Information Systems for Managers – How would you educate your customers to prevent them from being a victim to cybercrime while playing online games?

11 Apr

How would you educate your customers to prevent them from being a victim to cybercrime while playing online games?

 

Information Systems for Managers

1. Customers today are using different channels to engage constantly with their preferred brands. These customers are responsible for spreading electronic word-of mouth there by 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.

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 manner. 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?

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 laptops.

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.

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

 

We Assist students in preparing their MBA Case Study Answers| MBA Assignment Solutions | Project Report & Thesis | Contact: Prakash| Call @ +919741410271 / 08722788493 or Email: smu.assignment@gmail.com

Leave a Reply

Your email address will not be published. Required fields are marked *