The challenges of video game hardware industry supply chain between 2020-2023

Elmentve itt :
Bibliográfiai részletek
Szerző: Lukács-Fügedy Tamás
További közreműködők: Domboróczky Dr. Zoltán
Dokumentumtípus: Diplomadolgozat
Kulcsszavak:crisis communication
logistics
Semiconductors
supply chain
video games
Online Access:http://dolgozattar.uni-bge.hu/52939

MARC

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245 1 4 |a The challenges of video game hardware industry supply chain between 2020-2023  |c Lukács-Fügedy Tamás  |h [elektronikus dokumentum] 
520 3 |a The video game industry became the leading form of entertainment in the 2020s, surpassing both the music and the movie industries. As this interactive form of entertainment maintains its growth, the high demand, the concurrent geopolitical connections, and worldwide incidences are propelling the industry's supply chain into a fragile state.Hence, the popularity and the profitability of the industry it is adequate to analyze its connections within commerce, marketing, logistics, and crisis management, notwithstanding the fact that the video game industry is still not as widespread in Hungary in 2023 as in other Western countries such as the United Kingdom or the United States.With the ongoing factors between 2020 and 2023, such as the COVID-19 pandemic, a worldwide semiconductor shortage, and a cryptocurrency mining trend, the supply chain of video game consoles shattered and a shortage emerged.As a result of the topic being relatively niche, the number of relevant academic papers and scientific research is limited. In addition to a few academic papers, the collection of relevant secondary data in the region is also limited; hence, the video game industry is studied most commonly under the banner of psychology, not logistics or commerce.This academic paper intends to analyze the conditions surrounding the video game console shortage, briefly, the main factors impacting it and possible solutions in the case of a similar shortage in the future. Furthermore, it contains relevant interviews with established members of the video game industry and relevant primary and secondary data based on focus groups, a branching survey, and relevant data found in reliable databases.Triangulation is meant to discover correlations and contradictions amidst the collected data, therefore depicting a more precise knowledge of the industry and the shortage.It contains possible solutions for a console shortage in the future based on the primary and secondary research results, and a description of a prototype warehouse management/price aggregator mobile application project developed using Adobe XD and Figma.The goal of the scientific research is that by the end of the conclusion, the reader will have a comprehensive understanding of the video game industry and the console supply chain shortage phenomenon between 2020 and 2023. 
695 |a crisis communication 
695 |a logistics 
695 |a Semiconductors 
695 |a supply chain 
695 |a video games 
700 1 |a Domboróczky Dr. Zoltán  |e ths 
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