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Video Game Report
Introduction
In my following report, I'd be going over what computer games developers do and elaborate on the
hardware and software which would be required for a games developers use and how its use for it. I
will also be going over the specifications for what is uses to create a video game and explain the
programs and the codes that should be used for it.
Explain IT system roles for a specific industry role
A Computer games developer creates, develops and codes computer games. There are a lot of
different kind of games on platforms such as first–person–shooters to flash games that you can play
on Facebook or a website. A computer game can take up to months or even years to create and
develop, and involves a range of job roles. A computer ... Show more content on Helpwriting.net ...
Secondly, Small console games on the Xbox Live Arcade or windows can also be developed in C#
program, Java Script or Visual Basics with or without the shader code depending how big the
memory is or the graphics for your game. IOS games for iPhone/iPad/iPod are usually developed in
Objective C, it can also write in C++ code. Android Games are usually Java. Or C++, shader code
for graphics is done in OpenGL, Other mobile platforms are either C++, Java Script or some custom
language framework. Python would be good if you're using Python based game engine. It is good to
code servers and desktop applications as well.
In addition, not only has that but computer games developers used certain types of hardware for
their work such as:
GPU – A Graphics Processing Unit is a chip processor mainly used to manage and boost the
performances of images, animations, videos and graphics. If you are developing a game application
that focuses on visuals, often requiring the end–user to have a powerful graphics processor to play
on your game. The developer's graphics card should be as good as the recommended end–user's
card.
CPU – The Central Processing Unit the (CPU) is the unit, which performs most of the processing
inside a computer. To control instructions and data flow to and from other parts of the computer,
CPU must rely on chip sets, which is a microchip located on the motherboard. Computer game
developers can
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Cover Art Research
Compared to traditional art forms that have been around for millennia, other forms of art have
produced millions of objects, and images by almost as many artists. Graphics arts, a relative new
comer to the world of art is still in its infancy. With a history stretching back only 25 years, this
paper begin with a brief history of this art form. In the First paragraph the paper expands on the
history and highlights the advancements this style of art has seen over the last two decades. Cover
art has made prominent contributions within three main styles transitioning among them over the
years. Hand drawn images, film photography art, and digital art. The very first video game was
founded in the late 1940's games used interactive electronic devices with various display formats.
"The earliest example is from 1947–a "Cathode ray tube Amusement Device" was filed for a patent
on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December
1948, as U.S. Patent, inspired by radar display tech, it consisted of an analog device that allowed a
user to control a vector–drawn dot on the screen to simulate a missile being fired at targets, which
were drawings fixed to the screen ".Video games had no representational images or art they were
moving blocks and simulations during the 1950s and 1960s. This all changed during the arcade era
in the 1970s, with the creation of arcade games and the rise of the early Nintendo. Games such as
Mario, Atari, Duck hunt, Mike
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Investigating The Process Of Game Developers Use For Make...
For Research Project I have chosen to investigate the process that game developers use to make a
video game. Games have been around since 1951 when the first game Pong was invented, which
took to an international stage (Pong Story, 2013). Since then technology has evolved, which has
allowed game designers to make more sophisticated and technical games, which gives the players a
more realistic experience. What kind of software are used to make game? 'After designing the game
's concept, as well as the characters and environments; the next step is to make it digital', (Tim
Crosby, 2008). There are many software packages available for beginners to experienced designers.
Depending on how skilled a designer is; they are able to get software packages that range from drag
and drop functions to, software that will need coding skills to make the game. Most software
packages come with tools to make two dimensional (2D) and three dimensional (3D) games.
Software that you can use to make a 2D game. Software that can be used to make a 2D, which is
recommended, by both my secondary and primary source is Game Maker. Game Maker has many of
the tools that a game designer would need, all in the one software. It allows you design many
different types of games and has in built game engine. It also supports game development for
multiple platforms including Windows, Mac, Android, IOS, Windows Phone, HTML5, PlayStation
4 and Xbox One (YoYo Games, 2016) Software that you can use to make a 3D
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The Influence Of Playing Pokemon Go
Participating in the survey were 193 high school and middle school aged students from a mid–sized
southeastern school. Forty–four percent of the respondents were male, and 56% were female.
Seventy–eight percent of the respondents were between the ages of twelve and fifteen, while 22% of
the respondents were between the ages of sixteen and eighteen. Only about 1 of 10 students (9.8%)
said that when Pokemon Go was popular they played every day. However, roughly 3 in 10 students
(31.6%) answered that when it was popular their friends played every day. The hypothesis stated:
Males play video games significantly more than females. As the results demonstrate, there was a
significant difference between males and females with respect to playing Pokemon Go while it was
popular ( t= 4.507, p <.05). More specifically, males played Pokemon Go at a much higher rate (M=
2.00) than females (M=1.38). Although the results were not as strong, there was also a large
difference between males and females with respect to perception of their friends playing (t=2.627,
p=.009). The results of this question show that males believe their peers play much more (M= 2.77)
than females (M= 2.31).
Table 1
Discussion Overall, the general findings from the research show that Pokemon Go has declined in
popularity significantly since its release in July. When Pokemon ... Show more content on
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As the results demonstrated, there was a significant difference between males and females in the
amount of time they spend playing video games. Future researchers could figure out how to draw
more female players into the video game community for the benefit of their sales. Another angle
would be the introduction of video games into education. With new technological advancements in
the virtual reality industry, the possibilities are endless regarding video games and their potential use
in
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Computer Science And Medicine Or Art Science
The STEM related fields have always tended to be predominantly male; engineering and my major
of interest–– computer science are composed mainly of male students. These fields have just
recently started seeing more and more women pursuing them. Computer Science is an amazing field
and offers a variety of opportunities in terms of how it can be applied; it can be a combination of
computer science and another field–– computer science and medicine or art/design. There are
endless possibilities as to what future technology can be developed and what new ideas can be
created because of engineers, but if the field remains mostly comprised of men then we're missing
out on the many ideas that the female side and perspective may have to offer.
Learning about Corrinne Yu was enlightening because not only is she an engineer but she's one of
the best in her field, whether it be through gaming, physics, or mechanics. It's refreshing to hear
about a woman changing the standards so drastically in a male–oriented industry like that of gaming
because from my experiences girls who play video games are considered doing it for attention or the
male approval rather than the idea that we generally enjoy just playing the game. Knowing that
some of the designs that transformed the way gaming is now ran was due to her incredible ability,
gave me a lot of hope and ambition to strive to be able to do half of what she was capable of. While
doing my research on her, I knew when I checked the comments on
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Example Of A Discourse Community
Since the dawn of time that humans have reigned around the world, they have formed groups or
communities that share common goals or interest. John Swales (1990), a respectable professor of
linguistics at the University of Michigan, developed a list of characteristics to determine
communities or, as he calls it, a discourse community. He identifies these characteristics as all the
discourse communities has agreed upon common goals, mechanisms of intercommunication among
its members, provide information and feedback, possess one or more genres of communication,
distinguish vocabulary or lexis, and requirement for memberships (Swales, 1990, p. 1–5). The
International Game Developers Association (IGDA), falls into the category as a discourse
community. Founded in 1994, IGDA is a non–profit professional association that collaborates with
projects that encompasses members from all fields of game development. They bring together
developers to improve their lives and prepare the next generation of developers. The IGDA is a
professional discourse community that defines all of Swales characteristic to be considered as a
discourse community. Swales' (1990) "Concept of Discourse Community" commences with his
point that a discourse community has a set of common goals. The International Game Developers
Association's mission is "to advance the careers and enhance the lives of game developers by
connecting members with their peers, promoting professional development, and advocating on
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Swot Analysis Of Mega Vid
Mega–Vid's Strategic Plan
Sisley Lopez
Mega–Vid's Strategic Plan
Introduction
Mega–Vid strives to satisfy the demands of our customers in an effort to increase the customer
loyalty while improving our customer satisfaction ratings. This effort has recently been impacted as
our company struggles to create a brand which will dominate in a competitive market. In addition to
numerous complaints regarding the effects of the products our company offers, we often endure
criticism about our company's individual brand in the market. Mega–vid is a video game company
providing video games targeting all age groups. The company is attempting to deal with increased
consumer criticism on the effects of video games in relation to ... Show more content on
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However, these initiatives can reduce the sales of the video games since some of those scenes are the
major parts of the games that players engage. There is a fundamental concept that tends to miss out
when parents are purchasing video games for their children. The majority of them do not
differentiate games meant for adult consumption and the games created for children and teenage
content. There needs to be a strong campaign to make the parents aware of proper choice of video
games that suits the age of the players. The organization can also work on coming up with games
that allow parental control by allowing parents to block some of the scenes that they consider
inappropriate for the children.
