![]() We determine adequate criteria that allow for data comparisons between different regions. A streamlined choice of entries on the chosen online retail platforms is suggested. The data retrieval uses a 3 × 3 criteria setting: Three attributes (genre, age rating, player-count), three forms of analysis (distribution, reception, price), and three countries (Germany, United States, Japan). A systematic data retrieval approach is suggested to obtain data from regional Amazon and Nintendo websites. This study demonstrates how heterogenous data can be retrieved from global yet regionally tailored online retail platforms. An uncovering of rating and pricing similarities and differences is of value to game research scholars and game developer studios and aids in a targeted catering to customers in different regions. The results show which attributes accumulate the highest numbers of Amazon-ratings and rating scores in which country, and which genres have the highest Amazon-and Nintendo-prices. 196 Nintendo Switch games and 15 game genres were analysed. A streamlined choice of Amazon-entries is suggested, and further criteria were set to allow comparisons between different regions. The data retrieval uses a 3x3 criteria setting: Three attributes (genre, age rating, player-count), three forms of analysis (distribution, reception, price), and three countries (Germany, U.S.A., Japan). A systematic data retrieval approach was applied to obtain data from regional Amazon and Nintendo websites. This paper shows how heterogenous web data can be retrieved from global yet regionally tailored online platforms such as Amazon. The second outcome of this research is a model that sheds light on how microfoundations affect IE. On the other hand, the research explores the connection between microfoundations of routines and capabilities and international entrepreneurship (IE) to increase the understanding of how startups with scarce resources achieve launching games that have an international reach and, hence, become international entrepreneurs. The first outcome of this study is a process model describing the mentioned transformation. The purpose of the research is twofold: On the one hand, using the context of the effectuation theory to examine how video game developers transform means into effects. A multiple case study is the chosen methodology and primary and secondary qualitative data are collected and analyzed. After providing an overview of the video game industry and a description of the video games business model, the Barcelona ecosystem is presented. I always thought there is something missing in the game.Video game studios are an example of born global firms, companies that operate in international markets from the moment they are created. And if this post only helped me in improving some of my chemical english so be it. OK I am very interested in some of your opinions. Substances on the belt should be in gasbottles or barrels depending on their matter of state. #Lets play spacechem 41 videos code#To indicate which substance is in this pipe a beaker or flask can be used or a color code as with the heated cold and medium warm water. I Imagine the pipes to be halve as a big as the current tubes for water. With fuel some Flamethrower could be invented which is also applicable with turrets.Īll proceses can be shortend if its needed. There could be materials for batteries etc. I think this would be even funnier with the idea of the hidden ores. The Oxygen could also be used to fertilize plants. These were just some ideas that would be possible and especially with oil-based products the quantaty of possibilitys is even bigger.įor example adding in plastik/polymere which could be used in Higher-Tech-Recipies.ĭifferent kind of Fuel for Trains/Airships/Vehicles these could also be produced out of other substances (Deuterium/Hydrogen/Nuclear ) Explosives Produce Higly potent Explosives Needs ammonia, Nitricacid and Fuel Nitric acid ProduNeeds Salt(Nitrate) and Water Haber process(amonnia) Produces ammonia Needs Nitrogen and Oxygen Sulfuric acid Produces Sulfuric acid Needs SO2 and Water Sulfur dioxid production Produces SO2 Needs Coal and Sulfur Mining salt Produces Salt can be toggled to different kinds like Nitrate/Carbonate/Phosphate must be build on a salt deposit on a lake goods are transported on Belts Oil Raffination Produces Fuel/Gases (Methan, Ethan etc.)/Parrafines etc. Steamreforming Produces H2 perhaps O2 Needs Water Air Condenser Produces O2 and N2 Needs Energy Some of the basic "Mining/Raffinating"-Facilities would be : I imagine some factorys conected by pipes which contain gases or liquids. Since in modern and some older Technologys Chemistry has played a big role it would be nice to recreate some of these in factorio. I was thinking about the possibility that in this game it would be challenging and fun, if u could create some production cycle for Chemicals. ![]()
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