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Ken Levine Essay
A Modern–Day Atlantis Story Like No Other "We all make choices, but in the end our choices make
us." – Ken Levine. Each and every one of us make risks in our lifetime that impact our future, and
Ken Levine is one of them. Ken Levine is an American video game developer, born 1996 in
Flushing, New York, United States. Levine is the creative director and co–founder of Irrational
Games, a video game company. He was titled as one of the most revered developers in the gaming
world. Ken Levine created the Bioshock video game series by creating, imagining, and innovating
to set a new standard for the video game industry. Levine is the lead developer of the well–
renowned Bioshock video game series which was first published on August 21, 2007. "Before
"BioShock" came out, critics were skeptical that anyone would be interested" ("Modern Video
Games Go Beyond", 2014). Many players expected Bioshock to be a typical first–person shooter
game with a bland and cliché scheme, but Levine's unique concept invalidated this belief. Bioshock
awed the video game industry with its riveting storyline that leaves morality in the hands of the
players. He developed an award–winning game with much acclaim, but of course Levine worked
with colleagues to ... Show more content on Helpwriting.net ...
Consequently, this leaves him and his fellow co–workers to make a company of their own: Irrational
Games. Levine's team went on to creating a sequel to their video game series, System Shock,
however, it failed commercially. Over the years, Levine used creating, imagining, and innovating to
come up with a cutting–edge video game that can do successfully well in retail. Hence, comes the
idea of BioShock. "The game served as a mild inspiration for Levine's magnum opus BioShock,
which he considered System Shock 2's 'spiritual successor'" (Levine, 2013). He took inspiration
from his fall flat projects and came up with a product, that is higher
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Case Study On Hostile Work Environment
ASSIGNMENT2
TIRUPATI RAO MEDEPALLI
3.12) Hostile Work Environment is where work place becomes intimidating, hostile or offensive to
considerable people working at the same place. In the given case, the staff members were subjected
to hostile work environment where there were forced to view pornographic material which is seen
offensive by most of the staff members. Hostile work environment is not created by the supervisor
or co–worker, but the non–workers or users of library or public in this case. Here, Unlawful
harassment is not seen as physical but having psychological effect on the staff. They should have
freedom to work in an environment which is better than the one they are serving.
Freedom of Speech Act of United States at work places doesn't provides workers with rights such as,
Employees can use speech or expression to strike back against their Supervisor in all sectors. In
other words, if they want to keep their job, they can't say whatever they like. The conflict here is
that, according to first amendment staff must be provided the right to retaliate against the supervisor
for not providing filters over Internet used in libraries.
In this case, we ... Show more content on Helpwriting.net ...
There were copies of books, records, duplicate products available to download and buy form online
stores which are not authentic which leads to low–cost and anonymous infringement those days.
Article interprets that, just like police kept duplicates out of street, Cybercrime police and FBI is
going to keep shutting down the online public markets. But, the article missed an important point of
what is the technology makes the market undetectable. What if the market is hosted in a different
country? Just like Kickass torrents kept on alive for decades? The article forgot to mention that
Internet is accessible globally and sometimes it becomes impossible to catch the ones running the
unauthorized online
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Five Forces Analysis of the Video Game Industry
Five Forces Analysis of the Video Game Industry
The video game industry is the economic sector involved with the development, marketing and sale
of video and computer games. It includes video game consoles, game software, handheld devices,
mobile games and online games. The video gaming industry has been growing exponentially in
recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This
essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of
substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the
competitive rivalry among existing firms. Then it will be determined if the video game industry is
still an ... Show more content on Helpwriting.net ...
Sony, Microsoft and Nintendo have been competing for a decade with Sony dominating the market
throughout most of the years because of their superior technological products. The video games
industry faces an entirely new rivalry situation. In 2008, Sony lost its strong position on the market,
because of Nintendo's success with their dynamic Wii over Sony's high–tech PlayStation 3 and
Windows' Xbox 360. Although the Wii was technologically much less advanced than PS3 and Xbox
360, the Wii's cheaper price, ease of use, innovative motion–sensitive controller, and simple but fun
games, made the console a hit all demographics from 9 to 65 years old, male and female. All these
factors resulted in Nintendo's Wii dominating sales and surpassing Sony's by an impressive ratio of
2:1. With the competition in the video games industry getting more intense, the next steps of the
video game companies become more crucial for their positioning on the market. Due to the low
product differentiation, the next market leader will be the platform provider that manages to offer an
innovative gaming experience and a wider population of buyers that include all demographics.
Although the industry is being totally dominated by Nintendo's console, the industry is still
considered to show a
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Negative Impact Of Video Games
Video games can sometimes get a bad reputation but due to contrary belief, video games have been
a positive impact on today's society. Both children and adults have benefitted from the use of video
games. Not to mention the ginormous community video games have brought with it. With things
like Esports, video game companies, and the cognitive benefits for adults and children video games
are here to stay. So how have they affected today's society in a positive way?
If you don't know, esports are multiplayer video games played competitively for spectators, typically
by professional gamers. It is broadcast worldwide similar to any major sports competition. The
esports industry has grown significantly in the past few years. In comparison, the national league of
legends competition has 27 million viewers. Based on an article by Ben Casselman on ESPN, in
2014 this was the second most watched event on ESPN in 2014. Video games are growing fast. Also
in 2014, the video game industry alone added $6.2 billion to the U.S. Economy, providing
approximately 146,000 jobs. The culture of eSports is like nothing else. eSports provides a
community for people who don't have one, or maybe sit on their computers and play video games all
day. eSports has turned a community of "nerds" into something people are actually taking seriously.
eSports and the video game industry are not just here for entertainment, but they are boosting the
U.S. Economy, creating jobs for individuals, and establishing a
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What Makes Xbox Better
Through the years of all the generations consoles Microsoft's Xbox and Sony's PlayStation both
prove to be, arguably, number one. The flames of the console war since the release of the latest
generation of consoles back in 2013 have been set ablaze by fans and gamers alike. Microsoft had a
weak start with the Xbox One and with nonstop updates and quick releases they crushed their
competition. What exactly makes Xbox better?
To start off Xbox has backwards compatibility. This means that the new console, the Xbox one, can
play games from the old console, the Xbox 360. This is a vital feature so there can be less clutter
and no effort of having to switch inputs. While it can play select games from the 360, the One
cannot play original Xbox games ... Show more content on Helpwriting.net ...
Share Play is the ability to let another PS4 user take over your controller, watch your screen, or take
over another controller. This could allow a friend to play beside you on an offline fighting game,
such as Mortal Kombat, Street Fighter, and Tekken, or help you on a part you are stuck on in a
game. Microsoft makes up in this area with a much better game DVR than the PS4. The Xbox can
record up to the last five minutes and constantly keeps record of the last five minutes, so you can
quickly shout "Xbox record that" and it will save the last 30 seconds capturing that perfect
Snipletaneous shot while playing Halo or that crazy stunt you did with your friends in Grand Theft
Auto. The PS4 only starts recording when you double tap the share button likely leaving you with
plenty of those "I wish I would have recorded" moments. The Xbox game DVR also has its own
social network built in with the Xbox Live account. In Microsoft's Upload Studio "it can splice
together recordings to run for up to 30 minutes, drop in text overlays and toss in tons of new effects
and transitions including many styled for games like Forza Horizon, Halo and Call of Duty. The
biggest change, however, may be the ability for players use the Kinect camera to drop themselves
into the video, using green screen effects without the need for an actual green screen backdrop"
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The Wind Waker Research Paper
The waves crashed against the hull of as I sped through the sea. My hands shook as I steered my
boat into the the half submerged temple for the last time. I was prepared; I had bested all challenges
and overcome all odds. It was all leading up to this moment. Either I win or the world would be
plunged into chaos once more. That's how playing video games felt when I was 8. I have always
loved video games and the work that goes into them. None more than the Legend of Zelda: The
Wind Waker.
I have known that I wanted to enter the game industry for a long time. I began my sophomore year
by leaving the traditional high school environment and opted to attend the Center for Technology,
Essex instead. Enrolling in the Pre–Tech program exposed me to the worlds of both game design
and and graphic design. At the end of my ... Show more content on Helpwriting.net ...
The choice to join the CAWD program was one of the best choices I'Ve made. It exposed me to
some amazing systems and gave me the chance to create the assets and models for the game world .
I have always felt that the gaming worlds are equal to if not of greater importance to the feel of a
game then the actual coding that puts a game together is. I have discovered that the coding is not my
were my passion lies. Rather it's in the design of the worlds and it's characters that captures my
attention. I can't imagine a better way to make a living then creating these amazing worlds that can
take people away like they have been able to do for me.
I have truly enjoyed my year in the CAWD program.I have begun to build a foundation in working
with 3D animation. It is my hope that I will be able to attend Champlain college to continue building
on this foundation and create a career for myself that I will truly
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Nintendo Research Paper
Abstract
The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing
cards. This paper will explore how Nintendo started out as a playing card company and became one
of the biggest gaming corporations that are alive today. It will also explore the success and failures
of the company and how it achieved the status it has today. We will discuss the technology of
gaming and how it evolved over time.
Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur
by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was
born and the company was established officially as an unlimited partnership titles Yamauchi
Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ...
It was meant to be a cheap computer for a family to use, but it ended up just being a game console.
After complaints of the games freezing up, they wanted the help of another, more experienced game
company, Atari, but the Video Game Crash of 1983 nearly killed Atari.
Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan,
but not so much in America. In America, they made the huge mistake of trying to sell it as a toy.
Despite that, it made handheld games extremely
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Video Games For Good Essay
Gaming for Good
Video Games are entertaining, interesting, and just plain old fun, but many believe that they are
poison to the minds children, teens and even adults. Through studies, scientist and psychologist have
determined the exact opposite and that video games actually strengthen your brain and help balance
emotions. Since the rise of Electronic gaming, parents have feared video games were damaging the
foundation of influence they have tried to build unto their children. Over the time that video games
developed, controversy had its rise. Scientist, colleges and physiologist have tested with video
games and people that helps put controversy and theories to rest.
Video games have not been around forever. It has only been almost half a ... Show more content on
Helpwriting.net ...
When even asked to do even any of these things children would lash out in rebellion against their
parents.
Video games had taken all the accusations for the misbehavior of their children. Eventually the
children would listen to their parents and go outside to play. The parents were relieved to see their
children outside again but the relieve quickly faded when they saw their children reenact the games
they had played. Seeing them pretend to be the characters from Street Fighter or Mortal Kombat. So
the world responed with the rating system." Mortal Kombat (1992) shocked parents and politicians
with its violent gameplay and gory graphics. In response, the video game industry established the
Entertainment Software Rating Board (ESRB). The board rates games by recommending an
appropriate age range for players " (Electronic game.)
The mid eighties was a gaming explosion in history with the rise of a powerful gaming company
called Nintendo. The japanese gaming company, Nintendo, invents and releases the NES, Nintendo
Entertainment System. With the release of the NES came games such as Super Mario and The
Legend of Zelda. These games would later grow to become amazing and major gaming franchise.
With fun gameplay along with story driven experience, gamers fell in love. The success of The NES
and its gaming titles had turned millions of people into gamers.
Gamers would go home and play on their
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World Of Warcraft Essay
Wowing of World of Warcraft My only audience experience in regard to audiences as producers and
subcultures travel back all the way to 13 years ago, when I took my first and only liking to a game,
which was named World of Warcraft. World of Warcraft is a massively multiplayer online role–
playing game (MMORPG) released on November 23rd 2004 by Blizzard Entertainment. It is the
fourth released game set in the fantasy Warcraft universe. The first expansion set of the game, The
Burning Crusade, was released on January 16, 2007. The second expansion set, Wrath of the Lich
King, was released on November 13, 2008. The third expansion set, Cataclysm, was released on
December 7, 2010. The fourth expansion set, Mists of Pandaria, was released on ... Show more
content on Helpwriting.net ...
The marvels behind this game helped me build up the nerve to ask him to let me give it a try for
myself. Keep in mind if you knew the addictive nature behind World of Warcraft it took him a while
to start sharing the PC we had to allow me to also to have some play time on his account. Although
once I was there is no possible to hide the fact that I was hooked as soon as I gave it a try. In 2009 I
finally came to a conclusion, I couldn't continue playing this game despite the various expansions
that were created after the original in 2004. As I decided to stop, I witnessed my brothers continuing
on without me. Along with this I started to build up the curiosity of how much popularity this game
has brought about, in order to build a demand for these expansions. It then occurred to me that the
fans of the game built the continuation of playing. Most commonly we assume that we need to
associate the concept of being a fan to a celebrity. After reading through chapter 8: Media fandom
and audiences subcultures I was able to come to a new redefining aspect of looking at fans with the
help of Jenkins and later scholars when indicating that "... fan audiences are deeply engaged in their
favorite media texts. Fans often reinterpret media content and create their own cultural productions
in response." (Sullivan, p. 193). This constantly made me think back to why was I the second
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Ps4 Vs Xbox One Comparison Essay
Console gaming, it's a pretty big topic, with many things that are different and similar about them.
Techy people around the nation look at these specific specs of these consoles and their compatibility.
I will be going over all the similarities and differences between the PS4 and the Xbox one. Although
Sony has sold twice the amount I believe the Xbox one has better features than the PS4. People
really like to show and pick which company is the clear winner in the battle of console gaming. I
will speculate on features, graphics, design, price, and controller design as well. I will compare the
obvious things that are in both consoles such as graphic cards and what games they can run and
play. Looking at the different graphics, designs, and other features, it's easily seen how the Xbox one
is greater in comparison to the PS4.
Now to start comparing these beasts of consoles, and start providing the real deal facts. So first off
we have design and overall structure, the Xbox one and PS4 both look pretty slim, and both measure
in 10 inches for length. Both consoles have a standard 500 gb hard drive and they also have 1TB
variants for purchase. Ports on the back all match up for the most part, both come with usb ports and
HDMI, and the usual power ports so one can turn the ... Show more content on Helpwriting.net ...
