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Friday, 22 May 2020

NMIMS Assignments June 2020: Contact us for answers at assignmentssolution@gmail.com


NMIMS Global Access
School for Continuing Education (NGA-SCE)
Course: Information Systems for Managers
Internal Assignment Applicable for June 2020 Examination
Assignment Marks: 30

1. Customers today are using different channels to engage constantly with their preferred
brands. These customers are responsible for spreading electronic word-of mouth thereby
influencing others. You have recently started your venture of an online grocery store. As
an organization that has traditionally been dealing with customer’s offline, you realize
the need to turn to using customer relationship management software to
engage with your customers. What are the pros and cons of using this as a means to
engage with customers effectively? Justify your standpoint.
(10 Marks)
2. Green IT (green information technology) is the practice of environmentally sustainable
computing. Green IT aims to minimize the negative impact of IT operations on the
environment by designing, manufacturing, operating and disposing of computers and
computer-related products in an environmentally-friendly manner. As a digital consultant
to a mid-size organization what approaches to Green computing will you recommend to
this organization? What are the benefits an organization can reap by implementing green
practices?
(10 Marks)
3. The Indian mobile market has grown significantly over the past couple of years. The
gaming industry is undergoing a massive evolution because of the mobile revolution.
Investments from big players such as Alibaba, Tencent, Nazara and Youzu has led to a
rapid growth of gaming in India. The market value of the gaming industry in India was
around 62 billion Indian rupees in 2019 and was estimated to go up to over 250 billion
rupees by 2024. As the country with the largest youth population in the world, India is
embracing the new generation's interests in digital sports and entertainment.
Approximately 55 percent of casual gamers and 66 percent of the heavy gamers across
India were seen to be below 24 years old in 2016. Of these, the heavy gamers
simply preferred to use their mobile phones as gaming devices instead of the traditional
desktops or even laptops.
Mobile gaming in the country is growing at a rapid rate due to development and
affordability of smartphones. The market value of mobile gaming in India was
estimated to reach about 405 million U.S. dollars by 2022. The number of mobile phone
gamers was anticipated to be around 628 million by 2020 according to the forecast.
Computer and console gaming has played a huge part in shaping up the gaming industry
across the country in the last two decades.
(Source: https://www.statista.com/topics/4639/online-gaming-in-india/)
a. What are the different cyber-crimes that can be caused by playing online games? Give
examples. (5 Marks)
b. How would you educate your customers to prevent them from being a victim to
cybercrime while playing online games? (5 Marks)
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