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Dissertations / Theses on the topic 'Game studio business models'

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1

Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a mo
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Hallqvist, Stina, and Johanna Moström. "ABB Gate Model : En processledningsmetod för ABB:s produktutveckling." Thesis, Linköping University, Department of Management and Economics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1901.

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<p>Organisations tend to focus more and more on product and process development to increase their competitiveness. Several major organisations, among them ABB, have developed models aimed to more effectively control and manage product development processes. ABB is using its standardised model ABB Gate Model for this. The purpose of this thesis is to analyze how the introduction of ABB Gate Model has affected the outcome of decisions and also the decision-making in the product development process. The study is limited to elucidate the version of ABB Gate Model handling product development proje
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Huang, Yun, and 黄赟. "Game-theoretic coordination and configuration of multi-level supply chains." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44904411.

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Knudsen, Kasper, and Vilhelm Söderström. "When the investors choose : Analysis of business models within the Swedish video game industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451195.

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Many Swedish video game companies have in recent years been very successful in terms of share price development. Why is it like that? With the purpose to gain an increased understanding of the investor's choice, we here examine which business models are used in the Swedish video game industry. More specifically, we try to identify what similarities do the business models in the successful companies share and what similarities do the non-performing companies share. The analytical framework used is based on Business Model Canvas adapted to the video game industry. We use a qualitative approach w
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Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.

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Bista, Sanat K. "Computational models of trust for cooperative evolution : reputation based game theoretic models of trust for cooperative evolution in online business games." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4424.

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Online services such as e-marketplaces, social networking sites, online gaming environments etc have grown in popularity in the recent years. These services represent situation where participants do not get to negotiate face to face before interaction and most of the time parties to transaction remain anonymous. It is thus necessary to have a system that rightly assesses trustworthiness of the other party in order to maintain quality assurance in such systems. Recent works on Trust and Reputation in online communities have focused on identifying probable defaulters, but less effort has been pu
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Zadworna, Magdalena, Michail Musatov, and Romans Obrezkovs. "TRIPS Agreement’s Impact on the Accessibility of Pharmaceuticals in the Developing Countries : Developed Game-Theoretic Model." Thesis, Mälardalen University, School of Sustainable Development of Society and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-740.

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<p>Problem:</p><p>The problem under consideration is the World Trade Organization’s (WTO) agreement called Trade-Related Aspects of Intellectual Property Rights (TRIPS) and its impact on equal access to essential drugs in the least developed countries. Especially the countries of sub-Saharan Africa lack such access. Moreover, these countries are the ones where severe diseases like AIDS/HIV, tuberculosis and malaria are widely spread over the population. The authors focus also on patents and their obligatory length imposed through the articles of TRIPS agreement.</p><p>Purpose:</p><p>The purpos
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Lee, Ruri. "Business models and strategies in the video game industry : an analysis of Activision-Blizzard and Electronic Arts." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/81088.

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Thesis (S.M. in Management Studies)--Massachusetts Institute of Technology, Sloan School of Management, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references.<br>In recent years the video game industry has been of great importance in the business world beyond the role of a cultural medium. With its huge size and potential for more growth, the industry has attracted many newcomers. The target customers are expanding to females and elders who have not been known to be game players. Moreover, the introduction of new platforms, personal computers and mobile devices,
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9

Jensen, Ola, and Daniel Sannéus. "A Game of Nods and Winks : En studie om faktorer som påverkar svenska börsbolags användning av resultatmanipulering." Thesis, Linnéuniversitetet, Institutionen för ekonomistyrning och logistik (ELO), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64691.

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Titel: A Game of Nods and Winks - En studie om faktorer som påverkar svenska börsbolagsanvändning av resultatmanipulering Bakgrund: Resultatmanipulering är att omdiskuterat ämne i Europa såväl som i USA.Resultatmanipulering har konstaterats frekvent användas i svenska bolag. Vi frågar oss vilkabakomliggande faktorer kan påverka mängden av resultatmanipulation. Syfte: Studiens syfte avser att förklara hur analytikers prognoser och andelen kvinnligastyrelseledamöter påverkar resultatmanipuleringen i svenska noterade bolag. Metod: En tvärsnittsstudie med en deduktiv ansats genomförs där teorier t
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Farrenkopf, Thomas. "Applying semantic technologies to multi-agent models in the context of business simulations." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1033149.

