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How is The Books Inc currently using, and how could The Books Inc use Big Data in the future, for insights into product failure rates
How is The Books Inc currently using, and how could The Books Inc use Big Data in the future, for insights into product failure rates or to anticipate demand for new games and accessories? In addition, what type of analytics do you feel would be most appropriate for The Books Inc to employ, and why? The Books is a software company focused on videogames with a strong story component. In 2015, the company's CEO Nick Zammuto added a revolutionary new game engine to his company's products. The engine's primary draw was an intelligent-A.I. design intended produce games that could learn" as they were being played, creating an immersive, individualized experience for the player that was never the same twice. The ambitious design called for "smart" accessories such as goggles and gloves, that provided feedback synced to the action of the game being played, and also measured vital statistics such as heart rate and blood pressure from the player. This data was then used in turn to augment and alter the gameplay in real time, as it was being played. By 2018, the games created for this engine, along with the related accessories, had gained mass popularity. As successful as their designs were, there were problems. When important games or major new accessories were due to be released, Nick and his team had trouble estimating demand for them. Some of the accessories had issues with hardware failure, and Nick worried about estimating failure rates, to prepare the company for the costs of warranties. And he worried about what effect, if any, social media opinion would have on demand. An accountant at The Books proposed that all the data captured through their accessories and games could be paired with data from their service center's warranty software, potentially helping them to predict when their hardware was about to fail. And the marketing department suggested performing an analysis of social media buzz from before previous releases of new games and accessories, and using that data to help estimate demand for new releases How is The Books Inc currently using, and how could The Books Inc use Big Data in the future, for insights into product failure rates or to anticipate demand for new games and accessories? In addition, what type of analytics do you feel would be most appropriate for The Books Inc to employ, and why? The Books is a software company focused on videogames with a strong story component. In 2015, the company's CEO Nick Zammuto added a revolutionary new game engine to his company's products. The engine's primary draw was an intelligent-A.I. design intended produce games that could learn" as they were being played, creating an immersive, individualized experience for the player that was never the same twice. The ambitious design called for "smart" accessories such as goggles and gloves, that provided feedback synced to the action of the game being played, and also measured vital statistics such as heart rate and blood pressure from the player. This data was then used in turn to augment and alter the gameplay in real time, as it was being played. By 2018, the games created for this engine, along with the related accessories, had gained mass popularity. As successful as their designs were, there were problems. When important games or major new accessories were due to be released, Nick and his team had trouble estimating demand for them. Some of the accessories had issues with hardware failure, and Nick worried about estimating failure rates, to prepare the company for the costs of warranties. And he worried about what effect, if any, social media opinion would have on demand. An accountant at The Books proposed that all the data captured through their accessories and games could be paired with data from their service center's warranty software, potentially helping them to predict when their hardware was about to fail. And the marketing department suggested performing an analysis of social media buzz from before previous releases of new games and accessories, and using that data to help estimate demand for new releases
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