Presentation is loading. Please wait.

Presentation is loading. Please wait.

Information Systems in Organizations 4.1.1. Gaming and Entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones)

Similar presentations


Presentation on theme: "Information Systems in Organizations 4.1.1. Gaming and Entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones)"— Presentation transcript:

1 Information Systems in Organizations 4.1.1. Gaming and Entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones)

2 Course Topics Overview Unit 1: Introduction Unit 2: Systems Analysis Unit 3: Organizational Systems Unit 4: Consumer Systems 2

3 Unit 4 – Consumer Systems What does digital life look like today? 4.1. Types of consumer systems 4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones) 4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch) 4.2. The power of consumer systems 4.2.1. Social networks: the multiplicative value of networks 4.2.2. Platforms: the generative power of two-sided network effects 4.3. New innovations: future trends in consumer systems 4.3.1. Impact on individuals: Digital identity management 4.3.2. Impact on organizations (innovation) and society (revolution) 3

4 ? Who is addicted to Xbox Live and Call of Duty (CoD)? Let’s take a little tour…

5 Conceptual Architecture Diagram Xbox Live - CoD Working in teams of 2-3 spend 10 minutes trying to sketch out a conceptual architecture diagram for Xbox Live – CoD As a class let’s see what we can put together on the board

6

7 Entity Relationship Diagram Xbox Live - CoD Working in teams of 2-3 spend 10 minutes trying to sketch out an entity relationship diagram (ERD – data model) for Xbox Live – CoD As a class let’s see what we can put together on the board

8 Unit 4 – Consumer Systems What does digital life look like today? 4.1. Types of consumer systems 4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones) 4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch) 4.2. The power of consumer systems 4.2.1. Social networks: the multiplicative value of networks 4.2.2. Platforms: the generative power of two-sided network effects 4.3. New innovations: future trends in consumer systems 4.3.1. Impact on individuals: Digital identity management 4.3.2. Impact on organizations (innovation) and society (revolution) 8


Download ppt "Information Systems in Organizations 4.1.1. Gaming and Entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones)"

Similar presentations


Ads by Google