Some other companies dealing with production and selling of video games have opted to forward
customer calls to other video game specialists and developers to answer their questions in an attempt
to avoid the problem of giving conflicting statements to the customers. However, this approach is
not suitable for our business because it is our culture to ensure that customer satisfaction is always
the top most factors. Our organization aims to create a good customer relationship by providing the
customer customized solutions that fit their individual needs. By Outsourcing the idea of dealing
with customer complaints to other firms, our organization will lack control of the quality of
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The Effects Of Violent Video Games
There have been multiple studies and research cases, in recent years, that point the finger at violent
video games as the cause of increased aggressive behavior in children. These studies claim to
provide irrefutable evidence of the influence violent video games have on impressionable young
people, such as increasing aggressive behavior and violent tendencies. But in all the research and
studies done on the effects violent video games, there have been two recurring factors, a
predetermined outcome of negativity, and a lack of long term, solid evidence to support their results.
Violent video games do no increase aggressive behavior in children, as these studies would like to
lead you to believe. These studies are asking the wrong question in the pursuit of a desired outcome.
Aggressive children are simply more likely to play violent video games. Video games are not the
first medium of entertainment to be put to this test either. With "a traditional game console in 51
percent of U.S. households" we would be experiencing bedlam nationwide if the findings from these
studies were in fact true (North). In addition, for every "reputable" study that concludes violent
video games cause increased aggression, there is a study against it showing the flaws in the research,
or proof of bias on the part of the researchers, proving that a predetermined outcome was expected.
Some of the studies even had researchers on the teams voice their disapproval of the outcome
because of a perceived
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Mickshi Tajiri Personality
Mr. Satoshi Tajiri is a Japanese video game designer well–known as the creator of the multibillion
dollar franchise, Pokémon, as well as the founder of video game developer, Gamefreak. In addition,
Tajiri worked on several other video game projects that include Mario spin–offs and The Legend of
Zelda. In this paper, I will describe Satoshi's personality based on Henry Murray's system of needs
involving achievement motivation. First, I will describe Murray's system of needs and emphasize
the importance of achievement motivation in detail. Next, I will explain the level that Satoshi's
personality traits align with a need for achievement using his history and his general nature as
examples. Then, I will interpret how Tajiri has demonstrated achievement motivation through the
success of his work. Finally, I will conclude how Satoshi Tajiri's high level of achievement
motivation affects every aspect of his day–to–day life and how it influences his fans to achieve as
well.
Influenced by both psychoanalytic and trait concepts of personality, Henry Murray believed that
human needs are the basic elements of personality. Murray categorized human needs into two
groups: viscerogenic needs and psychogenic needs. Psychogenic needs are what Murray mostly
focused his work on and describe, a "readiness to respond in a certain way under certain given
conditions" (1938, pg. 124). He listed 27 psychogenic needs, including the need for achievement,
and created his system of needs theory. In
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Corporate Responsibility Essay
Mini Corporate Social Responsibility Essay
Current Efforts for Social Responsibility
Activision Blizzard is an industry leader for producing and designing video games. They have
annual revenues of 4 billion, annual income of 2.2 billion and total assets of 5.5 billion. Activision,
as they are commonly known, have great customer support and even better technical support,
despite having to deal with one of the most impatient and finicky customer bases, the gamer.
So how do they stack up in social responsibility?
As a video game company Activision does not have the usual responsibilities that other companies
have. Petrol companies and other mining/energy companies have a responsibility to the public to not
do unnecessary harm while ... Show more content on Helpwriting.net ...
Activision as a video game producing company has a great wealth of resources and knowledge for
Wise Web Kids to use in making its video games. This way the kids will be more likely to play the
games since they will have been made by a major video game publisher instead of an internet safety
organization. The goal of getting kids to pay attention to lessons about fraud, bullying, and even
sexting is achieved with Activision's help as a game developing company and all of its branches that
work on game design.
Due to the partnership with Wise Web Kids, Activision puts a language filter in all of its games, and
gives its games a fair rating. The rating is so that parents are aware of what kind of game they are
buying for their children and Activision makes sure that no game is sold without warning that
content may not be appropriate for individuals under a certain age limit. The language filter in their
online games ensures that even in the online community parents can protect their children from
playing with people who would use adult language in some of the more kid friendly games.
Analysis of Current Social Responsibility
Activision is doing a great job performing its role as far as social responsibility goes. They are
extremely aware of what their video games are doing to our society and how they are effecting
America's youth. Due to this, they want to continue to do more with regards to education and safety.
The importance of
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Video Games Come to Life
My heart hammered in my chest as I raced out of the doorway just ahead of another explosion.
Fragments from the blast sent pinpricks of searing pain shooting through my nervous system and
gave me a new spurt of energy. Screaming like a madman, I sped across the courtyard and then
scrambled over a low wall, falling into what I hoped was some sort of temporary refuge. The
constant string of explosions abated, so I attempted to collect myself and take stock of my situation.
My injuries weren't all that serious, so I hastily popped a pain pill into my parched mouth and
washed it with a refreshing swig of water from my flask. Noting an angle in the wall to my left, I
scurried around a small shrub towards the safety of two solid walls at my back and the protective
screen of the bush. And I found my salvation there, nestled in the shadows of a recess at the bottom
of the wall. Like a jackal to carrion I pounced and scooped my prize up, then crouched in my
obscure hiding spot. I tensely scanned through the leaves of the bush in front of me, alert for any
hint of movement. My search was almost instantly rewarded, as my pursuer, howling like a banshee,
burst through a pair of large wooden gates about twenty yards in front of me. I popped up out of my
hiding spot, centered the crosshairs of my newly acquired rocket launcher, and squeezed off a shot
just as he turned in my direction. I was close enough to see the look of bloodlust on his face turn to
mortal fear in his microsecond
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Managing change paper III
Managing Change Part III MGT/426 September 13, 2013
Managing Change Part III Electronic Arts is one of the leading video game developers within the
gaming culture. With development sites located in Canada, Florida, Texas, and Louisiana EA has
arguably become the mainstay in the gaming world and should remain competitive within that
market for years to come. During this essay members from Team A will discuss the appropriate
change model that should be applied to Electronic Arts in ... Show more content on Helpwriting.net
...
In this sense, diagnosis exists whether or not explicit diagnostic models are used (Akin, Dunford, &
Palmer, 2006).
Although these views may not be explicitly stated, as implicit models they still have a powerful
capacity to guide how we think about situations that we face in our company, how we talk about
those situations, and what we deem to be appropriate courses of action (Akin, Dunford, & Palmer,
2006).