But comparison wise the PS4 is better graphics in the fact that the processor is better. Now with that
being said many still do side with the Xbox one, it really does have a lot of unique features that the
PS4 does not have. But if I had to choose which is really better it would have to be the PS4. These
consoles made a difference in the world since day one when they were announced. They were the
first next gen consoles since 2008 when the Xbox 360 and the PS3 came out. They allowed game
developers to do more with their game engineering, and inspire gamers across the nation to choose
their side, what will you
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Essay The history of video games
In the beginning........
The first real "video game" was made in 1958, by a physicist named William Higginbotham. It is a
table tennis like game and is played on an oscilloscope, a device used for visual displays. While
some big name games, company's, and events have yet to happen, this is what sparked the video
game interest. These paragraphs will guide you through the many years of games. Lets'a go!!
Early years (1961–1972)
Things start off when the first interactive computer game–––– SpaceWars (made in 1961) –––– is
visited by the eventual founders of Atari––––––––– Nolan Bushnell & Ted Dabney–––––– attempt
to make an arcade version of the game in 1970. In 1971 they succeed, but the public finds it too hard
to play. In 1972, a console ... Show more content on Helpwriting.net ...
It was superior in graphics, but was considerably more expensive ($299). This is just the first of
many companies Atari will have to compete with. Let's see how long Atari will last.
Hits and misses, plus a crash. (1981– 1984)
To start off, we go 1981, the beginning of the first video game magazine, Electronic games, made by
Arnie Katz and Bill Kunkle. 1982 introduces the Atari 5200. The next year is much more eventful. It
starts off with a video game market crash, and several companies go bankrupt. However, there is
good news––– and its name is Nintendo. The Japanese company is not willing to release the
Nintendo Entertainment System (NES) in America because Atari rules a large part of the market.
Instead, they decide to offer Atari the rights to release the product in the U.S. The plans fall through
and we do not see Nintendo until 1985.
Consoles galore!!! (1985–89)
If the title didn't give it away, there will be a lot of new devices to play on, plus a now –game–only
company that made a lot of consoles before it went game–only will be introduced. So back on the
timeline........... We start off at 1985 where a Russian programmer named Alex Pajitnov makes the
popular game, Tetris. As said above, the NES is released. If you want to play some of its games now,
try this link: www.nescafeplay.com/main/
Now, on to '86. In order to rival the NES, Sega (now stuck with making games) releases the Sega
Master System
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Video Games and Obesity
October 22, 2007 Video Games and Obesity In just two decades, the prevalence of obesity doubled
for U.S. children ages 6 to 11, and tripled for American teenagers (Childhood Obesity). Obesity is
an excessive accumulation of fat causing a person to become overweight. It is a serious and growing
health problem, especially for kids. One major factor to the problem of children becoming obese is,
video games. Video games have advanced dramatically over the years. From hitting a ball back and
forth in the game "Pong," and eating little dots in the game "Pac Man," to first person shooters, and
sport simulation games that look like you're watching a game on TV. Even within the past six years,
video games have advanced a lot. ... Show more content on Helpwriting.net ...
The percentage of children, who were obese in 1974, was approximately 9.5 percent. In 2002 the
percentage of children who were obese rose to a 15.1 percent (Child Obesity). Its only getting
worse, especially with today's "next generation" systems. Video games are only growing in
popularity, and as they become more popular, kids are becoming less active, and obesity is growing.
Researchers found that each hour the children played video games doubled the likelihood that the
child was obese (Warner). This is because children lack exercise by sitting on the couch playing
video games. The researchers found that children who do not play video games had only a 6 percent
chance of being overweight. Those who played an hour of games per day saw their chances rise to 9
percent. Two hours a day bumped that to 17 percent. And three hours of gaming per day resulted in a
23 percent chance the child would be overweight (Morris). Researchers at the University of Texas at
Austin surveyed almost 3,000 children ages 1 to 12, recording their habits and calculating body
mass indices. They found the children who played video games, which are considered sedentary
activities, were more likely to be overweight than children who only watched television and didn't
play video games (Study Links Childhood Obesity to Video Games). The study suggested that the
heavier children spent more time in sedentary activities than thinner kids did.
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The Nintendo Entertainment System
Which is Best?
Theres different types of motion used in many gaming systems. You can be
standing, sitting down, using controllers, or not using any controllers at all. There are at
least many different types of movement motions involved in both types of electronics
made by different companies. The Kinect may have more free motion, but the Wii seems
more enjoyable for families to use and have fun.
The Nintendo Entertainment System was introduced in 1985 which became an
instant hit, selling over sixty million units. In 2006, Nintendo introduced the Wii and
with it contained more advanced, revolutionary features. The Wii contained wireless
motion–sensitive remote controllers, built in Wi–Fi capability (Nintendo), and a lot of
other features that made it the best selling in the world. As for the Kinect; introduced by
the company of Xbox 360 in 2010. With Kinect for the Xbox, you can command and
control the Kinect with the use of your voice and gestures, and play games where you are
the controller (Xbox).
In theses ads, both companies are trying to target families with the use of ethos, pathos,
and logos. The companies try to sell their product by using other families in the ad to catch the
eyes of others on why they should by the Kinect or the Wii. In the Kinect Ad, it shows the
emotion, also known as pathos, of the two girls on the couch, smiling but their not even playing,
and the two guys that are playing are not
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Consumer Behaviour
EXC2112
CONSUMER BEHAVIOUR
Case: Wii´s Success
CASE ONE: NINTENDO WII'S SUCCESS
Q1: What consumer needs are driving the success of the market adoption of Nintendo Wii? Consider
the innate and acquired needs.
Innate needs are 'biogenic' or 'physiological needs' which refer to needs such as air, food water,
shelter, clothing etc. While acquired needs are those we learn from our culture and surroundings,
also known as 'psychological' or 'psychogenic needs' i.e. affection, power, learning, prestige and
self–esteem.
Nintendo Wii is a home video game console, which competes its way with Microsoft's XBox360
and Sony's PlayStation 3. Nintendo aim is to target a broader demographic than the other two.
Nintendo took the craze of playing ... Show more content on Helpwriting.net ...
Even though these are considered secondary needs, but they are as much as important as the innate
or necessary needs. 'Achievers' seek to excel and value continuous recognition of how well they are
doing. Playing Wii games is an advanced way to make the user feel a sense of achievement in a way
that first it attracts the user to play, thrive to win and when one does the user walks out with a
feeling of success and achievement. Then there are the 'affiliation seekers' who look for company
and relationships. Such a 'psychological need' is essential for an individual, both for those who are
outgoing and like to mingle, and for those who are shy or believe in close network. Nintendo games
help people connect and value relationships. It's an effective way not only for kids but also for
adults, parents, workers etc. basically everyone. Who wouldn't want to have few moments of joy?
Weekends could be made colourful and relaxing. Wii games help put life into a boring day or
company. Basically it suits all sorts of people and their psyche. For those who are 'power seekers'
Wii games help them take control and achieve higher goals by challenging themselves.
Q2: On the basis of the market success of the Nintendo Wii, explain the importance of
understanding customer needs and motivation in new product adoption?
As discussed in the answer to question1, importance of consumer needs in a product's market
success is of immense
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Case Study : Nintendo's Marketing
Case Study: Nintendo
Company Name: Nintendo
Company Address: 60, Fukuine Kamitakamatsu–cho Higashiyama–ku, Kyoto 605 Japan
Company Website: www.nintendo.com
Business Industry: Video games; Interactive entertainment; Consumer electronics
Background/History Nintendo Co., Ltd. is a Japanese multinational consumer electronics company
that is renowned worldwide for its popular home video games, and is the world's largest. Nintendo
originally produced card games and having founded in 1889 by Fusajiro Yamauchi, a Japanese
entrepreneur. Currently, Nintendo's primary business is video games. Nintendo's gained popularity
during the 1980's upon the introduction of the Nintendo Entertainment System here in the United
States and its Japanese counterpart named Famicom. Nintendo sold over 60 million units of NES
and took home games such as Mario and Zelda. In 1989, a handheld game system was born and has
sold over 150 million systems worldwide. This system was associated with Tetris when it came out,
which possessed with a four–colors–of–gray screen and defined the portable gaming scheme. In
1991, Super Nintendo Entertainment System was introduced and featured a more processing power
with the 16 bit technology and sold approximately 49 million systems worldwide. A new system was
introduced in 1996 and has set a new standard in realistic 3D gaming. The Nintendo 64 system
featured the Super Mario 64 game and millions are amazed with its amazing display and graphics.
Game Boy Advance
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Responding to the Wii Essay
Executive Summary
Sony Computer Entertainment Inc. has the unique distinction of being the first and only company to
have had market leadership for 2 consecutive console generations. However, in recent times, the
ecosystem has changed to include a larger audience and usability has trumped technological
superiority as a key metric in generating buyer interest. In 2008, Nintendo's Wii had 2 times the
market share that Sony's offering, the Play Station 3, had. I feel Sony should assess the following
options. (1) Focus on catering to its niche advance game segment and focus on leveraging its
progress form the previous 2 generations. (2) Respond to Wii onslaught by developing its previous
generation console to include a low end offering that ... Show more content on Helpwriting.net ...
Sony must focus on remaining in this unique segment and leveraging its perceived uniqueness as a
technology leader. Instead of competing on Nintendo's terms, Sony should not react but exercise
"Ukemi" by furthering its position in the serious gaming segment.
It is notable (From Exhibit 2b in the Responding to Wii case – Harvard Business Review) that
Nintendo has been successful in keeping positive operating profits despite being a weak competitor
during the previous 2 generations. Nintendo has shown prudence in waiting out 2 battles and coming
up with a unique offering which has changed the way the market perceives gaming. Sony should
concede defeat this generation of gaming, while maintaining balance through strong service to
existing market.
Sony should target the serious gamers and not react to Wii in terms of re assessing its differentiation
strategy.
The positioning question
While Sony is losing market share in the console market, it is winning the "Battle for the living
room" with Microsoft. With momentum gained from the previous 2 generations and technological
superiority of Sony's offering, Microsoft has taken a bigger blow, with almost double the operating
loss of Sony. (Sony operating loss of $1246.1 M vs Microsoft $2066 M, from Exhibit 2b in the
Responding to Wii case – Harvard Business Review).
Sony has a broad offering in consumer electronics segment that it can leverage to provide a
comprehensive
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Nintendo Oligopoly Essay
The Nintendo Switch is one of a few video game consoles on the market. The Nintendo Switch was
released this year to very positive reviews and is expected to succeed. But what Market structure is
the Nintendo Switch in? What would it take to get into the Video game hardware market? How
much would that cost? The Nintendo Switch is part of an Oligopoly due to the few number of major
producers, the difficulty of getting into the market, the similarities in products and the slight amount
of control that each company has over its price in the market.
When it comes to producing video game consoles there are 3 current producers. Sony, Microsoft and
Nintendo. Sony is the producer of the PlayStation 4, Microsoft is the producer of Xbox One, and
Nintendo is the producer of the Nintendo Switch and the 3DS. There are many other companies that
develop consoles that do one of two things, either they have games built into them or they stream
the game from their servers. They consoles are know as plug 'n play and a microconsole. These are
usually low quality don't ... Show more content on Helpwriting.net ...
The playstation has many types of controllers with a VR headset and Wii–like controllers to use
along with a standard controller in the form of the dualshock for which uniquely has a touch bar and
lightbar both of which add very little to the console but are still both cool. There is the Xbox One
controller which has no advantage over its competition other that it is the only controller that can be
used on computers.Then there is the Joy–Cons for the Nintendo Switch which can be used in
multiple ways which include connected to the screen, away from the screen and in a pair or just one
by itself, and they also include HD rumble which can give the controllers extremely realistic
vibrations , an Infrared camera, and near–field–communication sensor all of which seem to have
extremely limited usage but so far when used properly make games feel extremely
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Non Profit And For Profit Organizations Use Pr,...
Will Huhn
Angie Corbo
Social media Informatics
March 28, 2016
Brand Identity
Non–profit and for–profit organizations use PR, advertising, and social media to build their brand
identity. A brand identity is the visible elements used by a brand. These being color, design, fonts,
and symbols. These aspects are used consistently to identify and distinguish the brand in the
consumer 's mind. St. Jude's, a non–profit organization, has a logo that is used on their website,
social media, t–shirts, and other types of promotional merchandise. It is present on all of their
hospital buildings. The logo shows a silhouette of a small child with "St. Jude 's Research Hospital"
and "finding cures. saving children" in black text underneath it. The logo has been used by St.Jude's
since its conception in 1962. It is identifiable and clearly shows who they are and what their
organization's mission is. The brand identity that St, Jude 's has helps promote themselves and
become more recognizable in the public eye.
Like St. Jude 's, Nintendo, a for–profit business, is building its brand identity through their PR and
advertising and their social media. Throughout Nintendo's many years of business, they have had
many logos for their company, consoles, and other products. Their most used logo is white text that
reads, "Nintendo" in a red oval around the text. This logo is used on buildings, clothing, the game
consoles, and pretty much all of Nintendo 's other merchandise. This logo has been used
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Cheating Xbox 360 Games
Games for you Xbox 360 can be very expensive. They can actually be considered to be a small
investment. If you have taken the time to build up your Xbox 360 game collection then you may
want to protect your investment by backing up your games. If you purchased a game through your
Xbox 360 system and downloaded it, then you will not need to back up this particular game. If you
were to ever lose this game by accidently deleting it or something, then you can simply download it
again. Physical games are not that easy to replace and therefore backing up your games is seen to be
a great idea.
Though backing up our favorite game collection seems to be a good idea, it is not allowed in some
countries. So be aware of your country's laws before attempting to back up an Xbox 360 game.
Before you begin the task ... Show more content on Helpwriting.net ...
