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Individual Reflection Assignment - 1 (17%) Principal Contact - Instructor Support Due Date: Week #3 Due: 28th Jan 2024 11:59PM Submission details: written assessment, word limited 500-1000 words. Referencing - APA

7th Edition use this link to cite your work appropriately https://guides.library.utoronto.ca/c.php?g=251103&p=5248740 Format - Times New roman size 12. Line spacing 1.5 lines. Heading font size 14 and body font size 12. Half an inch margin spacing on either side. Reflection Exercise: MOBILE ENTREPRENEURIAL OPPORTUNITIES Examine the following category of entrepreneurial opportunities that promise to be strong in the coming years. Which one would you consider pursuing and why? 500-1000 words critical discussion. M-Commerce-Embracing "m-commerce" in huge numbers, there are more than 3.7 billion users of the mobile Web. This means if you sell stuff, whether online or in a physical location, your website must be mobile-ready. Eighty-one percent of smartphone owners search from their phones at home, 80 percent shop from their phones, 68 percent visited a business in person or went to its website after searching from their phones, and over half actually buy something. By 2020, global ecommerce sales are expected to reach $4.058 trillion, representing 15% of total retail sales. Apps-Another opportunity born from mobility is the hundreds of thousands of apps that have been created for mobile devices such as the iPhone and the iPad. Global mobile app revenue is projected to reach $188.9 billion by 2020. In many cases, those apps are produced by entrepreneurial developers for smartphones and tablet computers. Gamification-"Gamification" first took off in 2007, and it has proved to be recession-proof. Research predicts that gamification will be widespread by 2020. Gamification's goals are to increase customer engagement, change behaviors, and stimulate innovation by employing game mechanics in nongame environments. Some research believes that gamification could become as important as Facebook, eBay, or Amazon./nGamification-"Gamification" first took off in 2007, and it has proved to be recession-proof. Research predicts that gamification will be widespread by 2020. Gamification's goals are to increase customer engagement, change behaviors, and stimulate innovation by employing game mechanics in nongame environments. Some research believes that gamification could become as important as Facebook, eBay, or Amazon. The opportunities for businesses are great-from having more engaged customers, to crowdsourcing innovation or improving employee performance.

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