The apparent option of EA Inc. not using a model is not a real option; the choice is whether EA Inc.
should use one that is explicit or one that is implicit.
While implicit models may provide valuable insights based on accumulated experience, they do
have limitations. First, they are likely to be based on the limited experience of one or a few
employees at EA Inc.; thus, their generalizing ability may be uncertain. Second, because they are
implicit, it is difficult for other employees to be aware of the framework/assumptions within which
decisions are being made (Akin, Dunford, & Palmer, 2006).
Blueprint for New Structure of Change
Six Box Organizational Model Representation
1. Purposes: What business are we in? The Business of Gaming.
2. Structure: How do we divide up the work? Teamwork through departmental cooperation.
3. Rewards: Do all tasks have incentives? Yes, EA prides itself on employee
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How Convergence And Localization Work
Introduction: Games industry as a sector of new digital media is now playing a vital role in creating
commercial value(Dovey and Kennedy, 2006). According to data given by guardian: the number of
sales of of video games(both software and hardware) reaches top for the first time, four billion
pounds in 2008, which is bigger than film and music sales(include CD,DVD and cinema box office
takings ). Furthermore, the value of sales in global games industry in 2015 is 72.4 billion dollars and
specialists predict that it will value at one hundred and thirteen dollars by 2018. Video games
gradually achieve great commercial value and play a vital role in the entertanment industry. To
emphasize, there are two indispensable factors making game ... Show more content on
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In early age of development of game industry, localization is mainly reflected in simple translation
of text in games. Obvious examples can be found in japan game industry: As a core of exporting
video games in the early 1980s, Japan aimed to meet european and american players' need about
language, we can find a lot of Japanese game translated into English: zero ring published by SEGA,
Yu–Gi–Oh published by KONAMI... As time went by and new need of market and consumers
occurred: Born of multiple themes of games in one game broke traditional structure of game
industry. These new games usher new creativity into the game industry and expand markets all over
the world. For example, Konami published a action game 'Teenage Mutant Ninja Turtles' (TMNT).
This story allow you to choose a 'Ninja Turles' to beat the criminal and heal the world. Especially, is
a ninja turtle from New York. This new mix of western heroism and Oriental elements such as
Ninja, japanese music attracts a lot of players in new market such as Asia and achieved great
commercial success in the whole world. In terms of significance of localization, The first argument i
hold about it is that due to trend of globalization, localization is for granted seen as a irreplaceable
strategy. According to Kerr and Flynn, globalization is a continuous process that make the society
closely connected. This can be shown in a great number of flows of 'products, people, finance...'
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Will Video Game Developers Have Ethical Obligation?
1. Which question did you pick and why?
I chose the question on whether video game developers have ethical obligations. The reason that I
chose it was due to the fact that I am interested in video game development. There are many
controversial video games, such as Grand Theft Auto, or Call of Duty, on the market that give the
majority of video games a bad name. I feel like video game developers do have ethical obligations
to an extent. We do have a rating system in place, and it seems that majority of the time it is ignored,
and then the media questions why children are developing violent tendencies when playing "M"
rated games.
2. What are the main arguments from both sides of the issue?
The video game industry cares for the gaming community ... Show more content on Helpwriting.net
...
Explain both versions of the Categorical Imperative (one from ch.9 and one from ch.10) and show
what a Kantian response to your question would look like. Be sure to state what you think the
'maxim' would be and whether it could be
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Tips On Online Casino Bonus
Blog 29 – How to stretch your online casino bonus
While it seems like there are countless welcome bonus and sign–up offers available to players, once
one is claimed at an online casino that's it. At each online casino you register at you get one
welcome bonus and no more. That means that when an online casino bonus lands in your account
the key is to making last as long as possible. While this seems easy enough, it tends to be tougher
than most people realise. If you really want to see your online casino bonus last longer than five
minutes, I suggest you pay close attention to the following.
Tip No. 1 – Don't grab the very first bonus you see
Part of the task of extending an online casino bonus as far as it can go actually begins with
registering for the right online casino bonus in the first place. The temptation is often to grab the
first bonus that you see, but seldom is that ever a good idea. You will want to look at online casino
portal before you do anything and find a casino bonus that is at least somewhat favourable towards
the player. Be patient, do you research, and find an online casino bonus that has extension potential.
Tip No. 2 – Keep your bankroll under control
If you honestly believe that all you need to make it in the world of online casino gaming is an online
casino bonus you need to think again. Untold riches aren't going to land at your feet with this
approach and you will more than likely see that online casino bonus reduced to dust in a matter of
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Video Game Analysis: The Last Of Us
The last of us is a PS3 video game, in which the producers (Naughty dog) present a real life post–
apocalypse that you will guide through as a child and as an adult. These two characters have a hard
life with nothing but utter despair around them. This can easily be genuinely considered the greatest
game of its type. The world has been destroyed by a virus that took over the whole world overnight
and swept the nation leading to a land of hopelessness and a real life hell. No other game has this
combination of the face paced action mixed with an excellent story line that will keep you wanting
more. The story is dangerous and unpredictable. From start to finish the entire experience is truly
remarkable. It is easy to lose yourself in the pandemic ridden United States and once you start the
ability to quit will be beyond your reach. Forget all the chores or homework or even eating ... Show
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As you pass through the towns and hotels it is really detailed orientated. You can see the nature
reclaiming this land that cities were once built on. Wildlife running free and plant life growing wild.
You see giraffes, elk, rabbits and other wildlife. The scenery is truly beautiful, it is mind–blowing.
You can see the birds flying and chirping, this scenery shows hope and faith for the future. It shows
the ability for regrowth, renewal and a brighter future. It foreshadows the rebirth of mankind and the
restoration of civilization. You truly have to stop and admire the scenery, also Ellie (the little girl)
makes you stop and pet animals as she asks you questions about them. These destroyed cities show
you how anything can be saved and restored. It symbolizes a brighter future, and hope for further
generations. Although the beauty of the scenery is eye–catching, people would account this is a
weakness if brutality is your sole purpose than you may find this feature over the top and maybe a
bit
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Electronic Arts (EA): Worst Company In America
Introduction Electronic Arts (EA) is a video game company that was named the "Worst Company in
America" for two years in a row by readers of Consumerist. Electronic Arts had extremely negative
Corporate Social Responsibility with three groups: their customers, employees, and competitors.
Consumer Affairs/Product & Services–Stakeholders: Customers/Consumers
Paying Extra For Games
Electronic Arts and their customers did not have a great relationship. First, Electronic Arts would
make customers who bought their games pay extra for everything. Electronic Arts created online
passes for customers to play their games. But if the passes expired, customers had to either buy a
new online pass, go through customer service, or buy a new game ... Show more content on
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At first, Electronic Arts was not doing so well, hence why they were voted "Worst Company in
America". They were not selling their best products, charging too much for their products, not
treating employees the right way, and buying out companies that were failing. Doing these actions
was not the best way for Electronic Arts to go. The researcher compared Electronic Arts to
Microsoft because she wanted to give her audience a comparison of a company with good Corporate
Social Responsibility compared to a company with bad Corporate Social Responsibility. The
researcher believes that it is harder to just see one side of the story. She believes that by comparing
and contrasting companies, the audience will have a better idea of what they are looking at. But, the
researcher believes that what CEO Andrew Wilson did was right. He changed the way EA was
running things during a time when EA was failing. He pretty much saved Electronic Arts from
becoming worse than it already was. Electronic Arts is not as good as Microsoft, but it is getting
there. Without Wilson, Electronic Arts probably would not exist today or at least not making a lot of
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An Information Security Engineer For A Video Game...