You will proceed to back up your Xbox game by loading it into your DVD burner drive. Using your
backup application, you will simply go through the steps of copying the contents of your Xbox 360
game. Once the contents of the disc have been copied you will eject your Xbox 360 game from your
DVD burner. Don't worry about knowing when to exactly complete this step. Your application will
properly guide you through the process. You will then replace the ejected Xbox 360 game with your
blank recordable DVD. Your backup application will take you through the necessary steps of
transferring your copied Xbox 360 game to your recordable DVD.
The full process will only take a couple of minutes and if the process ever gets confusing your
backup application should be able to take you through the steps while informing you of the process.
After all the steps have been successfully completed you should have a backup copy of your Xbox
360. You should be able to play your backup game by simply loading it into your Xbox 360 like you
would the
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Nintendo : The World's Largest Video Game Company
Nintendo started back in 1889 as a Japanese multinational consumer electronics company
headquartered in Kyoto, Japan. Nintendo is the world 's largest video game company by revenue, it
is worth about $22.2 billion dollars. (Forbes) It's hard to believe that the business started by making
playing cards. Nintendo was founded on September 23, 1889, by Fusajiro Yamauchi, it originally
produced handmade hanafuda playing cards. Recently, the company is being run by Satoru Iwata.
By 1963, the company had tried several small niche businesses, such as cab services and love hotels.
Through the years, the company progressed into the manufacturing of toys and games and then
eventually to the manufacturing electronic games. Early popular products included Nintendo 64, and
Game Boy which was introduced in Japan in 2001. Popular current products include Wii fit and
derivatives of the DS portable video game player. In this paper I will concisely explain Nintendo's
business strategy, global presence, cross cultural issues, vision/missions/goals, and their ethics and
corporate social responsibility. (Nintendo)
Nintendo has a very diverse and global business strategy. One of the key points outlined by Iwata at
this briefing is the fact that a new business direction for Nintendo could be focusing on Quality of
Life, or QOL for their customers, attempting to engage them in a healthier lifestyle. Iwata
emphasized that Nintendo's core business of video games will not change, but that the new
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Swot Analysis Of Jamba Juice
Jamba Juice case is an excellent example that illustrates the importance of vision statement of a
company and the usage of SWOT analysis. According to Dess: "the vision evokes powerful and
compelling mental images of a shared future" (23). The vision statement of Jamba Juice was "to
inspire and simplify healthy living" and they believe that whole food ingredients are healthier for
people, and inspire people to pass the goodness along to the world (About Us). The company uses
differentiate strategy that they blend all good health ingredients into their drinks. Although the cost
of the drink is high, customers still visit Jamba Juice because of the shared future or vision: healthy
living. Kirk Perron, the founder of Jamba Juice, had a dream to own his businesses at his early age.
He worked hard to accumulate money and gain experience as an assistant store manager at Safeway
for years. He found a smoothie is healthier than any other drinks; thus, he opened a store in San Luis
Obispo, California to sell smoothie to pursuit of his dream. That is how Jamba Juice started, Jamba
Juice was firstly named as Juice Club. (Jamba Juice Company History). At that time, the strengths of
the company were intangible resources such as Kirk Perron's management experience, customers
royalty, and unique menu of smoothies with special names. The weaknesses were the lack of capital,
low profit, and difficult to expand its business. Some of the opportunities were the growth of health
drink market
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Devil May Cry Research Paper
There are many different adventure–action hack–and–slash video games on a wide variety of several
platforms. DmC (Devil May Cry) Definitive Edition is one of the games that's underrated, but worth
the gameplay. Not a lot of people in the "game world" know about this game because it isn't as
popular as Call Of Duty, Fallout, God of War, Destiny, etc. Even with the negative critiques about
this game, almost half of the gamers would recommend it because it's an inexpensive game
compared to other popular games ranging from $30–$60, while DmC is around $20. Devil May Cry:
Definitive edition will definitely get you hooked on playing it, won't break your budget and
especially will be one of the games that won't be collecting dust on your shelf unless you're done
with all of the missions. The setting of the game takes place in an alternate reality. It takes place in
Limbo City, a modern–day city secretly controlled by powerful demons, manipulating humanity
through their lives with the demons ... Show more content on Helpwriting.net ...
When in Angel mode, Dante's sword attacks change to Osiris (a speedy scythe type weapon) and in
Devil mode he uses a slower but more powerful axe, Arbiter. In Angel mode, Dante is able to pull
enemies and objects towards him and he's able to dash across large gaps. When enough power has
been activated, Devil Trigger mode, which slows down time around him and levitates enemies into
the air that allows him perform stronger attacks. While playing the game, Dante is able to retrieve
"lost souls" and red orbs which can be used to purchase items, recover health, and upgrade Dante's
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Nintendo DS Analysis Essay
Introduction
The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most
recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games
console that consists of a book like structure. It has a small LCD screen on each side. One is a touch
screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi
capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it
can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature.
Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in
1889. What it developed in those ... Show more content on Helpwriting.net ...
It is how the product is introduced and represented to the potential customer which makes the
product desirable.
The marketing environment consists of three key sections.
1: The micro–environment: This environment holds the forces close to the company that affect its
ability to serve its customers. These are the employees, suppliers, stakeholders and customers.
Relationships in the micro environment can change over time. It influences the company directly
and is the environment where the company can enforce some control or influence.
2: The macro– environment: This environment holds all the forces that are out of the direct control
of the company. Such forces are described as follows.
Political Environment
Economic Environment
Social and cultural Environment
Technological Environment
Any organisations or companies that do not allow themselves to adapt to these environmental
changes may suffer in the long term.
3: The internal – environment: This is where all factors that affect the company are internal. Internal
functions such as finance operations etc, they impinge on the marketing function. This is affected by
the organisational processes and the allocation of responsibilities within the company.
Strengths
Weaknesses
Opportunities
Threats
Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company
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A Hero As A Hero : My Hero
Many people have an icon as their hero or inspiration. A big superstar with a huge fanbase that
follows every move they make. In my opinion my hero is just as big, but much more important to
me. My hero is a spectacular person, whom I have a very strong bond with. Someone who sits
behind a desk 8 hours a day and still finds time to bring joy into the family. My hero is none other
than my dad. My dad plays an important role in our family as he is the breadmaker. He strongly
believes in the concept of working hard or "hard work pays off", and wouldn't blame him, as he is a
very successful person. He gets this trait from his ancestry back home in Nepal. He's always telling
me to "work hard if you want to go far in life", and I listen to him. He's definitely not wrong, as I
can come home and show him my grades and he would be very proud of me. He woke me up early
in the morning on a cold but refreshing Saturday, a chilly breeze wafted through the air in our
bedroom, mildew scattered the grass making it look more green than ever. He had four large blue
duffle bags, two on either one of this shoulders and two which he dragged along with him. "Where
are you going?", I asked as I rubbed my eyes. "I'm off to Lethbridge for 3 weeks, but you've been
working hard so I might come home with a little treat for you" he replied with a subtle grin on his
face. "I'm running short on time so I'm going to head on out" he said. He opened up the front door
and waved at me. I squirmed my little body over to the door and waved back at him before he
locked the door shut. This got me very excited. I started jumping around like a kid in a candy shop
just thinking about what my dad could possibly have in store for me. Maybe it's a new box of
Pokemon cards, or an action figure, or maybe even the brand new Nintendo DSI System, no that just
me shooting for the stars. I thought to myself and decided to use this as a motivation. From now on,
I'm going to work hard in school and try to progress further than my class. Two weeks have passed
and I was busy as a bee, studying day in and out, asking my teachers questions whenever help was
needed. Eventually, the hard work really began to pay off as my grades began to fly like a rocket.
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Stranger Things Research Paper
Only weeks after its debut, Netflix original series, Stranger Things creators are hinting at an 8–bit
video game based on the thriller's first season.
According to data collector company Parrot Analytics, 'Stranger Things,' a sci–fi tale about a young
boy who goes inexplicably missing in a small rural town, recently hit number one most popular
digital original series in the U.S. Netflix's 'Orange is the New Black' and 'House of Cards' were
knocked out of the top slots for highest viewed series as they're both currently streamed only a third
the amount of that of 'Stranger Things.'
Set in 1983, the series revolves around three best friends (reminiscent of the 'geeks' in 'Freaks and
Geeks') trying to locate their missing pal
Will with the help ... Show more content on Helpwriting.net ...
"The fact that we have to make this jump, because of the kids, we're trying to use that to our
advantage."
Other ideas to make sense of the gap, like mini graphic novels or creator–produced explanations
between seasons, came floating to the surface. The brothers preferred to stick to the show's authentic
'80s theme. "What I really want is a video game," Ross said, as Matt added, "Like an 8–bit. These
fans, a lot of them have done this 8–bit video game art that's blowing my mind."
This isn't the first time fan fiction has allowed television producers to turn their original ideas into a
reality. Years after 'Freaks and
Geeks' ended, costars Seth Rogen and James Franco published their own 8–bit interactive video
game on YouTube to give viewers a peek into the characters' stories post the show's 18–episode
lifespan.
It's unclear which direction the Duffer brothers will take their proposed video game, if they do end
up creating one at all. The 8–bit game would certainly be a fitting counterpart to the 8–bit synth
tunes featured throughout the show as it pays homage to everything else 1980s. Whichever path the
creators choose to venture down, impatient fans will be satisfied to discover anything more on their
beloved 'Stranger Things' characters and
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The Microeconomics of the Video Game Industry Essay
Tommy Deen
November 28, 2006
ECO 201
The Microeconomics of the Video Game Industry Video games have been around for years with
many different types of consoles and games. The video game industry has grown into a $20 billion
dollar industry over the past ten years, and it only shows signs of growing larger in the years to
come. In the United States alone, the market has grown considerably where 60% of all Americans
play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44
years old (games–advertising.com). According to an article on Gamespot.com, analysts estimate that
the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by
the year 2007. The video game ... Show more content on Helpwriting.net ...
Stores immediately sold out the day the Xbox 360 came out. According to Wikipedia.org,
"Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or
North America. Many potential customers were not able to purchase a console at launch and the lack
of availability led to Xbox 360 bundles selling on eBay at grossly inflated prices, with some
auctions exceeding $6,000. It was reported that 40,000 units appeared on eBay during the initial
month of release, which would mean that 10% of the total supply was resold. By year's end,
Microsoft had sold 1.5 million units; including 900,000 in North America, 500,000 in Europe, and
100,000 in Japan." Another example of this tactic being used is with the release of Nintendo's Wii. A
total of four million Wii consoles were to be released worldwide with the majority of that number
going to North America alone. On November 19 of this year, the consoles sold out immediately.
Some stores passed out cards for the console to people who were in line the night before. Circuit
City had people camping out early in the day, but gave out tickets to people later in the evening.
They even had a sign that stated they only had thirty Nintendo Wii's, yet people were still hopeful
and stubbornly stood in line. Sony's Playstation 3 was released on November 17, 2006 with an even
shorter supply than the Nintendo Wii; some consumers camped outside of the
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Psychedelia Research Paper
Psychedelia is a subculture of the 60s characterized by several features. Psychedelic images include
all types of bright colors and full spectrums. Psychedelic music is full of deep, pulsating sound
effects and electric guitar elements. Likewise, psychedelic games are full of psychedelic artwork. In
this post, we have made the list of the top 5 psychedelic games on Nintendo NES.
Nintendo NES Psychedelic Games: Kid Icarus
Full of disturbing images and pulsating sound effects, Kid Icarus is a classic example of a
psychedelic game. In the game, one may spot all kinds of acidic green, hot pink, and bright blue
colors.
Kid Icarus Game on Nintendo NES
Nintendo NES Psychedelic Games: Kirby's Adventure
Kirby's Adventure is full of surreal elements
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Sonic The Hedgehog Research Paper
Sonic the Hedgehog can be a podium video recording game put together by Sonic Group in addition
to promulgated by simply Sega for that Sega Genesis gaming console. This game was already
released throughout The usa, Europe as well as Questionnaire with Summer 3, 1991 and in Japan
with This summer xxvi of their year. The idea celebrities Sonic the Hedgehog within a mission for
licking Dr. Robotnik, a great wicked researchers who has imprisoned wildlife inside robots as well
as compromised the actual marvelous Mayhem Emeralds. Sonic the Hedgehog‍game play will
involve collecting wedding rings as a type of health and an easy handle system, with bouncing along
with fighting handled aside i switch.
Your game's progress started throughout 1990,
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How Nintendo Go From A Small Card Company
How did Nintendo go from a small card company in Kyoto, Japan to a global juggernaut in the
video game industry? They were able to able to mesmerize us all with fun and new intuitive ways to
enjoy a medium that was only looked at as toys, but now is a medium that is enjoyed by every one
of all ages. To quote the former president of Nintendo, the late Satoru Iwata said, "Above all, video
games are meant to be just one thing: Fun for everyone" with that philosophy Nintendo was able to
shape, save, and innovate the home video game entertainment market. As a gamer I idolized
Nintendo since I was a child, providing a fun and satisfying experience with wonderful stories that
provided escapism from childhood trauma and I am forever grateful towards them. Nintendo Koppai
was established in 1889 in Kyoto, Japan founded by Fusajiro Yamauchi. The company initially
started as manufactures of Hanafuda cards, specialized Japanese playing cards that featured
beautiful illustrations of flowers that was used for playing Japanese card games. In the beginning it
was considered by many not to be a very popular form of cards due to whatever reason; Fusajiro
saw an opportunity to reinvent the cards by producing hand drawn cards that were from mulberry
tree bark. During that time the Japanese government banned gambling, but playing Hanafuda was
considered still legal, because of the Yakuza (organized crime syndicates) used these playing cards
as a way to gamble. Soon after the cards began to
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The History of Video Games--from Press Start to Game Over
Have you ever wondered what was the start of the PS3 in your basement? What was Atari and how
did it impact the game world? How did Nintendo come into the business from card making to video
games? By what means did Xbox leave the box??? Come, and I will show you.............