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Agent-based simulations are an effective simulation technique that can flexibly be applied to real-world business problems. By integrating such simulations into business games, they become a widely accepted educational instrument in the context of business training. Not only can they be used to train standard behaviour in training scenarios but they can also be used for open experimentation to discover structure in complex contexts (e.g. complex adaptive systems) and to verify behaviours that have been predicted on the basis of theoretical considerations. Traditional modelling techniques are b
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Barnell, Max. "Changing the Paywall in Single-Player Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226913.

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Game companies are always looking for more ways to increase consumers and their revenue as well as how consumers purchase games. Several business models have been introduced that this thesis will look at, free-to-play, adding downloadable content to existing games, freemium and premium games. This thesis attempts to provide answers to what business models there are available for game developers and how that would influence the development of the single-player games to lower the point of entry for the consumers.  It will focus on narrative single-player games and will use the business models to
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Zackrisson, Patrik. "Changing the Game : a Pre-Study to Marketing Planning in a Local Squash Club." Thesis, University of Gävle, Department of Business and Economic Studies, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6796.

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<p><strong>Aim:</strong></p><p>The purpose was to perform a pre-study to marketing planning for a local squash club in Sweden that had difficulties with membership growth and development. This pre-study would provide the squash club with valuable information and a starting point when creating its first marketing plan.</p><p><strong>Method:</strong></p><p>The chosen research approach included theoretical and empirical studies. Empirical data was collected by triangulation, using both qualitative and quantitative methods. A semi-structured interview and two surveys using on-line questionnaires w
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Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.

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The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions a
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LIU, YONG. "SUPPLY CHAIN MANAGEMENT THROUGH PRICE COMMITMENT POLICIES." University of Cincinnati / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1132339383.

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15

Holst, Christoffer, Viktor Johansson, and Steve Liljekvist. "Mikrotransaktioner : spelutvecklingsbranschens psykologiska spel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12609.

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I dagens spelindustri är det allt vanligare att spel innehåller affärsmodeller som innefattar mikrotransaktioner, det vill säga köp inom spelet. Framfarten av mikrotransaktioner har skapat många skilda åsikter. Denna studie är gjord för att skapa en inblick till hur spelare uppfattar och förhåller sig till fenomenet och dessutom fördjupa förståelsen av vad spelutvecklingsföretagen gör för att få sina spelare att genomföra köp inom sina spel. För att belysa problemet formades forskningsfrågan som följande: Hur förhåller sig spelare till mikrotransaktioner och på vilka sätt påverkar spelutveckla
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16

Ševčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.

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This master's thesis deals with the possibilities of using open source 3D game engine Java Monkey Engine (jME) in developing applications for the Android platform. It includes theoretical knowledge for the jMonkey Engine architecture and the Android platform. In the following section, the thesis describes used techniques and external libraries in solving issues of interaction between jME and Android platform and of working with objects in the 3D scene and their way of implementation.
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Skobeltcyn, Aleksandr, and XIN SHEN. "How to increase revenue in Free-to-Play mobile games." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240676.

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The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and
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Golbasi, Hakan. "Supply chain coordination : optimization and game-theoretic models /." Diss., 2001. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3010404.

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19

Sjöman, Pierre, Karlsson Daniel, and Akyildiz Aytac. "Understanding the polish multimedia market for implementing Game Outlet business model in Poland : Game Outlet Case." Thesis, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-7775.

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By the effects of globalization, countries become more and more integrated into each other, which in turn offer big opportunities to international corporations to make business across the borders. Game Outlet Europe AB, based in Karlstad, is one of them, which also operate internationally. It is the leading distributor in Europe for PC and console games in the low and mid price segments. This thesis is based on the issue of investigating whether or not Game Outlet’s current business concept called the “pallet concept”, would be feasible to apply in Poland. In order to answer that main question
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CHEN, KUEI-YU, and 陳桂玉. "Trends in the Board Game Industry and Business Models of Board Game Stores." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/92049010051142075969.

