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The Demand for the Cyberpunk II Arcade Video Game Is q(t)=13,0001+0.6e0.5tq ( t ) = \frac { 13,000 } { 1 + 0.6 e ^ { - 0.5 t } }

question 45

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The demand for the Cyberpunk II arcade video game is modeled by the logistic curve q(t) =13,0001+0.6e0.5tq ( t ) = \frac { 13,000 } { 1 + 0.6 e ^ { - 0.5 t } }
Where q(t) q ( t ) is the total number of units sold t months after the game's introduction.

Use technology to estimate q(9) q ^ { \prime } ( 9 ) .

Assume that the manufacturers of Cyberpunk II sell each unit for $900. What is the company's marginal revenue, dR dq\frac { \mathrm { d } R } { \mathrm {~d} q }

Use the chain rule to estimate the rate at which revenue is growing 9 months after the introduction of the video game.

Please round each answer to the nearest whole number.


Definitions:

Activity Rates

The cost driver rates used in activity-based costing to allocate expenses to products or services based on their consumption of activities.

Number of Guests

The count of attendees or visitors, often used in contexts such as hospitality, events, or services to estimate demand or capacity needs.

Supporting Assembly

A process or component that is part of the larger production of a final product, aiding in the main product's assembly or functionality.

Activity-Based Costing

A costing methodology that assigns costs to products and services based on the activities and resources that go into producing them.

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