全球报告:2018年美国和中国将占据1130亿美元游戏市场的一半》)。因此,中国游戏市场有着巨大的发展潜力。如何改进和开发新游戏越来越成为游戏开发公司的一个重要问题。此外,尽管这款游戏在中国仍不可避免地受到鄙视,但游戏产业的贡献不容忽视。随着时间的推移,人们相信游戏产业将成为一个更加正式的支柱产业,这是不容忽视的。我将简单描述一下中国游戏产业的发展历史。回顾历史是预测未来最好的方法,所以我将结合我的经验和互联网上收集的信息做一个研究。我出生于上世纪90年代,当时中国提倡和执行的是一对夫妇只生一个孩子的政策。因此,由于严格的计划生育政策,我们这一代大多数人只有一个孩子。
没有兄弟姐妹陪我,所以电子游戏成为了我在枯燥的课堂生活之外娱乐自己的最好工具。这是一个盗版的时代,少量国产经典游戏和大量国外知名游戏吸引了第一批游戏玩家。猖獗的盗版游戏破坏了国内游戏的发展。许多中国游戏开发公司无法赚取足够的利润来开发新游戏和提高技术,所以中国游戏的发展在这段时间里慢慢停止。那是一个人民生活水平不如现在的时代。因此,他们不太重视知识产权,认为在电子游戏上花费数百美元对大多数人来说是一种奢侈和愚蠢的行为。人们更愿意购买更便宜的游戏,只值5到10元。相比之下,由于盗版游戏价格低廉,玩家数量增长迅速。从最早的经典fps游戏《反恐精英》到暴雪的《暗黑破坏神》和《魔兽争霸》,它们对中国玩家产生了不可磨灭的影响。首先,网吧发展迅速。这是一个向公众开放的地方,可以提供电脑和营利性互联网服务。

加拿大论文代写:中美游戏市场的现状

By 2018, China and the US will have a growth of $32.8 billion and $24.1 billion games markets respectively, which will claim 50 percent of the world’s games revenues altogether (“Global report: US and China take half of $113 Bn games market in 2018”). Therefore, the Chinese game market has enormous development potential. How to improve and develop new games is increasingly becoming an important issue for the game development companies. In addition, although it is inevitable that the game is still despised in China, the contribution of the gaming industry cannot be neglected. As time goes by, it is believed that the game industry will become a more formal pillar industry which cannot be overlooked. I will do a simple description of the development history of China’s game industry. Looking back at history is the best way to predict the future, so I will combine my experience and the information gathered from internet to do a research.I was born in the 1990s when the policy of one child per couple was advocated and enforced in China. Thus, due to this rigid Family Planning policy, most of my generations have one child only.
No brothers or sisters accompany me, so video games become the best tool of entertaining myself outside the boring life in classroom. It is an era of piracy when a small number of homemade classic games and plenty of foreign well-known games attracted the first batch of game players. Rampant pirate games destroyed the development of domestic games. Many Chinese games development companies cannot earn enough profits to make new games and improve their technologies, so the advancement of Chinese games quit slowly during that time. It is a time when people’s living standard was not as good as present. Therefore, they did not pay much attention to the intellectual property rights and held the belief that to spend hundreds of money on video games is really a luxury and a stupid behavior for most people. People were more willing to purchase cheaper games worthy of only five or ten Yuan. In contrast, owing to the cheap price of the pirate games, the number of players increased fast. From the earliest classic fps game Counter-strike to Blizzard’s Diablo and Warcraft, they had exerted an indelible impact on Chinese players. Firstly, Internet cafes spread rapidly. It is a place open to the public, which could provide computers and for-profit Internet services.