In the beginning........
The first real "video game" was developed in 1958, by a physicist named William Higginbotham. It
was a table tennis game and is played on an oscilloscope, a device used for visual displays. While
some big name games, companies, and events had, yet, to happen, it sparked the video game
industry. These paragraphs will guide you through the many years of games. As Mario would say,
"Lets'a go!!"
Early years (1961–1972)
Things start when the first ... Show more content on Helpwriting.net ...
First, however, a few consoles. The Super NES is released, with most notably, an anti–piracy chip
(a.k.a. the 10–NES chip). However, unlicensed game companies (ones that make things like 1000–
in–1 games) use a voltage spike to override the chip. 2 years later, the Atari Jaguar (an attempt to
make a 64–bit console, but is really two–32–bit engines), and the NES 101; a.k.a. the NES top–
loader are made. Nintendo gave the Top–loader has many revisions to the Super NES, but for some
reason, lacks the 10–NES chip. Yet, the most significant event to happen this decade in the video
game world is the work of Connecticut senator Joseph Lieberman & Wisconsin senator Herbert
Kohl. They launch a senate investigation on the violence of video games.
I Rate it................... (1994–95)
As a result of the Senate investigation, there is a new rating system––– the Entertainment Software
Rating Board (ESRB). Those are the little E, E 10+, T, M, ratings at the bottom of the game box. In
other news, Sega makes the Saturn, and in Japan Sony makes the PlayStation. Going a year forward,
the U.S. meets Sony, but the sensation that sweeps the nation is spawned in Japan––––– the
Nintendo 64 (N64). We will get it next year, but it is the last major cartridge–based home console to
be released.
1998–2005
Starting now, most events will be system–based, but the systems are key. It's clear that we come in
at 1998. Sega makes the Dreamcast. 1999 brings the Game Boy Color, and with
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Nintendo 's Impact On The Video Game Industry With Evr Race
In 1975, Nintendo shifted to the video arcade game industry with EVR Race, designed by first game
designer Genyo Takeda. Along with several other titles, Nintendo started out with some success, but
in 1981, the release of Donkey Kong, designed by Shigeru Miyamoto, increased Nintendo's profits
exponentially. The success of the game along with many licensing opportunities provided Nintendo
a huge boost in money, and the game also introduced a visualization of Mario, the mascot of
Nintendo. Back then, Mario was known as Jumpman. In 1979, Gunpei Yokoi thought of the idea of
creating and selling handheld video games. Just by looking at a commuter with a LCD calculator,
Yokoi developed the Game and Watch video game series. One detail of the handheld systems that
needed adjustment included components that were not interchangeable4, such as the cartridges.
Anyway, the first Game & Watch video game "Ball" was distributed globally. Eventually, the
modern D–pad design developed in 1982 by Yokoi was proven to be popular. The design was
patented5 by Nintendo and earned a Technology and Engineering Emmy Award. In 1983, Nintendo
launched the Family Computer, also known as "Famicom" alongside ports of its most famous arcade
titles. In 1985, the Family Computer was remade and launched in North America as the Nintendo
Entertainment System, or the NES. The console's success led to the help of creating Super Mario
Bros., one of the best–selling and popular video games of history.
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Zelda Research Paper
Carlos Alarcon
Ms.Wedemeyer
Eng.101.45
30 September 2015
How to Rescue Zelda In "The Legend of Zelda: A Link to the Past"
"The Legend of Zelda: A Link to the Past", known as Zelda no Densetsu: Kamigami no Triforce in
Japan, is an action–adventure video game developed and published by Nintendo for the NES(Super
Nintendo Entertainment System) video game console. Arguably one of the best Zelda games ever
made, was a pretty difficult game for me when I was a kid,but the most difficult part for me was
always the beginning,because I could never figure out how to rescue the princess at the start,recently
I went back to play and it still seemed somewhat of a challenge,but after some brainpower,and two
hours of my day,I managed to complete the ... Show more content on Helpwriting.net ...
Leave the little cottage and make your way up on the map through the heavy rain. You can speak to
the kings' soldiers that block your path and they will teach you some of the basic controls of the
game that you will later use. Keep walking north towards the top of the map and you should come
across a bridge, cross it. Up ahead a guard will be blocking your path,go to the right and you should
see a pathway,follow it up and you will see a bush that is surrounded by a different shade of grass.
Lift the bush and it will reveal a black hole in the ground. Jump down into the hole. Once inside you
will notice links uncle from the beginning of the game laying defeated against a wall after a failed
attempt at rescuing the princess himself. He will then present you with a sword and shield, at which
point the game will then prompt you with a message showing you how to charge up the sword and
do a spinning attack. Go to the next room and defeat the soldiers, then go up the stairs towards the
next area,which is the castles garden,cut through the bushes and enter the castle,defeating any
enemies along the way. Once you enter the castle, head left to the next room. Continue up a screen
and right a screen, fighting off some enemies along the way. Head down the stairs to get to the
basement of the dungeon. Defeat the blue sword soldier and grab the small
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Simon Research Paper
First Assignment For Entrepreneurship
(MRKT310)
Prepared by:
Sultanaa Saad Al–Sulaiteen
ID:
2140005367
Section:
34
Prepared for:
Nouf Al–Othman
October 15, 2016
The Beginning
"Pokémon, got to catch them all, it 's you and me, I know it 's my destiny, Pokémon, oh, you 're my
best friend in a world we must defend"
This part of Pokémon theme song is clarifying the real cause of the existence of Pokémon go idea,
let 's back to the last seventeen 's century when the idea of Pokémon go is beginning.
In Japan specific Tokyo there is a young boy which called Satoshi Tajiri, even when he was a child
and autistic he interested in collecting insects presents in the forests, at the last of seventeen 's the
forests destroyed to build apartments instead, which this made Satoshi sad because he hasn 't the
ability to defend about the insects and the children will not be able to collect insects as he did.
After that he change his hobby of games and began writing a magazine with his friends, but the
writing did not satisfy his curiosity and he started thinking of the idea "Pokémon" and decided to
devote himself to this project, the basic dilemma he faced is how to create a small creatures that can
be collected and controlled.
In 1996, the idea of Pokémon finished and completed after 6 years of attempts, he was ready to
presenting the idea to the television networks, toy stores and dolls but unfortunately there is no one
of them enthusiastic about the idea. In that time
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Essay on Rapid Growth of Nintendo Video Games
Introduction
Over the last 25 years the video game industry has grown rapidly, becoming a significant player in
the media landscape, rivalling that of television. The industry is dominated by three key players,
Sony, Microsoft and of course Nintendo, which will be centred on. The core strategy behind these
global giants revolves around the same key idea, that money is to be made in software as
development and manufacturing costs keep the consoles break–even sales price from most consumer
price points (Williams, 2002). However the approach taken by Nintendo varies considerably from its
two main rivals.
Nintendo Co. launched its first video gaming system in 1983 and has since sold over 4.2 billion
games worldwide, over 669 million of which ... Show more content on Helpwriting.net ...
However the company has also launched a number of dud products during the late 1990s/early
2000s as well as in recent years.
Today the company sees itself in a difficult position, lagging behind competitors and trying to keep
up in a changing marketplace. While Nintendo is still the market leader, market share is dwindling,
falling a sizable 10% in a matter of four years (Euromonitor, 2014). It has been a number of years
since Nintendo has created a successful innovative product and the company is beginning to feel the
effect. If Nintendo doesn't do something soon to change this, the future is bleak for this gaming
company.
The total market share of the three leaders has dropped suggesting the growth of software
companies, particularly those creating mobile gaming apps. However Microsoft has managed to
increase their market share by 3% in the same time period, due to their positioning strategy.
Market Share in Global Video Gaming Industry. (Euromonitor, 2014) The above figures depict the
industry's' standing one year ago, and are likely to have since changed, not working in Nintendo's
favour. At this time Nintendo had released its Wii U, launched almost a year before the PS4 and
Xbox One, and should have been enjoying its success. However the console failed to gain
momentum at the beginning, and ultimately botched, 2013 year ended with the Wii U selling only
2.8 million consoles. The Xbox One and PlayStation 4
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Case Analysis
Case Analysis
Introduction
In evaluating Case 3: "The Home Video Game Industry: Atari Pong to the Nintendo Wii", it soon
became evident that choosing a single company would become crucial in unlocking the next level to
this Case Analysis. Much research revealed that Nintendo's array of experience and the changes and
obstacles that Nintendo has overcome, made them a great choice for a Case Analysis. This analysis
will cover a SWOT analysis: digging deep into the internal strengths and weaknesses, and also the
external opportunities and threats Nintendo faces. The evaluation in comparison to the Porter's 5
Forces Model will determine Nintendo's ability to rise among its competitors. Finally, the
combination of the previous two will aid in ... Show more content on Helpwriting.net ...
(Totilo)"
A shortcoming that the Wii has had is that it did not promote gaming for serious gamers. This was
because the technology has not been as good. Most systems are using an online option for their
gaming and Nintendo is not integrating itself into that aspect. The market seems to be saturated with
the Wii. Most homes have one that want one, and a lot of them are not using it for what it is meant
for, they are using it for things like a way to stream Netflix to their television. The other issue that
has happened is the amount of counterfeit products that have been released. They have found major
problems all over the world with counterfeit games, systems and controllers.
Nintendo has many opportunities available to them and it seems that they have started to take
advantage of some of them. Because they had such success with the Wii, they have experience with
motion technology and that can lead to expansion. With the amount of current owners of their
systems, they could focus on making games that will interest more people. Some feel that the
controller is awkward, so they could come up with more alternatives. They could improve upon their
technology and possibly come out with a better, stronger Wii.
Their games offer major
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The Effect Of Persuasion On Media And Other Such Forms Of It
For the purpose of the this paper I will be covering the topic of persuasion in media and other such
forms of it. I will be going over the six principles of persuasion that was coined by Cialdini and
showing how businesses and other corporations have been using them in out tv commercials, print
ads and other forms of media. I will demonstrate this by covering a 2003 print ad by nintendo to
make their fresh off the market GameBoyAdvance appeal to a broader and, most importantly, older
audience in the late months (November) of 2003.
In Robert Cialdini's article "Harnessing the Science of Persuasion", he goes on to uncover the six
principles of persuasion and anyone can learn them for their own use. He goes on by saying that
there are people that seem to have a natural ability to persuade, and those who do not; what he
suggest that the six universal principles of persuasion can be learned by anyone and can help
businesses when applied. Starting this off is the first of the six which "Liking", which the best way
to have customers is be friends with them, as stated in the article "People like those who like them".
A good way to have someone on your side is to establish good relationships with them, finding
common hobbies and interests is something that you can do to build a growing friendship with
someone; thus placing them on open ears when you want to want to steer their choice. Adding o to
this is giving one praise especially to those on shaky terms; as the article explains,
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How Have Video Games Changed Over The Years
In the past 15–25 years video games had enhanced a lot. With the newer technology the video
games, controllers and consoles have reached a new stage in the way people can play video games,
without controls just motion sensors. Of all the changes that have happened in video games. The
new games that are played now versus the old games that people play some years ago. There are
some new kind of games that in the past did not exist such as Wii Sports, Grand Theft Auto Five,
Call Of Duty, boat load of other new games. Lots of the video games are just a step up of games of
the past, such as Mario Cart, Super Smash Bros, and Mario Bros and a lot of different games.
When you look back at the different consoles some of your parents played were really big, now they
have changed a lot. The makers had improved the way the consoles look like, their figure, and their
color. They would also fix the Graphics. Just for finding a way for making it more attractive for
video games buyers, such as children and teenagers. ... Show more content on Helpwriting.net ...
The first video games like in Atari were just two rectangles in each side of the TV, and a square
which goes from side to side bouncing when it hits one of the rectangles, this game was the first idea
for a sport in video games, tennis. Now Graphics are a characteristic of the video game that
designers take really in account because in actuality is believed that if the game does not have good
graphics, the game is not good, so in order to keep de children interested in the game, designers
always search ways for perk up the graphics and make the game real as
... Get more on HelpWriting.net ...
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Video Games And The Video Game Industry
The video game industry has changed a lot since its inception, and a large part of that is due to the
video game crash of 1983. Despite this, the market itself has remained roughly the same except for
the actual devices in it. The quality of the video games has drastically improved over the years.
Unfortunately, something that will never change are the greedy companies looking for a quick buck.
While the video game industry has grown and improved since the crash, some similarities are
starting to arise. The market for video games has remained the same except for the actual devices in
it. There has always been a rivalry between the consoles and the more powerful PCs. Consoles
ended up receiving a negative reputation after the crash of ... Show more content on Helpwriting.net
...
However, this game isn't blamed for the video game crash. E.T., for the Atari 2600, gets that
"honor." Many gamers consider E.T. one of, if not, the worst video game of all time. The frustrating
gameplay and its seemingly rushed state crushed any hopes for this game. It did so poorly that there
is a landfill in Alamogordo, New Mexico that holds all of the unsold cartridges. For the most part,
the quality of video games has improved since the crash. The company Nintendo puts their seal of
quality on all of their games. Gamers also act like quality control for video games, however it is
usually after the game is released. Gamers, typically, expect a certain standard for their video games,
and some will advocate not buying a game so the company will learn from their mistake. For the
most part, this does work, but some bad games can still slip through the cracks. A tragic example of
this is Aliens: Colonial Marines. This game was targeted towards the fans of the Aliens movies. In
2011, at the video game convention E3, a demo was shown to demonstrate this new game.
Unfortunately, this demo was completely fabricated. When the game was released, it lacked the
realistic look of the "demo" and the atmosphere of the Aliens movies. That was just an example
from a major "AAA" company. Another example is seen in the Steam Workshop. The Steam
Workshop is a place where normal people can sell their own created games. However, there is no
quality control.
... Get more on HelpWriting.net ...