An Information Security Engineer for a video game development company has many things to be
concerned about. A few items of concern are compromised game servers, DDoS, and Threat Group–
3279 (TG–3279). For each of these malicious attacks and threats there is a strategy for addressing
the risk. In addition there are also potential controls that the company could use to mitigate each
risk. Risk management, control identification, and selection processes are important. The best
strategy for malicious attacks and threats is determined by the risk. For a compromised game server,
risk mitigation is the best strategy. This is because there are things that can be done to reduce the
risk impact severity and/or probability of ... Show more content on Helpwriting.net ...
Attacks from a threat group like TG–3279 can be devastating for a company, small companies
would not be able to recover. Due to the negative potential outcome of this threat, risk avoidance
would be the best strategy. Keeping everything updated will only get you so far. It would be wise to
have an inside hacker who can help find any weaknesses in your security so you can make patches
or reinforce the weakness. This can help the company stay one step ahead of any threat groups.
Along with understanding the best strategy for a risk, it is also good to understand the potential
controls needed to mitigate each risk. Preventative controls are needed for a compromised game
server. This is mitigation control would work for this threat because it is a preventable problem. To
reduce the risk of a DDoS attack, administrative controls would be a good approach. The chances of
this attack happening would be lessened if permissions to data and servers were controlled (State
University of New York, 2015). It is best to ensure no one person has access to everything. For a
threat such as TG–3279, it is best to use a detective control. A company would want to detect a
potential problem in the early stages before any damage can be done. Risk management, control
identification, and selection processes are important, specifically in this organization. It is naïve of a
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Essay On Odobo
Odobo game platform review Have you heard of Odobo gaming platform? Probably not, but we can
assure you, these guys are really worth having a look at. Odobo gaming is a rather special case in
the game manufacturing world. Unlike the giants like NetEnt or Microgaming, Odobo is more of a
platform that provides the opportunity for the smaller or independent game developers to create,
present and promote their games. The game makers that work with Odobo are Touchstone Games,
Rabcat, Applejack Gaming, Vermantia, Fantasy Factory and many others, more than 20 developers
in total. And that number keeps constantly growing. Let's see what Odobo say about themselves; it
will probably make things much clearer. "Odobo is the industry's first HTML5 Developer Program
and Marketplace for the real–money gaming industry. The result ... Show more content on
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Read our full review of the coolest Stereo Miami slot by Foxium offered on Odobo platform. This is
a great ad highly unusual DJ themed slot with an alien looking neon–clad DJ girl, who will get you
spinning like crazy. She will take you on a disco–slot adventure and even show you the Miami club
VIP rooms. Odobo mobile Odobo had obviously had the mobiles and tablets in mind when they
developed their platform. Because they mostly use HTML5, it makes sure that the games work well
on both mobile phones, tablets and computers. With most Odobo games yu even have the
opportunity to use a smart, unique feature that allows you to switch between platform while playing,
meaning you can start the game on your computer and finish it on the mobile and the whole
experience will be smooth and seamless. HTML5 means that you will be able to play the game
without the need to download them or install any plugins., Odobo gaming has its own app in the
AppStore, as well as in the Android Market, so if you search "Odobo Play" and download the app,
you will be able to play all the games from odobo, including free play to test the games. Odobo
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Marketing in a Global Economy: Identifying Growth...
Executive Summary Scoffed at by many during its infancy, the global video gaming industry has
become a multi–billion dollar enterprise today that promises continued strong growth in the future.
With several platforms and thousands of game titles available in hundreds of languages, video
gaming systems are increasingly popular among young and old players alike. Although uptake
patterns continue to shift among major target countries, video game demand, particularly online
gaming, remains strong in countries such as South Korea. The objective of this report was to
identify a country in Asia that would be a favorable market for a product launch from Krome
Studios, currently Australia's largest video game developer. Krome Studios has a proven track
record of success that makes it especially well situated to expand its international operations into a
growth market such as South Korea. In this regard, the results of the research showed that South
Korea represents the most favorable target country at present for Krome's business goals and
recommendations are provided in support of this initiative. Table of Contents Page 1. Introduction
................................................................................. 1.1 Overview of Product and Company
............................................. 1.2 Purpose of the Report ............................................................... 2.
Country Selection ........................................................................ 2.1 Rationale for Choosing South
Korea for Product Launch .................. 2.2 Plan for Entering South Korean Market
.................................... 3. Situation Analysis
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Computer Home Pc Vs. Server
Introduction NRCGamingPro, a newly formed games development company, wants to populate
their offices with 20 new PC's and a server to develop and test games aimed at PlayStation and X–
Box platforms. In order to provide NRCGamingPro with suitable specification for each PC and the
server, it is necessary to compare the standard home PC, which was suggested by the manager of
this new company, to a game development PC. During that comparison I will explain main
differences between use of PC at home/office and use of PC at a professional game development
company. I will also include the reason why server build I chose is so different to both above PC's.
Environments of use– Home PC vs Game Development PC vs Server First, let's have a look at ...
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These task require a lot of power from the main four components of a PC – CPU, GPU, RAM and
HDD. Finally, the server is responsible for handling mixture of different task, such as accessing and
updating the database, running web components of the project (server to handle multiple clients in
multi–player games) and hosting a web site. These tasks rely heavily on CPU, RAM, HDD. It is
worth to note that the specifications of a server are dependent on how many users are going to
connect to the server and what purpose it is going to serve. Justification Please refer to Fig.1. in
appendix to see the specifications of each machine, to fully understand the justification below. Game
Development PC Server PC CPU The CPU for this build requires a lot of power. In order to satisfy
that need I have suggested use of AMD FX–8 9590. A processor equipped with eight cores and
threads, clocked at 4.7GHz. This is the perfect choice for a game dev PC as most applications used
by game developers take advantage of multi–core system. Its clock will also provide exceptional
one core performance for the applications that utilize only one core. Additionally AMD processors
are known for being great overclockers, so it will be possible for the user to overclock the processor
in order to make it even faster. I have chosen a mid–range server CPU for this server as it will
provide enough power to
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The Last of Us
The Last of Us "The Last of Us" is an award winning video game developed by Naughty Dog and
produced by Sony Entertainment for the PlayStation3 (PS3). It features a blend of action–adventure,
stealth, and survival horror genres, and is set in the post–pandemic ruins of the United States. Yet,
while those elements make the game interesting and enjoyable to play, it is the story that motivates
the player forward. Equal parts fiction and nonfiction, a bit of real world truth goes a long way in
making this game significantly better than the vast majority of other horror–adventure titles.
Naughty Dog's "The Last of Us" is the single greatest experience in video gaming to–date ... Show
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Joel is an apathetic man; heavily tormented by grief over his daughter's death and the loss of
everything he once valued. Ellie, born several years after the initial outbreak, isn't as emotionally
jaded. The world as it's presented in the game, turned upside down and essentially torn apart by a
major crisis, is the only world she has ever known. The story of "The Last of Us", rather than
focusing on its clichéd setting of a zombie–infested, post–apocalyptic world, is about the gradual
bond that forms between the two main characters. Joel and Ellie's relationship is one the developer
ingeniously establishes over the course of the game with subtle nuances instead of overt gestures.
