英国专业经济管理学essay代写_高分范文分享
发布时间:2021-07-20
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这是我们在2017年为英国爱丁堡大学的学妹创作的一篇经济管理类essay的范文,首先在开头的部分介绍文章的基本信息,首先提出电子游戏很容易在年轻人中流行起来,无论通过何种媒体都是如此,无论电视机、便携式笔记本电脑,或是目前最方便的设备智能手机。
It seems like video games are easy to become popular among young people no matter through what kinds of the media, for instance, from almost immovable TV set, portable laptop, to most convenient devices at the moment—smartphone. With the development of these electronic devices, which could be various media for playing digital games, the barriers for young people to participate in games seem decreasing. For example, users could play games while they waiting in a queue. According to most recent data, there are around 58 million smartphones penetrating in UK (Statista, 2017a), 240 million in EU (Statista, 2017c), and 222.9 million in U.S.(Statista, 2017b). Given to the high degree of smartphone penetration, one could hardly neglect the business potential of combining internet industries and mobile devices, especially regarding to mobile video games.

Body部分接着介绍具体的内容,指出此次研究将使用世界上最受欢迎的视频游戏之一“国王荣誉”作为一个例子来研究什么因素使得这款游戏如此成功,以及它的体验是否可以推广到未来的其他游戏。
This research will use one of the most popular video games in the world at this moment, Honour of Kings, as an example to study what factors make this game so success and whether its experience can generalize to other games in the future. As this game’s major market is in China, this chapter, literature review, will mainly focus on understanding Chinese market and analysing its game consumers, as well as its existing industry reports and data (here refers to mobile video game). Chinese mobile game market has been developing sharply in the past few years. According to Mr. Wang, a Director of Marketing in a Shenzhen mobile game company, Chinese mobile game market volume only valued 8 billion CNY in 2013 (which is 0.9 billion GBP); and it valued 24 billion CNY (2.7 billion GBP) in 2014 (Xu, 2014). Not surprisingly, Chinese mobile game market value reached 78.3 billion CNY (8.95 billion GBP) in 2016, with 523 million mobile game users (iiMediaResearch, 2017).
最后是conclusion部分,通过总结再次强调文章的观点,在进行这项研究的同时,将永远最大限度的做好保密工作。研究调查问卷涉及到受访者个人信息方面的一些问题,如年龄和收入。 或是任何关于志愿者隐私的信息,以及对研究问题的回答和态度都应该永久保密。
While the researcher conducting this study, the maximum confidentiality will be under execution all the time. The research questionnaire has involved some question in terms of respondents’ personal information, such as age, and income. Any information concerned with volunteers’ privacy, answers and attitudes in terms of research questions should be remained anonymous at any occasions. Prior to sending questionnaire links to the potential respondents, the researcher should inform the respondents that the purpose and objectives of this research, as well as the possibility of the publication of this study.