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

Lukács-Fügedy Tamás (2023) The challenges of video game hardware industry supply chain between 2020-2023. Kereskedelmi, Vendéglátóipari és Idegenforgalmi Kar.

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Absztrakt (kivonat)

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.

Intézmény

Budapesti Gazdasági Egyetem

Kar

Kereskedelmi, Vendéglátóipari és Idegenforgalmi Kar

Tanszék

Kereskedelem Tanszék

Tudományterület/tudományág

NEM RÉSZLETEZETT

Szak

Kereskedelem és marketing

Konzulens(ek)

Konzulens neve
Konzulens típusa
Beosztás, tudományos fokozat, intézmény
Email
Dr. Domboróczky Zoltán
Belső
főiskolai docens; Kereskedelem Tanszék; KVIK

Mű típusa: diplomadolgozat (NEM RÉSZLETEZETT)
Kulcsszavak: crisis communication, logistics, Semiconductors, supply chain, video games
SWORD Depositor: Archive User
Felhasználói azonosító szám (ID): Archive User
Rekord készítés dátuma: 2024. Feb. 20. 15:03
Utolsó módosítás: 2024. Feb. 20. 15:03
URI: http://dolgozattar.uni-bge.hu/id/eprint/52939

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