Another stroke of Naughty Dog's genius comes from the gameplay. Ammunition, weapons, and
ingredients for crafting are extremely scarce, setting the survival horror aspect of the game at the
forefront of a player's mind in its truest sense. Combat in "The Last of Us" adds to the sense of
intensity and believability felt throughout the game. The player must survive encounters with two
types of foes: humans and infected. Often unpredictable, human enemies behave more intelligently
in "The Last of Us" than previously seen in games by employing items from their own arsenal, and
displaying a remarkable sense of self–preservation. The zombie–like creatures in the game are
characterized by the degrees in which they are
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Case
Abstract Electronic Arts or better known yet as (EA) is known as one of the biggest gaming
development companies still around today. Electronic Arts is the organization in which develops
markets and distributes the so called EA games. The man behind Electronic Arts Inc is Trip Hawkins
who hired designers and programmers to develop EA games as early as 1982. During that time, the
company developed only home computing games that laid the foundation of today's EA games
which include the Battlefield series and Need for Speed. EA essentially had a smooth run to become
a successful video game business compared to other companies such as Activision who struggled in
the beginning. EA today is still one of the biggest successful gaming companies ... Show more
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EA has made rough decisions to try and make things work while Activision improved their direction
to overtake the lead in the video game industry.
Rivalry among these firms is weakened because the market is fast–growing, the number of firms is
great thus diminishing the effect of strong competitive moves, and the product–lines are highly
differentiated and appeal to a variety of diverse segments. Porters strategy simply states "An
organization that pursues a differentiation strategy seeks to distinguish itself from competitors
through the quality of its products or services" (Griffin 211). EA competes with Activision with
video games on the basis of differentiation where it shows how EA's loss of interest of their video
game development gained the popularity of Activision as they went along to gain leadership in the
video game development world.
3) How would you use the Miles and Snow typology theory to advise Activision Blizzard on the
best way to maintain its leadership in the video–game market?
Miles and Snow argued that companies develop their adaptive strategies based on their perception of
their environments. It's broken down into three parts of strategies. The first
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Microtransactions On Gaming Marketing Agency
Microtransactions in Gaming
I. INTRODUCTION
What Are Microtransactions?
In the gaming marketing agency over the past few years, many of the video game publishers have
been pushing for higher revenues and returns from their investments in games. This has been proven
to be the norm from smaller, free–to–play titles, all the way to the largest game developers on the
market. For many developers, this means more advertisement promotion of their games on the
internet and on television or to try and improve their game to add more content for the buyers. As
the case is for many other developers however, their solution in recent years seems to consist of
using the tactic of microtransactions. As one may assume, this has led to many problems in the
video game industry.
Microtransactions are defined as, "A very small financial transaction conducted online"
(Microtransactions, 2016). Since the term "microtransaction" is a relatively modern term, there is no
true price range that has been established yet to define it by price. Typically, microtransactions are
located inside of in–game shops that require either real money, or some kind of in–game currency.
For smaller studios that do not have enough money to promote their game to be able to sell it for a
fee and still become popular, microtransactions are one of their main sources of revenue from the
game. By relying on these transactions as the main source of income however, this tempts many
studios to become greedy and exploit the
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Examples Of Microtransactions
So what exactly are microtransactions? Microtransactions can be defined as the exchange of real
money for virtual goods. It is a system where "users can purchase virtual goods via micropayments."
hence the term microtransaction ("Microtransaction" 2017.) This type of business model is common
in free to play games and is typically used to speed up progression within the game itself. However,
some developers have decided to incorporate microtransactions despite customers already paying
the full price for the game. While this is not necessarily an issue if the goods are cosmetic and have
no effect on the core gameplay, it is an issue if it provides users who pay for offered goods with an
unfair advantage over free to play players. One might ... Show more content on Helpwriting.net ...
In my opinion, this was a blatant money–grab by EA and in no way ethical because they were not
acting in the interest of their clients (the users) and utilizing us as a means to an end. They could
have made the same game sans the microtransactions and have made a reasonable profit from the
cost of the base game itself, but instead chose to make a greedy decision to increase profit margins
for what would have been a successful game regardless. Had I been the one to make the decision, I
would have lowered the time–sink required to unlock heroes by a substantial amount, and limited
the microtransactions to cosmetic items. That way, the needs of the customers would have been
satisfied, but the company would have still made more profit than it normally would. In summary,
the decision was not ethical because they acted against the interest of the customers and instead
decided to further their own profits. To understand why microtransactions have become so prevalent
one has to understand the history of them first. Microtransactions date as far back as early 2005 with
the release of the Xbox Live Marketplace. Back then, players could purchase virtual goods such
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Electronic Arts : A Leading Global Interactive...
Kyle Del Valle
Financial Report
FIN 343
Electronic Arts Inc.
Introduction
Electronic Arts Inc. is a leading global interactive entertainment software company. Electronic Arts,
commonly known as EA, delivers video games, content and online services for internet–connected
consoles, personal computers, mobile phones and tablets. In the 1990s, video game consoles gained
sophisticated three–dimensional graphics. During this time consoles emerged such as Sony's
PlayStation and Nintendo's N64. These consoles featured 3D graphics, which allowed developers to
produce with more creative freedom. Over 155 million Americans currently play video games with
67% of the total usage coming from adults between the ages of 18 and 49, with four out of every
five households owning a device that can be used for gaming purposes. Electronic Arts is well know
for their critically acclaimed high–quality franchises such as The Sims, Madden NFL, EA SPORTS
FIFA, Star Wars Battlefield, Dragon Age, Plants vs. Zombies, and many others. Electronic Arts has
become the number one published video game creator on the PlayStation 4 and Xbox One, led by
the strengths of its popular EA Sports, and Madden franchises. The biggest news for Electronic Arts
was their recent release of Star Wars battlefront, the newest version of the popular video game
created in 2004 based on the Star Wars Saga. Electronic Arts continues to thrive producing the most
popular titles, and continuing to break ground in the video game
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Essay Financial Analysis of Ea Games
Part A: INDUSTRY INFORMATION
1. Economic Features
Market size and Growth Potential (as of 2003):
* The video game industry is currently a $31 billion global market. * Market size has tripled in
value over the last decade from $10 billion in 1995 to $31 billion as of 2003. * In five years the
industry is expected to grow approximately 14.8% ($36,042/$31,374), at a rate of approximately
2.96% per year (14.8%/5). * We feel that the industry is entering the early maturity stage of the
growth cycle for the overall global market. * Some observers feel that growth potential is massive,
predicting that the video game market is "on track to rival the movie, music, and television
industries" * Further analysis ... Show more content on Helpwriting.net ...
* Others such as Sega and significantly smaller players have decided to focus on game producing
only. * Some major industry players are increasingly turning to outsourcing some of their game
production to independent licensed game developers.
2. Competitive Analysis
*Due to the vast amount of information regarding the gaming industry, we concentrated more on the
work of independent game developers than on the three makers of game consoles.
The Rivalry among Competing Sellers in the Gaming Industry:
Rivalry is seen as being intense due to the following factors:
Major players in the gaming industry: THQ, Acclaim Entertainment, EA Games, Microsoft, Sega,
and Activision
* Gaming industry has experienced fierce competition due to the presence of three (Sony, Nintendo,
Microsoft) different console manufacturers and several independent game developers. * All three
makers of gaming consoles also develop some of their own games, which are exclusive to their own
console. * Game developers are continually coming out with new games in attempt to improve upon
previous releases that were of a lesser technological quality * The smaller game developers are
having difficulty staying competitive due to a lack of capital, and unpredictable cash flows. *
Standardization is definitely present in the many games that are released; therefore we see many
game players switch
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Video Games Do Not Encourage Violence Essay
Video games and violence
Over the years, the popularity of computer and video games has grown. Specifically violent video
games make up more than 50 % of the top selling games. These games include violent themes that
involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to
blame for the many acts of violence in society and have encouraged America's youth to act out in
aggression. Several organizations, such as the PTC (Parents Television Council) have moved to
discourage the development of violent games while also pushing for stronger regulations when
purchasing such games. There is also debate among parents and concerns on how games can
negatively influence their children. So is there a direct link between video games and violence? The
truth is video games do not encourage violence in society based on several factors which include
scientific studies, statistics on crime, and prevention measures adopted by game publishers.
