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Pulse will stand out from its competitors by offering the hardcore eSports fan a digital space that provides them everything they care about eSports at a glance. From tracking Participant and franchise metrics to notifying them of an upcoming event, Pulse will sort through the eSports data stream and present its users with a customizable aggregation feed to sort through in a social media-type environment. Forum posts and comment sections on highlight videos will also be included to facilitate a social experience for the browsing user if he or she wishes to engage with the wider Pulse community. The web service will perform monetization by selling advertisement space to free users, or through monthly subscription fees to Premium users. The Premium users are offered additional features of the Pulse web service, such as additional Participant metrics, full video catalog of eSports highlights, and more focused search results.
Virtual Reality is being widely adapted for use in the consumer market. There are adaptations of the technology for every purpose, from education, to gaming, and even medical. There are businesses being formed worldwide that incorporate the gaming utility in an arcade/internet café style. However, there are other plausible business models. There is the preexisting model that companies are currently using, another option is to add this technology to preexisting physical arcades, and to create a new business with practices decided by consumer statistics. These three models were tested in this study to determine the profitability, feasibility, and best practices for each. Each business model appears to be incredibly profitable based on the assumptions used for this study.