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Ken Levine Essay

  • 1. Ken Levine Essay A Modern–Day Atlantis Story Like No Other "We all make choices, but in the end our choices make us." – Ken Levine. Each and every one of us make risks in our lifetime that impact our future, and Ken Levine is one of them. Ken Levine is an American video game developer, born 1996 in Flushing, New York, United States. Levine is the creative director and co–founder of Irrational Games, a video game company. He was titled as one of the most revered developers in the gaming world. Ken Levine created the Bioshock video game series by creating, imagining, and innovating to set a new standard for the video game industry. Levine is the lead developer of the well– renowned Bioshock video game series which was first published on August 21, 2007. "Before "BioShock" came out, critics were skeptical that anyone would be interested" ("Modern Video Games Go Beyond", 2014). Many players expected Bioshock to be a typical first–person shooter game with a bland and cliché scheme, but Levine's unique concept invalidated this belief. Bioshock awed the video game industry with its riveting storyline that leaves morality in the hands of the players. He developed an award–winning game with much acclaim, but of course Levine worked with colleagues to ... Show more content on Helpwriting.net ... Consequently, this leaves him and his fellow co–workers to make a company of their own: Irrational Games. Levine's team went on to creating a sequel to their video game series, System Shock, however, it failed commercially. Over the years, Levine used creating, imagining, and innovating to come up with a cutting–edge video game that can do successfully well in retail. Hence, comes the idea of BioShock. "The game served as a mild inspiration for Levine's magnum opus BioShock, which he considered System Shock 2's 'spiritual successor'" (Levine, 2013). He took inspiration from his fall flat projects and came up with a product, that is higher ... Get more on HelpWriting.net ...
  • 2.
  • 3. Case Study On Hostile Work Environment ASSIGNMENT2 TIRUPATI RAO MEDEPALLI 3.12) Hostile Work Environment is where work place becomes intimidating, hostile or offensive to considerable people working at the same place. In the given case, the staff members were subjected to hostile work environment where there were forced to view pornographic material which is seen offensive by most of the staff members. Hostile work environment is not created by the supervisor or co–worker, but the non–workers or users of library or public in this case. Here, Unlawful harassment is not seen as physical but having psychological effect on the staff. They should have freedom to work in an environment which is better than the one they are serving. Freedom of Speech Act of United States at work places doesn't provides workers with rights such as, Employees can use speech or expression to strike back against their Supervisor in all sectors. In other words, if they want to keep their job, they can't say whatever they like. The conflict here is that, according to first amendment staff must be provided the right to retaliate against the supervisor for not providing filters over Internet used in libraries. In this case, we ... Show more content on Helpwriting.net ... There were copies of books, records, duplicate products available to download and buy form online stores which are not authentic which leads to low–cost and anonymous infringement those days. Article interprets that, just like police kept duplicates out of street, Cybercrime police and FBI is going to keep shutting down the online public markets. But, the article missed an important point of what is the technology makes the market undetectable. What if the market is hosted in a different country? Just like Kickass torrents kept on alive for decades? The article forgot to mention that Internet is accessible globally and sometimes it becomes impossible to catch the ones running the unauthorized online ... Get more on HelpWriting.net ...
  • 4.
  • 5. Five Forces Analysis of the Video Game Industry Five Forces Analysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an ... Show more content on Helpwriting.net ... Sony, Microsoft and Nintendo have been competing for a decade with Sony dominating the market throughout most of the years because of their superior technological products. The video games industry faces an entirely new rivalry situation. In 2008, Sony lost its strong position on the market, because of Nintendo's success with their dynamic Wii over Sony's high–tech PlayStation 3 and Windows' Xbox 360. Although the Wii was technologically much less advanced than PS3 and Xbox 360, the Wii's cheaper price, ease of use, innovative motion–sensitive controller, and simple but fun games, made the console a hit all demographics from 9 to 65 years old, male and female. All these factors resulted in Nintendo's Wii dominating sales and surpassing Sony's by an impressive ratio of 2:1. With the competition in the video games industry getting more intense, the next steps of the video game companies become more crucial for their positioning on the market. Due to the low product differentiation, the next market leader will be the platform provider that manages to offer an innovative gaming experience and a wider population of buyers that include all demographics. Although the industry is being totally dominated by Nintendo's console, the industry is still considered to show a ... Get more on HelpWriting.net ...
  • 6.
  • 7. Negative Impact Of Video Games Video games can sometimes get a bad reputation but due to contrary belief, video games have been a positive impact on today's society. Both children and adults have benefitted from the use of video games. Not to mention the ginormous community video games have brought with it. With things like Esports, video game companies, and the cognitive benefits for adults and children video games are here to stay. So how have they affected today's society in a positive way? If you don't know, esports are multiplayer video games played competitively for spectators, typically by professional gamers. It is broadcast worldwide similar to any major sports competition. The esports industry has grown significantly in the past few years. In comparison, the national league of legends competition has 27 million viewers. Based on an article by Ben Casselman on ESPN, in 2014 this was the second most watched event on ESPN in 2014. Video games are growing fast. Also in 2014, the video game industry alone added $6.2 billion to the U.S. Economy, providing approximately 146,000 jobs. The culture of eSports is like nothing else. eSports provides a community for people who don't have one, or maybe sit on their computers and play video games all day. eSports has turned a community of "nerds" into something people are actually taking seriously. eSports and the video game industry are not just here for entertainment, but they are boosting the U.S. Economy, creating jobs for individuals, and establishing a ... Get more on HelpWriting.net ...
  • 8.
  • 9. What Makes Xbox Better Through the years of all the generations consoles Microsoft's Xbox and Sony's PlayStation both prove to be, arguably, number one. The flames of the console war since the release of the latest generation of consoles back in 2013 have been set ablaze by fans and gamers alike. Microsoft had a weak start with the Xbox One and with nonstop updates and quick releases they crushed their competition. What exactly makes Xbox better? To start off Xbox has backwards compatibility. This means that the new console, the Xbox one, can play games from the old console, the Xbox 360. This is a vital feature so there can be less clutter and no effort of having to switch inputs. While it can play select games from the 360, the One cannot play original Xbox games ... Show more content on Helpwriting.net ... Share Play is the ability to let another PS4 user take over your controller, watch your screen, or take over another controller. This could allow a friend to play beside you on an offline fighting game, such as Mortal Kombat, Street Fighter, and Tekken, or help you on a part you are stuck on in a game. Microsoft makes up in this area with a much better game DVR than the PS4. The Xbox can record up to the last five minutes and constantly keeps record of the last five minutes, so you can quickly shout "Xbox record that" and it will save the last 30 seconds capturing that perfect Snipletaneous shot while playing Halo or that crazy stunt you did with your friends in Grand Theft Auto. The PS4 only starts recording when you double tap the share button likely leaving you with plenty of those "I wish I would have recorded" moments. The Xbox game DVR also has its own social network built in with the Xbox Live account. In Microsoft's Upload Studio "it can splice together recordings to run for up to 30 minutes, drop in text overlays and toss in tons of new effects and transitions including many styled for games like Forza Horizon, Halo and Call of Duty. The biggest change, however, may be the ability for players use the Kinect camera to drop themselves into the video, using green screen effects without the need for an actual green screen backdrop" ... Get more on HelpWriting.net ...
  • 10.
  • 11. The Wind Waker Research Paper The waves crashed against the hull of as I sped through the sea. My hands shook as I steered my boat into the the half submerged temple for the last time. I was prepared; I had bested all challenges and overcome all odds. It was all leading up to this moment. Either I win or the world would be plunged into chaos once more. That's how playing video games felt when I was 8. I have always loved video games and the work that goes into them. None more than the Legend of Zelda: The Wind Waker. I have known that I wanted to enter the game industry for a long time. I began my sophomore year by leaving the traditional high school environment and opted to attend the Center for Technology, Essex instead. Enrolling in the Pre–Tech program exposed me to the worlds of both game design and and graphic design. At the end of my ... Show more content on Helpwriting.net ... The choice to join the CAWD program was one of the best choices I'Ve made. It exposed me to some amazing systems and gave me the chance to create the assets and models for the game world . I have always felt that the gaming worlds are equal to if not of greater importance to the feel of a game then the actual coding that puts a game together is. I have discovered that the coding is not my were my passion lies. Rather it's in the design of the worlds and it's characters that captures my attention. I can't imagine a better way to make a living then creating these amazing worlds that can take people away like they have been able to do for me. I have truly enjoyed my year in the CAWD program.I have begun to build a foundation in working with 3D animation. It is my hope that I will be able to attend Champlain college to continue building on this foundation and create a career for myself that I will truly ... Get more on HelpWriting.net ...
  • 12.
  • 13. Nintendo Research Paper Abstract The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing cards. This paper will explore how Nintendo started out as a playing card company and became one of the biggest gaming corporations that are alive today. It will also explore the success and failures of the company and how it achieved the status it has today. We will discuss the technology of gaming and how it evolved over time. Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was born and the company was established officially as an unlimited partnership titles Yamauchi Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ... It was meant to be a cheap computer for a family to use, but it ended up just being a game console. After complaints of the games freezing up, they wanted the help of another, more experienced game company, Atari, but the Video Game Crash of 1983 nearly killed Atari. Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan, but not so much in America. In America, they made the huge mistake of trying to sell it as a toy. Despite that, it made handheld games extremely ... Get more on HelpWriting.net ...
  • 14.
  • 15. Video Games For Good Essay Gaming for Good Video Games are entertaining, interesting, and just plain old fun, but many believe that they are poison to the minds children, teens and even adults. Through studies, scientist and psychologist have determined the exact opposite and that video games actually strengthen your brain and help balance emotions. Since the rise of Electronic gaming, parents have feared video games were damaging the foundation of influence they have tried to build unto their children. Over the time that video games developed, controversy had its rise. Scientist, colleges and physiologist have tested with video games and people that helps put controversy and theories to rest. Video games have not been around forever. It has only been almost half a ... Show more content on Helpwriting.net ... When even asked to do even any of these things children would lash out in rebellion against their parents. Video games had taken all the accusations for the misbehavior of their children. Eventually the children would listen to their parents and go outside to play. The parents were relieved to see their children outside again but the relieve quickly faded when they saw their children reenact the games they had played. Seeing them pretend to be the characters from Street Fighter or Mortal Kombat. So the world responed with the rating system." Mortal Kombat (1992) shocked parents and politicians with its violent gameplay and gory graphics. In response, the video game industry established the Entertainment Software Rating Board (ESRB). The board rates games by recommending an appropriate age range for players " (Electronic game.) The mid eighties was a gaming explosion in history with the rise of a powerful gaming company called Nintendo. The japanese gaming company, Nintendo, invents and releases the NES, Nintendo Entertainment System. With the release of the NES came games such as Super Mario and The Legend of Zelda. These games would later grow to become amazing and major gaming franchise. With fun gameplay along with story driven experience, gamers fell in love. The success of The NES and its gaming titles had turned millions of people into gamers. Gamers would go home and play on their ... Get more on HelpWriting.net ...
  • 16.
  • 17. World Of Warcraft Essay Wowing of World of Warcraft My only audience experience in regard to audiences as producers and subcultures travel back all the way to 13 years ago, when I took my first and only liking to a game, which was named World of Warcraft. World of Warcraft is a massively multiplayer online role– playing game (MMORPG) released on November 23rd 2004 by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe. The first expansion set of the game, The Burning Crusade, was released on January 16, 2007. The second expansion set, Wrath of the Lich King, was released on November 13, 2008. The third expansion set, Cataclysm, was released on December 7, 2010. The fourth expansion set, Mists of Pandaria, was released on ... Show more content on Helpwriting.net ... The marvels behind this game helped me build up the nerve to ask him to let me give it a try for myself. Keep in mind if you knew the addictive nature behind World of Warcraft it took him a while to start sharing the PC we had to allow me to also to have some play time on his account. Although once I was there is no possible to hide the fact that I was hooked as soon as I gave it a try. In 2009 I finally came to a conclusion, I couldn't continue playing this game despite the various expansions that were created after the original in 2004. As I decided to stop, I witnessed my brothers continuing on without me. Along with this I started to build up the curiosity of how much popularity this game has brought about, in order to build a demand for these expansions. It then occurred to me that the fans of the game built the continuation of playing. Most commonly we assume that we need to associate the concept of being a fan to a celebrity. After reading through chapter 8: Media fandom and audiences subcultures I was able to come to a new redefining aspect of looking at fans with the help of Jenkins and later scholars when indicating that "... fan audiences are deeply engaged in their favorite media texts. Fans often reinterpret media content and create their own cultural productions in response." (Sullivan, p. 193). This constantly made me think back to why was I the second ... Get more on HelpWriting.net ...
  • 18.
  • 19. Ps4 Vs Xbox One Comparison Essay Console gaming, it's a pretty big topic, with many things that are different and similar about them. Techy people around the nation look at these specific specs of these consoles and their compatibility. I will be going over all the similarities and differences between the PS4 and the Xbox one. Although Sony has sold twice the amount I believe the Xbox one has better features than the PS4. People really like to show and pick which company is the clear winner in the battle of console gaming. I will speculate on features, graphics, design, price, and controller design as well. I will compare the obvious things that are in both consoles such as graphic cards and what games they can run and play. Looking at the different graphics, designs, and other features, it's easily seen how the Xbox one is greater in comparison to the PS4. Now to start comparing these beasts of consoles, and start providing the real deal facts. So first off we have design and overall structure, the Xbox one and PS4 both look pretty slim, and both measure in 10 inches for length. Both consoles have a standard 500 gb hard drive and they also have 1TB variants for purchase. Ports on the back all match up for the most part, both come with usb ports and HDMI, and the usual power ports so one can turn the ... Show more content on Helpwriting.net ... But comparison wise the PS4 is better graphics in the fact that the processor is better. Now with that being said many still do side with the Xbox one, it really does have a lot of unique features that the PS4 does not have. But if I had to choose which is really better it would have to be the PS4. These consoles made a difference in the world since day one when they were announced. They were the first next gen consoles since 2008 when the Xbox 360 and the PS3 came out. They allowed game developers to do more with their game engineering, and inspire gamers across the nation to choose their side, what will you ... Get more on HelpWriting.net ...