Scientific Studies There have been several scientific studies to determine if video games do in fact
contribute to violence. One study was conducted by experimental psychologist in 2015 at the
Oxford Internet Institute at Oxford University. Lead by Dr. Andy Przybykaski, the study included
research to observe the behaviors of children during social gaming. Dr. Przybykaski also wanted to
review the affects gaming had on education performance in school. One part of the study found that
found that children who play
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The Learning Capabilities Through Video Games
The next topic we will cover is the part that we are most excited about. The console will have the
ability to educate and train students, military personnel, and police force. I will also be discussing
the various peripherals we have developed to aid in education and training.
We have gotten in contact with many different educators to ask what they thought about the learning
capability through video games. "Video games are playing an increasing role in school curricula as
teachers seek to deliver core lessons such as math and reading–not to mention new skills such as
computer programming–in a format that holds their students' interests. Some herald this
gamification of education as the way of the future and a tool that allows students to take a more
active role in learning as they develop the technology skills they need to succeed throughout their
academic and professional careers." (Malykhina 1) Most all of these educators had flashbacks to
times when they played games such as "School House Rock" and "The Oregon Trail" either when
they were in school or while teaching in their early years. We were reassured that they thought
gaming could be used a pivotal tool in the educating of young students. We developed the Ninesis
Gaming System to link up as many controllers as needed for a whole class; along with this we have
developed a projector peripheral that links with the system through Bluetooth that would be placed
at the vertices between the wall and the
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Advantages Of Crowdfunding
Crowdfunding and the gaming industry
The video games have been marked with a considerable advancement since its first introduction in
1970s. Emergence of the modern technology and social networks has enabled games to expand and
explore new means and forms of its application (http://www.statista.com/topics/868/video–games/ ).
The crowdfunding has gained a lot of popularity over the years, especially in the gaming
community. Not only is the industry perceived as one of the most innovative and forward–looking
categories, it also connects people with a specific mind–set and an excessive enthusiasm towards it.
Moreover, this community has a common interest which is closely linked with a technological
element and thus the users tend to have a ... Show more content on Helpwriting.net ...
Just as other campaigns, games benefit from the same advantages of crowdfunding. There are in
particular three major reasons, why is crowdfunding useful for this industry. Firstly, the fact that
crowdfunding enables the funders to considerably lower their costs is one of the main luring factors.
It is a matter of fact that a development of games is a very expensive business. Moreover, since the
gaming industry has evolved and grown over the time, so has done the customers´ expectations. The
extent and complexity of their demands has escalated significantly, resulting in higher costs of game
production (http://www.crowdsourcing.org/editorial/the–rise–of–crowdfunding–and–
crowdsourcing–in–the–video–game–sector/52239 ). In fact, the global gaming software expenditure
represents an enormous amount of $51, 13 billion (http://www.statista.com/topics/868/video–games/
). This had, however, a negative impact as the smaller producers, who could not afford such
expenditures and have been pushed out of the market. Crowdfunding allows these small ventures to
access additional funds and therefore, it helps them to transform their unique ideas into a reality and
launch the products successfully on the
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The Next Generation of Storytelling Essay
Storytelling has been mankind's most broad and universal occupation since its conception and has
come a long way, developing new techniques and expanding in multiple domains. It can be
considered an ancient form of art because it is crucial for human expression. Every culture has made
a contribution to the narration of stories in various fields, such as, entertainment, literature,
education, the media and so forth, with the purpose of conveying an important message, or purely to
entertain. One entertainment medium which has been disregarded over the course of the years is the
video games industry. Over the last few years, this industry has developed into one of the most
complex branches in entertainment and has gained a great number of ... Show more content on
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A famous game that followed a clear and simple pattern was Mario, where the player was given the
task of searching for the princess in successively empty castles. Another example of an early game
is Space Invaders, where the goal of the game was to destroy multiple rows of pixelated aliens.
Because storytelling techniques were primitive in the early years, the player was not rewarded with
cutscenes that drove the plot forward; instead he got points that were accumulated a total score.
However, with the passing of time, technology and the gaming audience evolved and matured,
creating new opportunities for the medium to expand its horizons and develop new storytelling
techniques. Following the significant evolutions in technology, video games have adopted these
advancements and continued to become more elaborate, especially with the use of motion capture,
which allows technicians to capture and record the live performance of actors that are applied to the
3D models of the virtual character. This is only one element that makes the products of this medium
so appealing and immersive for the player. These technological advancements have given to the
developers of video games the opportunity to construct stories and characters which are more
believable and complex, bringing about a narrative revolution. In recent years, video games have
boasted captivating and thoughtful stories, allowing the
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Porter's Five Forces Applied to Electronic Arts Essay
There are many people play video game, pc game, massively multiplayer online game and mobile
game, the game industry is increasing. Because of technology, the game industry can develop more
game which have high quality, and develop more generation of console.
According case 15, author talked about how game industry increases recently and what situations
for game industry are. He also divided game industry for several segments, such as video game, pc
game, massively multiplayer online game and mobile game. He also discussed how each segments
is developed. Moreover, the author also describes Electronic Art's situations in some parts, such as
developing process, strategies, suppliers, distribution and competitors.
This paper will briefly to ... Show more content on Helpwriting.net ...
Competitive pressures associated with the jockeying among rival sellers
For global game industry, every company competes violently.
According our case, there are several rivals in this industry, such as Electronic Art, Activision Inc,
THQ, Take Two Interactive Software Ink, Midway Game Inc. Moreover, as we know, some
companies which produce game–playing device, like Sony, Microsoft, Nintendo, also create their
own game with in–house staff, in this industry
Every company produce video game for different consoles, consoles are developed new generations
fast, game developer should compete to gain license for new generation console.
Every video game developer have good capability in faster processing speeds, digital and high–
definition graphics capability and on line connectivity to develop new game or new game–playing
device, by those way, they can easily to attract extended consumer.
2. Competitive pressures associated with the threat of new entrants
To enter the game industry is difficult because new entry should possess high technology skill, high
capital and well distribution, it's not easy to new entry.
Entry barriers of global video game industry are high because every global game industry
companies cooperates and competes each other, they have force to influence this market, and new
potential entrants are not easy to enter this market.
3. Competitive pressures from the sellers of substitute products
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Internal and External Pursuasive Communication Essay
Internal and External Persuasive Communication
COM 537
August 19, 2013
Abstract
Organizations both large and small, all share a common feature. This feature is internal and external
stakeholders. An organization can have a wide variety of internal and external stakeholders. It is
vital to make certain that designated managers within the organization keeps both internal and
external stakeholders informed of accolades, potential problems, problems, as well as any other
issue that has transpired that will affect them. By doing so, all stakeholders will remain happy, and
may even be able to offer applicable feedback.
Persuasive Memo to Internal Stakeholder: Employees
To: Best Games ... Show more content on Helpwriting.net ...
Either way: there will be disgruntled customers.
Consider the first choice: rolling the game out with the technical issues still remaining. Yes, we
would more than likely exceed our sales expectation. We are more than certain that the game would
sale, as our sales records show, but if the customers are dissatisfied with our product that be
reflected in future sales. How would this choice change the opinions of our customers? Perhaps they
would think that compared to our previous products, this game is not what they expected, I wasted
my money, this game is not working properly and I would like a refund – and so on. How would we
as an organization recover from this? Would we be able to recover? The potential for loss is very
great in this situation.
