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This 5 page paper comments on the impact of e-business on the entertainment industry, retaining, supply chain management, project management and manufacturing. Bibliography lists 5 sources.
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5 pages (~225 words per page)
File: MM12_PGebsp9.rtf
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and it is reported that more than 217 million people across the world are involved in these games (Riley, 2007). That represents 28 percent of the entire population that uses
the Internet and the number grows each year (Riley, 2007). The number does not include gambling-oriented games. With todays technology, cell phones can connect the user to the internet
from which they can access television shows. There are sites where a user can access and view movies and television shows on the PC. Hulu is one of those sites
(http://www.hulu.com/) but people can also watch hundreds of shows directly from that network. e-Business is good for television because it allows fans to catch up on a series they
like or a special they missed. Thus, they retain their fans. Whether or not it has had any impact on movie theaters is debatable. The only way to access current
movies Online is illegal. The cost of going to the movie theater is the most likely cause of any decline in movie-goers. Hu and Wu (2008) reported that new
technology, XML, would have an impact on the entertainment and media industry. These authors also said that entertainment companies must always be finding new ways to entice and appeal to
the consumer to use their Online services (Hu and Wu, 2008). At this time, the newest technology is called XML (Extensible Markup Language) and this is the one Online entertainment
companies will need to use in the future (Hu and Wu, 2008). Even so, they also report that software products, including games, music and videos are the most common Online
purchases (Hu and Wu, 2008). The demand for more in quantity and in quality is strong in the e-entertainment business. The positive side of this is the convenience and
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