  • 20.
  • 21. Essay The history of video games In the beginning........ The first real "video game" was made in 1958, by a physicist named William Higginbotham. It is a table tennis like game and is played on an oscilloscope, a device used for visual displays. While some big name games, company's, and events have yet to happen, this is what sparked the video game interest. These paragraphs will guide you through the many years of games. Lets'a go!! Early years (1961–1972) Things start off when the first interactive computer game–––– SpaceWars (made in 1961) –––– is visited by the eventual founders of Atari––––––––– Nolan Bushnell & Ted Dabney–––––– attempt to make an arcade version of the game in 1970. In 1971 they succeed, but the public finds it too hard to play. In 1972, a console ... Show more content on Helpwriting.net ... It was superior in graphics, but was considerably more expensive ($299). This is just the first of many companies Atari will have to compete with. Let's see how long Atari will last. Hits and misses, plus a crash. (1981– 1984) To start off, we go 1981, the beginning of the first video game magazine, Electronic games, made by Arnie Katz and Bill Kunkle. 1982 introduces the Atari 5200. The next year is much more eventful. It starts off with a video game market crash, and several companies go bankrupt. However, there is good news––– and its name is Nintendo. The Japanese company is not willing to release the Nintendo Entertainment System (NES) in America because Atari rules a large part of the market. Instead, they decide to offer Atari the rights to release the product in the U.S. The plans fall through and we do not see Nintendo until 1985. Consoles galore!!! (1985–89) If the title didn't give it away, there will be a lot of new devices to play on, plus a now –game–only company that made a lot of consoles before it went game–only will be introduced. So back on the timeline........... We start off at 1985 where a Russian programmer named Alex Pajitnov makes the popular game, Tetris. As said above, the NES is released. If you want to play some of its games now, try this link: www.nescafeplay.com/main/ Now, on to '86. In order to rival the NES, Sega (now stuck with making games) releases the Sega Master System ... Get more on HelpWriting.net ...
  • 22.
  • 23. Video Games and Obesity October 22, 2007 Video Games and Obesity In just two decades, the prevalence of obesity doubled for U.S. children ages 6 to 11, and tripled for American teenagers (Childhood Obesity). Obesity is an excessive accumulation of fat causing a person to become overweight. It is a serious and growing health problem, especially for kids. One major factor to the problem of children becoming obese is, video games. Video games have advanced dramatically over the years. From hitting a ball back and forth in the game "Pong," and eating little dots in the game "Pac Man," to first person shooters, and sport simulation games that look like you're watching a game on TV. Even within the past six years, video games have advanced a lot. ... Show more content on Helpwriting.net ... The percentage of children, who were obese in 1974, was approximately 9.5 percent. In 2002 the percentage of children who were obese rose to a 15.1 percent (Child Obesity). Its only getting worse, especially with today's "next generation" systems. Video games are only growing in popularity, and as they become more popular, kids are becoming less active, and obesity is growing. Researchers found that each hour the children played video games doubled the likelihood that the child was obese (Warner). This is because children lack exercise by sitting on the couch playing video games. The researchers found that children who do not play video games had only a 6 percent chance of being overweight. Those who played an hour of games per day saw their chances rise to 9 percent. Two hours a day bumped that to 17 percent. And three hours of gaming per day resulted in a 23 percent chance the child would be overweight (Morris). Researchers at the University of Texas at Austin surveyed almost 3,000 children ages 1 to 12, recording their habits and calculating body mass indices. They found the children who played video games, which are considered sedentary activities, were more likely to be overweight than children who only watched television and didn't play video games (Study Links Childhood Obesity to Video Games). The study suggested that the heavier children spent more time in sedentary activities than thinner kids did. ... Get more on HelpWriting.net ...
  • 24.
  • 25. The Nintendo Entertainment System Which is Best? Theres different types of motion used in many gaming systems. You can be standing, sitting down, using controllers, or not using any controllers at all. There are at least many different types of movement motions involved in both types of electronics made by different companies. The Kinect may have more free motion, but the Wii seems more enjoyable for families to use and have fun. The Nintendo Entertainment System was introduced in 1985 which became an instant hit, selling over sixty million units. In 2006, Nintendo introduced the Wii and with it contained more advanced, revolutionary features. The Wii contained wireless motion–sensitive remote controllers, built in Wi–Fi capability (Nintendo), and a lot of other features that made it the best selling in the world. As for the Kinect; introduced by the company of Xbox 360 in 2010. With Kinect for the Xbox, you can command and control the Kinect with the use of your voice and gestures, and play games where you are the controller (Xbox). In theses ads, both companies are trying to target families with the use of ethos, pathos, and logos. The companies try to sell their product by using other families in the ad to catch the eyes of others on why they should by the Kinect or the Wii. In the Kinect Ad, it shows the emotion, also known as pathos, of the two girls on the couch, smiling but their not even playing,
  • 26. and the two guys that are playing are not ... Get more on HelpWriting.net ...
  • 27.
  • 28. Consumer Behaviour EXC2112 CONSUMER BEHAVIOUR Case: Wii´s Success CASE ONE: NINTENDO WII'S SUCCESS Q1: What consumer needs are driving the success of the market adoption of Nintendo Wii? Consider the innate and acquired needs. Innate needs are 'biogenic' or 'physiological needs' which refer to needs such as air, food water, shelter, clothing etc. While acquired needs are those we learn from our culture and surroundings, also known as 'psychological' or 'psychogenic needs' i.e. affection, power, learning, prestige and self–esteem. Nintendo Wii is a home video game console, which competes its way with Microsoft's XBox360 and Sony's PlayStation 3. Nintendo aim is to target a broader demographic than the other two. Nintendo took the craze of playing ... Show more content on Helpwriting.net ... Even though these are considered secondary needs, but they are as much as important as the innate or necessary needs. 'Achievers' seek to excel and value continuous recognition of how well they are doing. Playing Wii games is an advanced way to make the user feel a sense of achievement in a way that first it attracts the user to play, thrive to win and when one does the user walks out with a feeling of success and achievement. Then there are the 'affiliation seekers' who look for company and relationships. Such a 'psychological need' is essential for an individual, both for those who are outgoing and like to mingle, and for those who are shy or believe in close network. Nintendo games help people connect and value relationships. It's an effective way not only for kids but also for adults, parents, workers etc. basically everyone. Who wouldn't want to have few moments of joy? Weekends could be made colourful and relaxing. Wii games help put life into a boring day or company. Basically it suits all sorts of people and their psyche. For those who are 'power seekers' Wii games help them take control and achieve higher goals by challenging themselves. Q2: On the basis of the market success of the Nintendo Wii, explain the importance of understanding customer needs and motivation in new product adoption? As discussed in the answer to question1, importance of consumer needs in a product's market success is of immense ... Get more on HelpWriting.net ...
  • 29.
  • 30. Case Study : Nintendo's Marketing Case Study: Nintendo Company Name: Nintendo Company Address: 60, Fukuine Kamitakamatsu–cho Higashiyama–ku, Kyoto 605 Japan Company Website: www.nintendo.com Business Industry: Video games; Interactive entertainment; Consumer electronics Background/History Nintendo Co., Ltd. is a Japanese multinational consumer electronics company that is renowned worldwide for its popular home video games, and is the world's largest. Nintendo originally produced card games and having founded in 1889 by Fusajiro Yamauchi, a Japanese entrepreneur. Currently, Nintendo's primary business is video games. Nintendo's gained popularity during the 1980's upon the introduction of the Nintendo Entertainment System here in the United States and its Japanese counterpart named Famicom. Nintendo sold over 60 million units of NES and took home games such as Mario and Zelda. In 1989, a handheld game system was born and has sold over 150 million systems worldwide. This system was associated with Tetris when it came out, which possessed with a four–colors–of–gray screen and defined the portable gaming scheme. In 1991, Super Nintendo Entertainment System was introduced and featured a more processing power with the 16 bit technology and sold approximately 49 million systems worldwide. A new system was introduced in 1996 and has set a new standard in realistic 3D gaming. The Nintendo 64 system featured the Super Mario 64 game and millions are amazed with its amazing display and graphics. Game Boy Advance ... Get more on HelpWriting.net ...
  • 31.
  • 32. Responding to the Wii Essay Executive Summary Sony Computer Entertainment Inc. has the unique distinction of being the first and only company to have had market leadership for 2 consecutive console generations. However, in recent times, the ecosystem has changed to include a larger audience and usability has trumped technological superiority as a key metric in generating buyer interest. In 2008, Nintendo's Wii had 2 times the market share that Sony's offering, the Play Station 3, had. I feel Sony should assess the following options. (1) Focus on catering to its niche advance game segment and focus on leveraging its progress form the previous 2 generations. (2) Respond to Wii onslaught by developing its previous generation console to include a low end offering that ... Show more content on Helpwriting.net ... Sony must focus on remaining in this unique segment and leveraging its perceived uniqueness as a technology leader. Instead of competing on Nintendo's terms, Sony should not react but exercise "Ukemi" by furthering its position in the serious gaming segment. It is notable (From Exhibit 2b in the Responding to Wii case – Harvard Business Review) that Nintendo has been successful in keeping positive operating profits despite being a weak competitor during the previous 2 generations. Nintendo has shown prudence in waiting out 2 battles and coming up with a unique offering which has changed the way the market perceives gaming. Sony should concede defeat this generation of gaming, while maintaining balance through strong service to existing market. Sony should target the serious gamers and not react to Wii in terms of re assessing its differentiation strategy. The positioning question While Sony is losing market share in the console market, it is winning the "Battle for the living room" with Microsoft. With momentum gained from the previous 2 generations and technological superiority of Sony's offering, Microsoft has taken a bigger blow, with almost double the operating loss of Sony. (Sony operating loss of $1246.1 M vs Microsoft $2066 M, from Exhibit 2b in the Responding to Wii case – Harvard Business Review). Sony has a broad offering in consumer electronics segment that it can leverage to provide a comprehensive ... Get more on HelpWriting.net ...
  • 33.
  • 34. Nintendo Oligopoly Essay The Nintendo Switch is one of a few video game consoles on the market. The Nintendo Switch was released this year to very positive reviews and is expected to succeed. But what Market structure is the Nintendo Switch in? What would it take to get into the Video game hardware market? How much would that cost? The Nintendo Switch is part of an Oligopoly due to the few number of major producers, the difficulty of getting into the market, the similarities in products and the slight amount of control that each company has over its price in the market. When it comes to producing video game consoles there are 3 current producers. Sony, Microsoft and Nintendo. Sony is the producer of the PlayStation 4, Microsoft is the producer of Xbox One, and Nintendo is the producer of the Nintendo Switch and the 3DS. There are many other companies that develop consoles that do one of two things, either they have games built into them or they stream the game from their servers. They consoles are know as plug 'n play and a microconsole. These are usually low quality don't ... Show more content on Helpwriting.net ... The playstation has many types of controllers with a VR headset and Wii–like controllers to use along with a standard controller in the form of the dualshock for which uniquely has a touch bar and lightbar both of which add very little to the console but are still both cool. There is the Xbox One controller which has no advantage over its competition other that it is the only controller that can be used on computers.Then there is the Joy–Cons for the Nintendo Switch which can be used in multiple ways which include connected to the screen, away from the screen and in a pair or just one by itself, and they also include HD rumble which can give the controllers extremely realistic vibrations , an Infrared camera, and near–field–communication sensor all of which seem to have extremely limited usage but so far when used properly make games feel extremely ... Get more on HelpWriting.net ...
  • 35.
  • 36. Non Profit And For Profit Organizations Use Pr,... Will Huhn Angie Corbo Social media Informatics March 28, 2016 Brand Identity Non–profit and for–profit organizations use PR, advertising, and social media to build their brand identity. A brand identity is the visible elements used by a brand. These being color, design, fonts, and symbols. These aspects are used consistently to identify and distinguish the brand in the consumer 's mind. St. Jude's, a non–profit organization, has a logo that is used on their website, social media, t–shirts, and other types of promotional merchandise. It is present on all of their hospital buildings. The logo shows a silhouette of a small child with "St. Jude 's Research Hospital" and "finding cures. saving children" in black text underneath it. The logo has been used by St.Jude's since its conception in 1962. It is identifiable and clearly shows who they are and what their organization's mission is. The brand identity that St, Jude 's has helps promote themselves and become more recognizable in the public eye. Like St. Jude 's, Nintendo, a for–profit business, is building its brand identity through their PR and advertising and their social media. Throughout Nintendo's many years of business, they have had many logos for their company, consoles, and other products. Their most used logo is white text that reads, "Nintendo" in a red oval around the text. This logo is used on buildings, clothing, the game consoles, and pretty much all of Nintendo 's other merchandise. This logo has been used ... Get more on HelpWriting.net ...
  • 37.
  • 38. Cheating Xbox 360 Games Games for you Xbox 360 can be very expensive. They can actually be considered to be a small investment. If you have taken the time to build up your Xbox 360 game collection then you may want to protect your investment by backing up your games. If you purchased a game through your Xbox 360 system and downloaded it, then you will not need to back up this particular game. If you were to ever lose this game by accidently deleting it or something, then you can simply download it again. Physical games are not that easy to replace and therefore backing up your games is seen to be a great idea. Though backing up our favorite game collection seems to be a good idea, it is not allowed in some countries. So be aware of your country's laws before attempting to back up an Xbox 360 game. Before you begin the task ... Show more content on Helpwriting.net ... You will proceed to back up your Xbox game by loading it into your DVD burner drive. Using your backup application, you will simply go through the steps of copying the contents of your Xbox 360 game. Once the contents of the disc have been copied you will eject your Xbox 360 game from your DVD burner. Don't worry about knowing when to exactly complete this step. Your application will properly guide you through the process. You will then replace the ejected Xbox 360 game with your blank recordable DVD. Your backup application will take you through the necessary steps of transferring your copied Xbox 360 game to your recordable DVD. The full process will only take a couple of minutes and if the process ever gets confusing your backup application should be able to take you through the steps while informing you of the process. After all the steps have been successfully completed you should have a backup copy of your Xbox 360. You should be able to play your backup game by simply loading it into your Xbox 360 like you would the ... Get more on HelpWriting.net ...