Now, consider the second choice: delaying the release of the video game allowing our video game
developers more time to resolve the technical bugs, and bring our product up to spec. This will
however prevent the organization from reaching its projected sales goal. How would this make the
customer feel? Perhaps they would be disappointed for the additional wait, they may be very pleased
with the quality of or product once again, they may feel as is the additional wait was well worth it
because the product is outstanding. What would this mean for future sales? Increased customer
loyalty, increased sales, and we would
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Second Skin : Separating The Real World And The Virtual...
Second Skin: Separating the Real World and the Virtual World In today's culture, people who
regularly play video games have been stereotypically viewed as overweight, lazy, slobs, who can't
keep a job and never leave their homes. However, a majority of the population plays video games or
owns a console. These stereotypes mostly apply to PC gamers, and MMO players in particular.
While most people don't develop such severe addictions to the game, there is a group of people who
suffer. These people are usually imagined as overweight men in their parent's basements, sporting
acne and greasy hair. There are most definitely people that fit this profile, however, video game
addiction can claim many different people from many different walks of life. It is most definitely a
serious issue, but some people don't see the degree to which it affects everyday life. Personally, I
feel that I can elaborate on the matter with a different perspective, as I have been closeup and
personal to video game addiction. In the documentary, the producers followed several people who
felt that video games had a major influence in some aspect of their lives. Some people found it to be
positive, while others found it to be negative. The video featured a couple meeting through an
MMO, a group of people spending the majority of their lives playing World of Warcraft, and a man
who took his addiction very personally, and took the steps to recover. Another story featured a
woman who was very outspoken about
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Personal Narrative: A Career As A Video Game Developer
My career goals as a professional video game developer who owns a game studio are something that
I have dreamed about for as long as I can remember. While I have had some bumps in the road of
my career choices (what high school kid hasn't?), the only thing that I have consistent passion,
commitment, and devotion for are video games. I got my first video game when I was five on the
Gameboy Advance, and ever since then, I have been permanently addicted. While my taste for
games has changed, my intense craving for them has not subsided, and in fact, it has only grown. As
I got older over the years I began to learn more about how they work, who made them, and what
processes are used to publish them. I even did a project on them in 8th grade about the history of
video games and its effects on modern culture. Now, as an adult, I wish to take my adoration for
video games to the next level: and that is where The Art Institute of California (Player 2) joins the
game. ... Show more content on Helpwriting.net ...
I came across The Art Institute and was impressed with what they taught and how they taught it; as I
did more researching, I realized that this college was the one for me. I want to use the up–to–date
curriculum taught at The Art Institute to become a real, professional game developer. When I
graduate, I would like to have a diploma that proves that I know the most modern–used game
developing technology that can take an idea and bring it to life. I want my education and my
experiences at The Art Institute to not only make me a better game developer, but a better person
outside of the classroom or the job. I expect my education to make me grow as an individual and
help me become an expert in my profession so I can become the game developer that I have always
wanted to
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Red Dead Redemption Analysis Essay
Critical Analysis of a Game:
Red Dead Redemption
Professor Shawn Graham
Jad Slaibeh
100804020
Submitted: Thursday February 7th 2013
The game I have chosen for my critical analysis is Red Dead Redemption. Red Dead Redemption
was made, published, and engineered by a company called Rockstar Games (Rockstar Website). The
major distributor of the game is a company who happens to own Rockstar, Take–Two interactive.
Being one of the most successful video game developers to date, Rockstar is famous for creating the
popular and controversial game series Grand Theft Auto. Rockstar differs very much from other
video game developers because they are one of few who have grown and experienced the
advancement of video games in ... Show more content on Helpwriting.net ...
I played the game on my Xbox 360 console. To capture the experience of the Wild West, Rockstar
consulted some historical experts in the field, along with channelling a lot of time and money into
the graphics of the game. According to a New York Times online article, Rockstar spent between
80–100 million dollars on developing the game (Schiesel 2010). I mention this statistic because this
comes to show the new era of devotion Rockstar brought to video game production.
In any video game, soundtracks can be an incredible boost in its overall character. The soundtracks
in Red Dead Redemption are authentic; it gives the game historical flavour. What I mean by this is
you truly get a feeling of the Western experience. Rockstar brought on composers Woody Jackson
and Bill Elm. In a behind the scenes video, the composers explain that it is essential for them to
"find a balance, paying homage to what was there but also trying to add our stamp to the music"
(GamerSpawn, 2010). Another interesting fact they mentioned was the ability for the game to launch
certain lines of music to start based on your actions. For example, if you jump on a horse, a bass line
rolls in. If the player is in a shootout, the music intensifies. The music helps reinforce the player's
connection with the historic west by creating familiar sounds associated with the Western era.
Before I mention the problem spaces of the game, I would like to continue back to explaining
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Is Sexism A Big Problem?
Imagine this. You 're in the middle of a really intense, stressful, and energetic game where it 's you
against four other people. You are all alone and struggling to survive and as you 're getting shot at all
you hear is some ignorant teenage boy from the other team say "you won 't win... get back into the
kitchen and make me a sandwich." Now I know you might be wondering where this is heading, but
this is one of the few examples that women, when playing video games, have to deal with. What
many do not realize, is how sexist many can be and how rude or hurtful the things they say can be.
They also do not realize that many of these problems come from teenage boys who are not allowing
any female to have a chance to show how good they could potentially be or how beneficial they
could be to the team or game. Sexism is a big problem in the gaming community that needs to be
changed. There have been many problems involving both men and women and it 's all because of
how sexist games can be or just based on how sexist people are behind their anonymous alias. On
one side of the debate, many, including those who cause the sexism, say these things are said and
done because they believe it will increase sales and it will get more attention to their company or
game, they believe that these type of games are what gamers want or what they believe is best for
their fans, and they believe that these sexist comments are just jokes and messing around. Although
some could believe these things
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The Production of Video Games Taught At School
An electronic device in which a player would control the images on the screen is known as video
games (WorldBookStudent). Video games are the basis to why some students do not do well to
school. This is because these students would get the "video game addiction" in which the games
"would take over the lives of a kid." Is this a psychological disorder like the others stated within the
DSM–IV? The answer for this is no (CRCHealthGroup). This addiction however is not a mental
disorder, but instead many students may use video games as a stress reducer by releasing all their
energy that they gain during the day on the video games. These students would only feel that a
videogame is more interesting because it would have cool graphics and most games are multiplayer
games which mean that they can play with their friends (VideoGameAddiction). This cause would
lead to the effect of where students do badly in school because they would be too concentrated in the
video games they play that they will have less time to do any homework which will lead them to not
understanding the concept within what the lesson is about. From this adults can understand how
students do not do well when they take tests and final exams. What can people do about this
situation in this case? Since some students within school are addicted to video games, therefore the
school system should provide a career pathway on how to create and program video games because
it will allow these gaming students to participate
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Videogames Don't Have a Negative Effect on Kids Essay...
Videogames Don't Have a Negative Effect on Kids
There are many things that today's society worries about; television, role models, etc. The biggest
ones are those that affect the children. One that many people overlook is video games, a national
past time in almost every home. It is clear that they can cause changes in children, but are the
changes good or bad? Do video games have a negative effect on kids?
Personally, I felt there was nothing wrong with video games. I play them for fourteen hours or more
a week, and I've been doing "fine" in life. I made it to a fine college, I learned unique words when I
was young, and I even won prizes in some video game contests. I still have that Star Fox t–shirt
even to today. Still, I ... Show more content on Helpwriting.net ...
