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Data inom den sociala spelmarknaden


The phenomenon of social gaming is essentially an IT-service that people worldwideuses on a daily basis. This particular market is also young and generates tremendousamounts of data, which, from a data managing perspective, makes it naturallyinteresting. Throughout this thesis the social gaming market is described from the datamanaging and different actors perspectives. This is done by using literature reviewing,interviews with companies and analysis based on that information. The thesis initiallypresents important and central terms as well as different techniques. Further the readeris presented with interviews, answering how social gaming companies work, what thesuppliers of analysis services offer and what techniques social gaming companies use tostore and analyze their data.

Författare

Fredrik Örneblad

Lärosäte och institution

IT-universitetet i Göteborg/Tillämpad informationsteknologi

Nivå:

"Kandidatuppsats". Självständigt arbete (examensarbete ) om minst 15 högskolepoäng utfört för att erhålla kandidatexamen.

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