  • 39.
  • 40. Nintendo : The World's Largest Video Game Company Nintendo started back in 1889 as a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world 's largest video game company by revenue, it is worth about $22.2 billion dollars. (Forbes) It's hard to believe that the business started by making playing cards. Nintendo was founded on September 23, 1889, by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. Recently, the company is being run by Satoru Iwata. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Through the years, the company progressed into the manufacturing of toys and games and then eventually to the manufacturing electronic games. Early popular products included Nintendo 64, and Game Boy which was introduced in Japan in 2001. Popular current products include Wii fit and derivatives of the DS portable video game player. In this paper I will concisely explain Nintendo's business strategy, global presence, cross cultural issues, vision/missions/goals, and their ethics and corporate social responsibility. (Nintendo) Nintendo has a very diverse and global business strategy. One of the key points outlined by Iwata at this briefing is the fact that a new business direction for Nintendo could be focusing on Quality of Life, or QOL for their customers, attempting to engage them in a healthier lifestyle. Iwata emphasized that Nintendo's core business of video games will not change, but that the new ... Get more on HelpWriting.net ...
  • 41.
  • 42. Swot Analysis Of Jamba Juice Jamba Juice case is an excellent example that illustrates the importance of vision statement of a company and the usage of SWOT analysis. According to Dess: "the vision evokes powerful and compelling mental images of a shared future" (23). The vision statement of Jamba Juice was "to inspire and simplify healthy living" and they believe that whole food ingredients are healthier for people, and inspire people to pass the goodness along to the world (About Us). The company uses differentiate strategy that they blend all good health ingredients into their drinks. Although the cost of the drink is high, customers still visit Jamba Juice because of the shared future or vision: healthy living. Kirk Perron, the founder of Jamba Juice, had a dream to own his businesses at his early age. He worked hard to accumulate money and gain experience as an assistant store manager at Safeway for years. He found a smoothie is healthier than any other drinks; thus, he opened a store in San Luis Obispo, California to sell smoothie to pursuit of his dream. That is how Jamba Juice started, Jamba Juice was firstly named as Juice Club. (Jamba Juice Company History). At that time, the strengths of the company were intangible resources such as Kirk Perron's management experience, customers royalty, and unique menu of smoothies with special names. The weaknesses were the lack of capital, low profit, and difficult to expand its business. Some of the opportunities were the growth of health drink market ... Get more on HelpWriting.net ...
  • 43.
  • 44. Devil May Cry Research Paper There are many different adventure–action hack–and–slash video games on a wide variety of several platforms. DmC (Devil May Cry) Definitive Edition is one of the games that's underrated, but worth the gameplay. Not a lot of people in the "game world" know about this game because it isn't as popular as Call Of Duty, Fallout, God of War, Destiny, etc. Even with the negative critiques about this game, almost half of the gamers would recommend it because it's an inexpensive game compared to other popular games ranging from $30–$60, while DmC is around $20. Devil May Cry: Definitive edition will definitely get you hooked on playing it, won't break your budget and especially will be one of the games that won't be collecting dust on your shelf unless you're done with all of the missions. The setting of the game takes place in an alternate reality. It takes place in Limbo City, a modern–day city secretly controlled by powerful demons, manipulating humanity through their lives with the demons ... Show more content on Helpwriting.net ... When in Angel mode, Dante's sword attacks change to Osiris (a speedy scythe type weapon) and in Devil mode he uses a slower but more powerful axe, Arbiter. In Angel mode, Dante is able to pull enemies and objects towards him and he's able to dash across large gaps. When enough power has been activated, Devil Trigger mode, which slows down time around him and levitates enemies into the air that allows him perform stronger attacks. While playing the game, Dante is able to retrieve "lost souls" and red orbs which can be used to purchase items, recover health, and upgrade Dante's ... Get more on HelpWriting.net ...
  • 45.
  • 46. Nintendo DS Analysis Essay Introduction The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games console that consists of a book like structure. It has a small LCD screen on each side. One is a touch screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature. Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in 1889. What it developed in those ... Show more content on Helpwriting.net ... It is how the product is introduced and represented to the potential customer which makes the product desirable. The marketing environment consists of three key sections. 1: The micro–environment: This environment holds the forces close to the company that affect its ability to serve its customers. These are the employees, suppliers, stakeholders and customers. Relationships in the micro environment can change over time. It influences the company directly and is the environment where the company can enforce some control or influence. 2: The macro– environment: This environment holds all the forces that are out of the direct control of the company. Such forces are described as follows. Political Environment Economic Environment Social and cultural Environment Technological Environment Any organisations or companies that do not allow themselves to adapt to these environmental changes may suffer in the long term. 3: The internal – environment: This is where all factors that affect the company are internal. Internal functions such as finance operations etc, they impinge on the marketing function. This is affected by the organisational processes and the allocation of responsibilities within the company. Strengths Weaknesses Opportunities Threats Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company ... Get more on HelpWriting.net ...
  • 47.
  • 48. A Hero As A Hero : My Hero Many people have an icon as their hero or inspiration. A big superstar with a huge fanbase that follows every move they make. In my opinion my hero is just as big, but much more important to me. My hero is a spectacular person, whom I have a very strong bond with. Someone who sits behind a desk 8 hours a day and still finds time to bring joy into the family. My hero is none other than my dad. My dad plays an important role in our family as he is the breadmaker. He strongly believes in the concept of working hard or "hard work pays off", and wouldn't blame him, as he is a very successful person. He gets this trait from his ancestry back home in Nepal. He's always telling me to "work hard if you want to go far in life", and I listen to him. He's definitely not wrong, as I can come home and show him my grades and he would be very proud of me. He woke me up early in the morning on a cold but refreshing Saturday, a chilly breeze wafted through the air in our bedroom, mildew scattered the grass making it look more green than ever. He had four large blue duffle bags, two on either one of this shoulders and two which he dragged along with him. "Where are you going?", I asked as I rubbed my eyes. "I'm off to Lethbridge for 3 weeks, but you've been working hard so I might come home with a little treat for you" he replied with a subtle grin on his face. "I'm running short on time so I'm going to head on out" he said. He opened up the front door and waved at me. I squirmed my little body over to the door and waved back at him before he locked the door shut. This got me very excited. I started jumping around like a kid in a candy shop just thinking about what my dad could possibly have in store for me. Maybe it's a new box of Pokemon cards, or an action figure, or maybe even the brand new Nintendo DSI System, no that just me shooting for the stars. I thought to myself and decided to use this as a motivation. From now on, I'm going to work hard in school and try to progress further than my class. Two weeks have passed and I was busy as a bee, studying day in and out, asking my teachers questions whenever help was needed. Eventually, the hard work really began to pay off as my grades began to fly like a rocket. ... Get more on HelpWriting.net ...
  • 49.
  • 50. Stranger Things Research Paper Only weeks after its debut, Netflix original series, Stranger Things creators are hinting at an 8–bit video game based on the thriller's first season. According to data collector company Parrot Analytics, 'Stranger Things,' a sci–fi tale about a young boy who goes inexplicably missing in a small rural town, recently hit number one most popular digital original series in the U.S. Netflix's 'Orange is the New Black' and 'House of Cards' were knocked out of the top slots for highest viewed series as they're both currently streamed only a third the amount of that of 'Stranger Things.' Set in 1983, the series revolves around three best friends (reminiscent of the 'geeks' in 'Freaks and Geeks') trying to locate their missing pal Will with the help ... Show more content on Helpwriting.net ... "The fact that we have to make this jump, because of the kids, we're trying to use that to our advantage." Other ideas to make sense of the gap, like mini graphic novels or creator–produced explanations between seasons, came floating to the surface. The brothers preferred to stick to the show's authentic '80s theme. "What I really want is a video game," Ross said, as Matt added, "Like an 8–bit. These fans, a lot of them have done this 8–bit video game art that's blowing my mind." This isn't the first time fan fiction has allowed television producers to turn their original ideas into a reality. Years after 'Freaks and Geeks' ended, costars Seth Rogen and James Franco published their own 8–bit interactive video game on YouTube to give viewers a peek into the characters' stories post the show's 18–episode lifespan. It's unclear which direction the Duffer brothers will take their proposed video game, if they do end up creating one at all. The 8–bit game would certainly be a fitting counterpart to the 8–bit synth tunes featured throughout the show as it pays homage to everything else 1980s. Whichever path the creators choose to venture down, impatient fans will be satisfied to discover anything more on their beloved 'Stranger Things' characters and ... Get more on HelpWriting.net ...
  • 51.
  • 52. The Microeconomics of the Video Game Industry Essay Tommy Deen November 28, 2006 ECO 201 The Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years, and it only shows signs of growing larger in the years to come. In the United States alone, the market has grown considerably where 60% of all Americans play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44 years old (games–advertising.com). According to an article on Gamespot.com, analysts estimate that the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by the year 2007. The video game ... Show more content on Helpwriting.net ... Stores immediately sold out the day the Xbox 360 came out. According to Wikipedia.org, "Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or North America. Many potential customers were not able to purchase a console at launch and the lack of availability led to Xbox 360 bundles selling on eBay at grossly inflated prices, with some auctions exceeding $6,000. It was reported that 40,000 units appeared on eBay during the initial month of release, which would mean that 10% of the total supply was resold. By year's end, Microsoft had sold 1.5 million units; including 900,000 in North America, 500,000 in Europe, and 100,000 in Japan." Another example of this tactic being used is with the release of Nintendo's Wii. A total of four million Wii consoles were to be released worldwide with the majority of that number going to North America alone. On November 19 of this year, the consoles sold out immediately. Some stores passed out cards for the console to people who were in line the night before. Circuit City had people camping out early in the day, but gave out tickets to people later in the evening. They even had a sign that stated they only had thirty Nintendo Wii's, yet people were still hopeful and stubbornly stood in line. Sony's Playstation 3 was released on November 17, 2006 with an even shorter supply than the Nintendo Wii; some consumers camped outside of the ... Get more on HelpWriting.net ...
  • 53.
  • 54. Psychedelia Research Paper Psychedelia is a subculture of the 60s characterized by several features. Psychedelic images include all types of bright colors and full spectrums. Psychedelic music is full of deep, pulsating sound effects and electric guitar elements. Likewise, psychedelic games are full of psychedelic artwork. In this post, we have made the list of the top 5 psychedelic games on Nintendo NES. Nintendo NES Psychedelic Games: Kid Icarus Full of disturbing images and pulsating sound effects, Kid Icarus is a classic example of a psychedelic game. In the game, one may spot all kinds of acidic green, hot pink, and bright blue colors. Kid Icarus Game on Nintendo NES Nintendo NES Psychedelic Games: Kirby's Adventure Kirby's Adventure is full of surreal elements ... Get more on HelpWriting.net ...
  • 55.
  • 56. Sonic The Hedgehog Research Paper Sonic the Hedgehog can be a podium video recording game put together by Sonic Group in addition to promulgated by simply Sega for that Sega Genesis gaming console. This game was already released throughout The usa, Europe as well as Questionnaire with Summer 3, 1991 and in Japan with This summer xxvi of their year. The idea celebrities Sonic the Hedgehog within a mission for licking Dr. Robotnik, a great wicked researchers who has imprisoned wildlife inside robots as well as compromised the actual marvelous Mayhem Emeralds. Sonic the Hedgehog‍game play will involve collecting wedding rings as a type of health and an easy handle system, with bouncing along with fighting handled aside i switch. Your game's progress started throughout 1990, ... Get more on HelpWriting.net ...
  • 57.
  • 58. How Nintendo Go From A Small Card Company How did Nintendo go from a small card company in Kyoto, Japan to a global juggernaut in the video game industry? They were able to able to mesmerize us all with fun and new intuitive ways to enjoy a medium that was only looked at as toys, but now is a medium that is enjoyed by every one of all ages. To quote the former president of Nintendo, the late Satoru Iwata said, "Above all, video games are meant to be just one thing: Fun for everyone" with that philosophy Nintendo was able to shape, save, and innovate the home video game entertainment market. As a gamer I idolized Nintendo since I was a child, providing a fun and satisfying experience with wonderful stories that provided escapism from childhood trauma and I am forever grateful towards them. Nintendo Koppai was established in 1889 in Kyoto, Japan founded by Fusajiro Yamauchi. The company initially started as manufactures of Hanafuda cards, specialized Japanese playing cards that featured beautiful illustrations of flowers that was used for playing Japanese card games. In the beginning it was considered by many not to be a very popular form of cards due to whatever reason; Fusajiro saw an opportunity to reinvent the cards by producing hand drawn cards that were from mulberry tree bark. During that time the Japanese government banned gambling, but playing Hanafuda was considered still legal, because of the Yakuza (organized crime syndicates) used these playing cards as a way to gamble. Soon after the cards began to ... Get more on HelpWriting.net ...
  • 59.
