Comtemporary Digital Issues Report – Augmented Reality in videogaming business and in the general industry
Critical evaluation on the challenges and opportunities of these contemporary digital
issues. (20%)
Critical analysis and discussion of these contemporary digital issues affecting business organisations. (25%)
Identify digital tactics and strategies undertaken by business organisation to address the issues. (20%)
Conclusion and recommendations for business organisations. (10%)
Future direction of these contemporary digital issues. (5%) Your research must be based on a critical analysis of your chosen topic against a framework which is a distillation of the critical elements you have synthesised from your review of relevant literature and empirical evidence. You are expected to provide convincing evidence derived from secondary sources in your review, analysis and discussion. You must use wide range of references, including academic and up-to-date references as the research is dealing with contemporary digital issues. Reference style must follow Harvard Reference Systems, e.g. EJIS style (European Journal of Information Systems). The report should be word-processed, the length of your critique should be between 3500- 4000 words. Please state the number of words using Word Count function at the end of your report. On the report a specifc videogame company should be analysed regarding their innovations development in Augmented Reality. Also brief mentions can be done to companies in different sectors regarding the Augmented Reality topic.
Critical analysis and discussion of these contemporary digital issues affecting business organisations. (25%)
Identify digital tactics and strategies undertaken by business organisation to address the issues. (20%)
Conclusion and recommendations for business organisations. (10%)
Future direction of these contemporary digital issues. (5%) Your research must be based on a critical analysis of your chosen topic against a framework which is a distillation of the critical elements you have synthesised from your review of relevant literature and empirical evidence. You are expected to provide convincing evidence derived from secondary sources in your review, analysis and discussion. You must use wide range of references, including academic and up-to-date references as the research is dealing with contemporary digital issues. Reference style must follow Harvard Reference Systems, e.g. EJIS style (European Journal of Information Systems). The report should be word-processed, the length of your critique should be between 3500- 4000 words. Please state the number of words using Word Count function at the end of your report. On the report a specifc videogame company should be analysed regarding their innovations development in Augmented Reality. Also brief mentions can be done to companies in different sectors regarding the Augmented Reality topic.