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碩士<br>國立屏東大學<br>文教事業經營碩士在職學位學程<br>105<br>In recent years, due to the pervasiveness of cellphone games and video games, people have become noticeably distant from one another, and so, in 2001, board games began to gradually gain popularity in Taiwan. The board game industry has experienced rapid growth and innovation over the past 5 years. Uses for board games are no longer limited to just entertainment, and are widely used as tools for education, medicine, senior care and business. Therefore, the trends of the board game industry have garnered a fairly large amount of interest. In Taiwan’s cur
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Chang, Yu-Ling, and 張鈺聆. "A Study of Business Models of Online Game and Mobile Game in Taiwan." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/89062358463549291411.

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碩士<br>國立東華大學<br>企業管理學系<br>104<br>Title of Thesis: A Study of Business Models of Online Game and Mobile Game in Taiwan Number of pages: 104 Gradaute School and University: Graduate Institute of Business Administration, National Dong Hwa University Category of Abstract and Graduation Time: Thesis for Master Degree, the Second Semester, 2015 Academic Tear Name of Student: Yu-Ling Chang Thesis Adviser: Dr. Juhwen Hwang Abstract: With advances in technology, network has been promoted rapidly and been spreaded out all around the world. Along the network development, Taiwan's digital game industr
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He, Xiuli 1975. "Stackelberg differential game models in supply chain management." Thesis, 2007. http://hdl.handle.net/2152/3441.

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The dissertation consists of three essays. In the first essay, I analyze the dynamic interactions in a decentralized distribution channel, composed of a manufacturer and a retailer, to launch an innovative durable product (IDP) whose underlying retail demand is influenced by word-of-mouth from past adopters and follows a Bass-type diffusion process. The word-of-mouth influence creates a trade-off between immediate and future sales/ profits, resulting in a multi-period dynamic supply chain coordination problem. The analysis shows that the manufacturer and retailer may have conflicts regarding t
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Wu, Chun, and 吳俊. "A Study of Business Models of Online Game Companies in Taiwan." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/83639646429336556007.

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碩士<br>國立雲林科技大學<br>企業管理系碩士班<br>92<br>With the rapid development and popularity of the internet, on-line game has successfully drawn most nowadays teenagers’ attention. However, competition of the field is inevitably become harsher and harsher in Taiwan due to the increasing number of companies intending to be involved. The questions of what business model to choose, how to take advantage of edge already beholding, and how to conquer the external environment are to be answered anxiously by the industry. The research has been done via the in-depth case study to the top eight on-line gaming compa
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SHARMA, SHIVAM. "CLOUD TECHNOLOGY FOR SMALL BUSINESS – A GAME CHANGER." Thesis, 2023. http://dspace.dtu.ac.in:8080/jspui/handle/repository/20265.

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Cloud services characterize all variety of IT capability that is offered by the cloud service hosting to cloud service consumers. Cloud Computing networks access to a shared pool of configurable networks, servers, storage, applications, services, and other computing resources that can be rapidly provisioned and released with least management effort or service provider interaction. In modern era of Information Technology, the accesses to all information related to a business activity in large scale manufacturing units can be made available at threshold, by certain checks and balance
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Hsieh, Shu-Fen, and 謝淑芬. "An Analysis of Current Usage States & Business Model of New PC Game and Game Streaming Platforms:Case Studies of Steam and Twitch." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5h2qe6.

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碩士<br>國立中山大學<br>高階經營碩士班<br>106<br>It has been decades since the establishment of computer game industry in Taiwan. Along with the rapid evolution of game developing techniques, the value chain of the industry has dramatically changed. Some countries, which leverage the trend of cultural and creative business, become new stars in game development industry, whereas Taiwan is still struggling at the edge of this trend. This issue is not just about the market size, financial and human resources, and techniques. It is the lack of understanding the value chain evolution that matters. In this researc
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Rossiter, Margaret Roslyn. "Application of constraints in a human-activity system : a game-play approach for business." Phd thesis, 2001. http://hdl.handle.net/1885/151797.

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CHANG, YING-YING, and 常盈盈. "Business Models of Mobile Social Game -A Case Study of “Tower of Saviors”." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/pfs6mj.