  • 60. The History of Video Games--from Press Start to Game Over Have you ever wondered what was the start of the PS3 in your basement? What was Atari and how did it impact the game world? How did Nintendo come into the business from card making to video games? By what means did Xbox leave the box??? Come, and I will show you............. In the beginning........ The first real "video game" was developed in 1958, by a physicist named William Higginbotham. It was a table tennis game and is played on an oscilloscope, a device used for visual displays. While some big name games, companies, and events had, yet, to happen, it sparked the video game industry. These paragraphs will guide you through the many years of games. As Mario would say, "Lets'a go!!" Early years (1961–1972) Things start when the first ... Show more content on Helpwriting.net ... First, however, a few consoles. The Super NES is released, with most notably, an anti–piracy chip (a.k.a. the 10–NES chip). However, unlicensed game companies (ones that make things like 1000– in–1 games) use a voltage spike to override the chip. 2 years later, the Atari Jaguar (an attempt to make a 64–bit console, but is really two–32–bit engines), and the NES 101; a.k.a. the NES top– loader are made. Nintendo gave the Top–loader has many revisions to the Super NES, but for some reason, lacks the 10–NES chip. Yet, the most significant event to happen this decade in the video game world is the work of Connecticut senator Joseph Lieberman & Wisconsin senator Herbert Kohl. They launch a senate investigation on the violence of video games. I Rate it................... (1994–95) As a result of the Senate investigation, there is a new rating system––– the Entertainment Software Rating Board (ESRB). Those are the little E, E 10+, T, M, ratings at the bottom of the game box. In other news, Sega makes the Saturn, and in Japan Sony makes the PlayStation. Going a year forward, the U.S. meets Sony, but the sensation that sweeps the nation is spawned in Japan––––– the Nintendo 64 (N64). We will get it next year, but it is the last major cartridge–based home console to be released. 1998–2005 Starting now, most events will be system–based, but the systems are key. It's clear that we come in at 1998. Sega makes the Dreamcast. 1999 brings the Game Boy Color, and with ... Get more on HelpWriting.net ...
  • 61.
  • 62. Nintendo 's Impact On The Video Game Industry With Evr Race In 1975, Nintendo shifted to the video arcade game industry with EVR Race, designed by first game designer Genyo Takeda. Along with several other titles, Nintendo started out with some success, but in 1981, the release of Donkey Kong, designed by Shigeru Miyamoto, increased Nintendo's profits exponentially. The success of the game along with many licensing opportunities provided Nintendo a huge boost in money, and the game also introduced a visualization of Mario, the mascot of Nintendo. Back then, Mario was known as Jumpman. In 1979, Gunpei Yokoi thought of the idea of creating and selling handheld video games. Just by looking at a commuter with a LCD calculator, Yokoi developed the Game and Watch video game series. One detail of the handheld systems that needed adjustment included components that were not interchangeable4, such as the cartridges. Anyway, the first Game & Watch video game "Ball" was distributed globally. Eventually, the modern D–pad design developed in 1982 by Yokoi was proven to be popular. The design was patented5 by Nintendo and earned a Technology and Engineering Emmy Award. In 1983, Nintendo launched the Family Computer, also known as "Famicom" alongside ports of its most famous arcade titles. In 1985, the Family Computer was remade and launched in North America as the Nintendo Entertainment System, or the NES. The console's success led to the help of creating Super Mario Bros., one of the best–selling and popular video games of history. ... Get more on HelpWriting.net ...
  • 63.
  • 64. Zelda Research Paper Carlos Alarcon Ms.Wedemeyer Eng.101.45 30 September 2015 How to Rescue Zelda In "The Legend of Zelda: A Link to the Past" "The Legend of Zelda: A Link to the Past", known as Zelda no Densetsu: Kamigami no Triforce in Japan, is an action–adventure video game developed and published by Nintendo for the NES(Super Nintendo Entertainment System) video game console. Arguably one of the best Zelda games ever made, was a pretty difficult game for me when I was a kid,but the most difficult part for me was always the beginning,because I could never figure out how to rescue the princess at the start,recently I went back to play and it still seemed somewhat of a challenge,but after some brainpower,and two hours of my day,I managed to complete the ... Show more content on Helpwriting.net ... Leave the little cottage and make your way up on the map through the heavy rain. You can speak to the kings' soldiers that block your path and they will teach you some of the basic controls of the game that you will later use. Keep walking north towards the top of the map and you should come across a bridge, cross it. Up ahead a guard will be blocking your path,go to the right and you should see a pathway,follow it up and you will see a bush that is surrounded by a different shade of grass. Lift the bush and it will reveal a black hole in the ground. Jump down into the hole. Once inside you will notice links uncle from the beginning of the game laying defeated against a wall after a failed attempt at rescuing the princess himself. He will then present you with a sword and shield, at which point the game will then prompt you with a message showing you how to charge up the sword and do a spinning attack. Go to the next room and defeat the soldiers, then go up the stairs towards the next area,which is the castles garden,cut through the bushes and enter the castle,defeating any enemies along the way. Once you enter the castle, head left to the next room. Continue up a screen and right a screen, fighting off some enemies along the way. Head down the stairs to get to the basement of the dungeon. Defeat the blue sword soldier and grab the small ... Get more on HelpWriting.net ...
  • 65.
  • 66. Simon Research Paper First Assignment For Entrepreneurship (MRKT310) Prepared by: Sultanaa Saad Al–Sulaiteen ID: 2140005367 Section: 34 Prepared for: Nouf Al–Othman October 15, 2016 The Beginning "Pokémon, got to catch them all, it 's you and me, I know it 's my destiny, Pokémon, oh, you 're my best friend in a world we must defend" This part of Pokémon theme song is clarifying the real cause of the existence of Pokémon go idea, let 's back to the last seventeen 's century when the idea of Pokémon go is beginning. In Japan specific Tokyo there is a young boy which called Satoshi Tajiri, even when he was a child and autistic he interested in collecting insects presents in the forests, at the last of seventeen 's the forests destroyed to build apartments instead, which this made Satoshi sad because he hasn 't the ability to defend about the insects and the children will not be able to collect insects as he did. After that he change his hobby of games and began writing a magazine with his friends, but the writing did not satisfy his curiosity and he started thinking of the idea "Pokémon" and decided to devote himself to this project, the basic dilemma he faced is how to create a small creatures that can be collected and controlled. In 1996, the idea of Pokémon finished and completed after 6 years of attempts, he was ready to presenting the idea to the television networks, toy stores and dolls but unfortunately there is no one of them enthusiastic about the idea. In that time ... Get more on HelpWriting.net ...
  • 67.
  • 68. Essay on Rapid Growth of Nintendo Video Games Introduction Over the last 25 years the video game industry has grown rapidly, becoming a significant player in the media landscape, rivalling that of television. The industry is dominated by three key players, Sony, Microsoft and of course Nintendo, which will be centred on. The core strategy behind these global giants revolves around the same key idea, that money is to be made in software as development and manufacturing costs keep the consoles break–even sales price from most consumer price points (Williams, 2002). However the approach taken by Nintendo varies considerably from its two main rivals. Nintendo Co. launched its first video gaming system in 1983 and has since sold over 4.2 billion games worldwide, over 669 million of which ... Show more content on Helpwriting.net ... However the company has also launched a number of dud products during the late 1990s/early 2000s as well as in recent years. Today the company sees itself in a difficult position, lagging behind competitors and trying to keep up in a changing marketplace. While Nintendo is still the market leader, market share is dwindling, falling a sizable 10% in a matter of four years (Euromonitor, 2014). It has been a number of years since Nintendo has created a successful innovative product and the company is beginning to feel the effect. If Nintendo doesn't do something soon to change this, the future is bleak for this gaming company. The total market share of the three leaders has dropped suggesting the growth of software companies, particularly those creating mobile gaming apps. However Microsoft has managed to increase their market share by 3% in the same time period, due to their positioning strategy. Market Share in Global Video Gaming Industry. (Euromonitor, 2014) The above figures depict the industry's' standing one year ago, and are likely to have since changed, not working in Nintendo's favour. At this time Nintendo had released its Wii U, launched almost a year before the PS4 and Xbox One, and should have been enjoying its success. However the console failed to gain momentum at the beginning, and ultimately botched, 2013 year ended with the Wii U selling only 2.8 million consoles. The Xbox One and PlayStation 4 ... Get more on HelpWriting.net ...
  • 69.
  • 70. Case Analysis Case Analysis Introduction In evaluating Case 3: "The Home Video Game Industry: Atari Pong to the Nintendo Wii", it soon became evident that choosing a single company would become crucial in unlocking the next level to this Case Analysis. Much research revealed that Nintendo's array of experience and the changes and obstacles that Nintendo has overcome, made them a great choice for a Case Analysis. This analysis will cover a SWOT analysis: digging deep into the internal strengths and weaknesses, and also the external opportunities and threats Nintendo faces. The evaluation in comparison to the Porter's 5 Forces Model will determine Nintendo's ability to rise among its competitors. Finally, the combination of the previous two will aid in ... Show more content on Helpwriting.net ... (Totilo)" A shortcoming that the Wii has had is that it did not promote gaming for serious gamers. This was because the technology has not been as good. Most systems are using an online option for their gaming and Nintendo is not integrating itself into that aspect. The market seems to be saturated with the Wii. Most homes have one that want one, and a lot of them are not using it for what it is meant for, they are using it for things like a way to stream Netflix to their television. The other issue that has happened is the amount of counterfeit products that have been released. They have found major problems all over the world with counterfeit games, systems and controllers. Nintendo has many opportunities available to them and it seems that they have started to take advantage of some of them. Because they had such success with the Wii, they have experience with motion technology and that can lead to expansion. With the amount of current owners of their systems, they could focus on making games that will interest more people. Some feel that the controller is awkward, so they could come up with more alternatives. They could improve upon their technology and possibly come out with a better, stronger Wii. Their games offer major ... Get more on HelpWriting.net ...
  • 71.
  • 72. The Effect Of Persuasion On Media And Other Such Forms Of It For the purpose of the this paper I will be covering the topic of persuasion in media and other such forms of it. I will be going over the six principles of persuasion that was coined by Cialdini and showing how businesses and other corporations have been using them in out tv commercials, print ads and other forms of media. I will demonstrate this by covering a 2003 print ad by nintendo to make their fresh off the market GameBoyAdvance appeal to a broader and, most importantly, older audience in the late months (November) of 2003. In Robert Cialdini's article "Harnessing the Science of Persuasion", he goes on to uncover the six principles of persuasion and anyone can learn them for their own use. He goes on by saying that there are people that seem to have a natural ability to persuade, and those who do not; what he suggest that the six universal principles of persuasion can be learned by anyone and can help businesses when applied. Starting this off is the first of the six which "Liking", which the best way to have customers is be friends with them, as stated in the article "People like those who like them". A good way to have someone on your side is to establish good relationships with them, finding common hobbies and interests is something that you can do to build a growing friendship with someone; thus placing them on open ears when you want to want to steer their choice. Adding o to this is giving one praise especially to those on shaky terms; as the article explains, ... Get more on HelpWriting.net ...
  • 73.
  • 74. How Have Video Games Changed Over The Years In the past 15–25 years video games had enhanced a lot. With the newer technology the video games, controllers and consoles have reached a new stage in the way people can play video games, without controls just motion sensors. Of all the changes that have happened in video games. The new games that are played now versus the old games that people play some years ago. There are some new kind of games that in the past did not exist such as Wii Sports, Grand Theft Auto Five, Call Of Duty, boat load of other new games. Lots of the video games are just a step up of games of the past, such as Mario Cart, Super Smash Bros, and Mario Bros and a lot of different games. When you look back at the different consoles some of your parents played were really big, now they have changed a lot. The makers had improved the way the consoles look like, their figure, and their color. They would also fix the Graphics. Just for finding a way for making it more attractive for video games buyers, such as children and teenagers. ... Show more content on Helpwriting.net ... The first video games like in Atari were just two rectangles in each side of the TV, and a square which goes from side to side bouncing when it hits one of the rectangles, this game was the first idea for a sport in video games, tennis. Now Graphics are a characteristic of the video game that designers take really in account because in actuality is believed that if the game does not have good graphics, the game is not good, so in order to keep de children interested in the game, designers always search ways for perk up the graphics and make the game real as ... Get more on HelpWriting.net ...
  • 75.
  • 76. Wii Points Generator Download No Survey Wii Points Generator Download No Survey http://bit.ly/1r3qJXP wii points generator, wii points generator online, wii points generator download, wii points generator 2012 download, wii points generator download free, wii points generator mac, wii points generator free, wii points generator v2.7.2.4 password, wii points generator 2013, wii points generator 2014, wii points generator 2012, wii points generator password, wii points generator no surveys, wii points generator no download, wii points generator 2012 no surveys, wii points generator unlock code, wii points generator descargar, wii points generator 2012 free download, wii points generator download no surveys, wii points generator 2013 download, wii points generator apk, wii points ... Show more content on Helpwriting.net ... com i 92757, is the wii points generator safe, is there a wii points generator, wii points generator ita, wii points generator download ita, wii points generator june ... Get more on HelpWriting.net ...
  • 77.
  • 78. Video Games And The Video Game Industry The video game industry has changed a lot since its inception, and a large part of that is due to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting to arise. The market for video games has remained the same except for the actual devices in it. There has always been a rivalry between the consoles and the more powerful PCs. Consoles ended up receiving a negative reputation after the crash of ... Show more content on Helpwriting.net ... However, this game isn't blamed for the video game crash. E.T., for the Atari 2600, gets that "honor." Many gamers consider E.T. one of, if not, the worst video game of all time. The frustrating gameplay and its seemingly rushed state crushed any hopes for this game. It did so poorly that there is a landfill in Alamogordo, New Mexico that holds all of the unsold cartridges. For the most part, the quality of video games has improved since the crash. The company Nintendo puts their seal of quality on all of their games. Gamers also act like quality control for video games, however it is usually after the game is released. Gamers, typically, expect a certain standard for their video games, and some will advocate not buying a game so the company will learn from their mistake. For the most part, this does work, but some bad games can still slip through the cracks. A tragic example of this is Aliens: Colonial Marines. This game was targeted towards the fans of the Aliens movies. In 2011, at the video game convention E3, a demo was shown to demonstrate this new game. Unfortunately, this demo was completely fabricated. When the game was released, it lacked the realistic look of the "demo" and the atmosphere of the Aliens movies. That was just an example from a major "AAA" company. Another example is seen in the Steam Workshop. The Steam Workshop is a place where normal people can sell their own created games. However, there is no quality control. ... Get more on HelpWriting.net ...