Network effects can result in an offering being so popular


1. Network effects can result in an offering being so popular that it becomes unpopular because it is unavailable.

a. false

b. true

2. The time period between paying a supplier and receiving compensation from the customer is _____.

a. trade cycle

b. inventory turnover cycle

c. cash conversion cycle

d. liquidity period cycle

e. earnings cycle

3. The video game business is said to be a two-sided market. Customers buy a video game console largely based on the number of really great games available for the system. Software developers write games based on:

a. the technical capabilities that a video game console can provide.

b. the willingness of video game console manufacturers to support their offerings.

c. their ability to reach the greatest number of paying customers.

d. the availability of similar efforts from their competitors.

e. the revenue sharing agreement they are able to reach with the console manufacturers.

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