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碩士<br>國立臺灣科技大學<br>管理研究所<br>103<br>Due to rapid advances in technology, the APPs industry has bloomed. During these few years, various innovations and developments by the game companies has encouraged the growth. Competition between mobile social game companies become more and more. The APPs companies to keep players playing the game, and strengthening the link between social interaction, good interaction between the player and the Operators, to keep the content fresh and innovative.It applied the case study method to do the in-depth interviews with the top management of expert. After analyzing
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"Non-cooperative bargaining models with outsiders under incomplete information." Chinese University of Hong Kong, 1988. http://library.cuhk.edu.hk/record=b5885981.

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LIANG, LAI HSIN, and 賴信良. "A study of system dynamic to simulate business models of online game companies in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/01645405871308112446.

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"The evolution of Walrasian behavior in two-sided market." 2012. http://library.cuhk.edu.hk/record=b5549210.

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本論文擴展Young(1993b)所提出的演化議價模型(evolutionary bargaining model)以容許一個包含多個買家和賣家的雙邊市場。 本文應用隨機穩定性(stochasticstability)作為解決方案概念,發現當市場雙邊參與者的人數相同時,長期穩定分成會收歛到納什談判解 (Nash bargaining solution),這和 Young的發現相符。然而, 若雙邊參與者的人數並不相同。則長遠而言,人數較少的一方將分得近乎所有得益.此結論符合瓦爾拉斯結論(Walrasian outcome)。<br>This thesis extends the evolutionary bargaining model of Young (1993b), to allow for a two-sided market with multiple numbers of buyer and seller. Applying the solution concept of stochastic stability, we find that if the number of players in the two sides are symmetrical, then the long run stable division converges to the Nash ba
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Hung, Ruei-tza, and 洪瑞澤. "A Comparison of the Successful and Failure Business Models - A Case Study of the EMBA Participants in the “2015 Business Model and Decision Simulation Game”." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/rszmc6.

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碩士<br>國立中央大學<br>會計研究所<br>103<br>In practice, investors can only get business performances and conditions from financial statements, but they cannot neither know the content and timing of management’s decision making, nor understand how professional managers develop Business models. If investors cannot understand the business model of the firm, they cannot truly differentiate the underlying reasons that cause a business to succeed or to fail. The goal of this study is using decision database from “2015 Business Model and Decision Simulation Game” to explore the decision content and timing b
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Yang, Chen-han, and 楊陳翰. "The Comparison of the Successful and Failure Business Models - A Case Study of the Undergraduate Participants in the “2015 Business Model and Decision Simulation Game”." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/t4zdqr.

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碩士<br>國立中央大學<br>會計研究所<br>103<br>The research sheds light on the 8-Cross business model proposed by Professor H.T. Jeng (2015) and on the data collected from the 2015 Business Model and Decision Simulation Game. The research compares the decisions made by undergraduate participants of successful and failure business models. The results show that the successful business model hired key employees in time to maximize the benefits of deploying human resources. The successful business model had the ability to identify operational issues. Conversely, failure business model was not able to catch the
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Peng, Tzu-yen, and 彭紫言. "A Comparison of the Successful and Failure Business Models - A Case Study of the Graduate Participants in the “2015 Business Model and Decision Simulation Game”." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/5m89b8.

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碩士<br>國立中央大學<br>會計研究所<br>103<br>Business model is the summary of business decision-making and operating performance, proper and appropriate decision allows companies to successful direction. "My Brand 2014 Business Model and Decision Simulation System" is a network application management education system, use "8-cross business model" as the basic structure, to provide students operating enterprise in different environments, planning and execution decision, to achieve the target of corporate profits and growth. This study used 8-cross business model as the architecture of decision analysis,
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Wait, Andrew. "Essays on bargaining and organisations." Phd thesis, 2001. http://hdl.handle.net/1885/146073.

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Wiszniewski, Sven. "The impact of the blockchain-technology on future business models: developing future scenarios for machinery and plant engineering industry." Master's thesis, 2018. http://hdl.handle.net/10362/53046.

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Švihálková, Monika. "Uspokojování potřeb předškolních dětí v předškolních zařízeních." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-321479.

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This diploma thesis deals with the problem of satisfying needs of preschool age children in preschool facilities. The theoretical part of this work provides an insight into the curricular reform in the Czech Republic and a view of perception of children needs by the society. Furthermore there is has been research into the contemporary trend of coordinating a family life with an employment. This was one of the reasons for founding of business kindergartners. A summarization of current legal conditions of establishing of business kindergartners is included as well. Furthermore, the theoretical p
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