In "Electronic Gaming Monthly," there was an article that explained the top five negative aspects of
videogames. Isolation: people can become obsessed over a videogame. Shawn Woolley, a young fan
of the popular Everquest, committed due to bankruptcy. The game makes you pay–as–you–play, and
he played too much. Addiction: people have been known to "forego work, relationships, and even
food for the sake of their online play." Physical problems: many of today's games have vibrating
controllers to give a more interactive feeling. A 15 year–old kid developed "hand–arm vibration
syndrome," burning sensations and inflammation in the hands and arms, due to playing on his
Playstation too much. Violence: Senator Joseph Lieberman ran a campaign against Mortal Kombat
due to its "spine–ripping gore." Even Captain Kangaroo was brought in, explaining that videogames
teach lessons to kids that would cause a parent to faint. Violence numbing: when a child plays a
violent videogame, the terrible news in today's world barely faze them since they have seen worse in
the videogame, even though it wasn't real.
I was shocked at reading this, and though that this clearly proved that videogames should be taken
off the market, but another article changed my mind.
James Paul Gee, a professor of education at the University of Wisconsin–Madison, dove into the
world of videogames to see
... Get more on HelpWriting.net ...

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Video Game Report

  • 1. Video Game Report Introduction In my following report, I'd be going over what computer games developers do and elaborate on the hardware and software which would be required for a games developers use and how its use for it. I will also be going over the specifications for what is uses to create a video game and explain the programs and the codes that should be used for it. Explain IT system roles for a specific industry role A Computer games developer creates, develops and codes computer games. There are a lot of different kind of games on platforms such as first–person–shooters to flash games that you can play on Facebook or a website. A computer game can take up to months or even years to create and develop, and involves a range of job roles. A computer ... Show more content on Helpwriting.net ... Secondly, Small console games on the Xbox Live Arcade or windows can also be developed in C# program, Java Script or Visual Basics with or without the shader code depending how big the memory is or the graphics for your game. IOS games for iPhone/iPad/iPod are usually developed in Objective C, it can also write in C++ code. Android Games are usually Java. Or C++, shader code for graphics is done in OpenGL, Other mobile platforms are either C++, Java Script or some custom language framework. Python would be good if you're using Python based game engine. It is good to code servers and desktop applications as well. In addition, not only has that but computer games developers used certain types of hardware for their work such as: GPU – A Graphics Processing Unit is a chip processor mainly used to manage and boost the performances of images, animations, videos and graphics. If you are developing a game application that focuses on visuals, often requiring the end–user to have a powerful graphics processor to play on your game. The developer's graphics card should be as good as the recommended end–user's card. CPU – The Central Processing Unit the (CPU) is the unit, which performs most of the processing inside a computer. To control instructions and data flow to and from other parts of the computer, CPU must rely on chip sets, which is a microchip located on the motherboard. Computer game developers can ... Get more on HelpWriting.net ...
  • 2.
  • 3. Cover Art Research Compared to traditional art forms that have been around for millennia, other forms of art have produced millions of objects, and images by almost as many artists. Graphics arts, a relative new comer to the world of art is still in its infancy. With a history stretching back only 25 years, this paper begin with a brief history of this art form. In the First paragraph the paper expands on the history and highlights the advancements this style of art has seen over the last two decades. Cover art has made prominent contributions within three main styles transitioning among them over the years. Hand drawn images, film photography art, and digital art. The very first video game was founded in the late 1940's games used interactive electronic devices with various display formats. "The earliest example is from 1947–a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent, inspired by radar display tech, it consisted of an analog device that allowed a user to control a vector–drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen ".Video games had no representational images or art they were moving blocks and simulations during the 1950s and 1960s. This all changed during the arcade era in the 1970s, with the creation of arcade games and the rise of the early Nintendo. Games such as Mario, Atari, Duck hunt, Mike ... Get more on HelpWriting.net ...
  • 4.
  • 5. Investigating The Process Of Game Developers Use For Make... For Research Project I have chosen to investigate the process that game developers use to make a video game. Games have been around since 1951 when the first game Pong was invented, which took to an international stage (Pong Story, 2013). Since then technology has evolved, which has allowed game designers to make more sophisticated and technical games, which gives the players a more realistic experience. What kind of software are used to make game? 'After designing the game 's concept, as well as the characters and environments; the next step is to make it digital', (Tim Crosby, 2008). There are many software packages available for beginners to experienced designers. Depending on how skilled a designer is; they are able to get software packages that range from drag and drop functions to, software that will need coding skills to make the game. Most software packages come with tools to make two dimensional (2D) and three dimensional (3D) games. Software that you can use to make a 2D game. Software that can be used to make a 2D, which is recommended, by both my secondary and primary source is Game Maker. Game Maker has many of the tools that a game designer would need, all in the one software. It allows you design many different types of games and has in built game engine. It also supports game development for multiple platforms including Windows, Mac, Android, IOS, Windows Phone, HTML5, PlayStation 4 and Xbox One (YoYo Games, 2016) Software that you can use to make a 3D ... Get more on HelpWriting.net ...
  • 6.
  • 7. The Influence Of Playing Pokemon Go Participating in the survey were 193 high school and middle school aged students from a mid–sized southeastern school. Forty–four percent of the respondents were male, and 56% were female. Seventy–eight percent of the respondents were between the ages of twelve and fifteen, while 22% of the respondents were between the ages of sixteen and eighteen. Only about 1 of 10 students (9.8%) said that when Pokemon Go was popular they played every day. However, roughly 3 in 10 students (31.6%) answered that when it was popular their friends played every day. The hypothesis stated: Males play video games significantly more than females. As the results demonstrate, there was a significant difference between males and females with respect to playing Pokemon Go while it was popular ( t= 4.507, p <.05). More specifically, males played Pokemon Go at a much higher rate (M= 2.00) than females (M=1.38). Although the results were not as strong, there was also a large difference between males and females with respect to perception of their friends playing (t=2.627, p=.009). The results of this question show that males believe their peers play much more (M= 2.77) than females (M= 2.31). Table 1 Discussion Overall, the general findings from the research show that Pokemon Go has declined in popularity significantly since its release in July. When Pokemon ... Show more content on Helpwriting.net ... As the results demonstrated, there was a significant difference between males and females in the amount of time they spend playing video games. Future researchers could figure out how to draw more female players into the video game community for the benefit of their sales. Another angle would be the introduction of video games into education. With new technological advancements in the virtual reality industry, the possibilities are endless regarding video games and their potential use in ... Get more on HelpWriting.net ...
  • 8.
  • 9. Computer Science And Medicine Or Art Science The STEM related fields have always tended to be predominantly male; engineering and my major of interest–– computer science are composed mainly of male students. These fields have just recently started seeing more and more women pursuing them. Computer Science is an amazing field and offers a variety of opportunities in terms of how it can be applied; it can be a combination of computer science and another field–– computer science and medicine or art/design. There are endless possibilities as to what future technology can be developed and what new ideas can be created because of engineers, but if the field remains mostly comprised of men then we're missing out on the many ideas that the female side and perspective may have to offer. Learning about Corrinne Yu was enlightening because not only is she an engineer but she's one of the best in her field, whether it be through gaming, physics, or mechanics. It's refreshing to hear about a woman changing the standards so drastically in a male–oriented industry like that of gaming because from my experiences girls who play video games are considered doing it for attention or the male approval rather than the idea that we generally enjoy just playing the game. Knowing that some of the designs that transformed the way gaming is now ran was due to her incredible ability, gave me a lot of hope and ambition to strive to be able to do half of what she was capable of. While doing my research on her, I knew when I checked the comments on ... Get more on HelpWriting.net ...
  • 10.
  • 11. Example Of A Discourse Community Since the dawn of time that humans have reigned around the world, they have formed groups or communities that share common goals or interest. John Swales (1990), a respectable professor of linguistics at the University of Michigan, developed a list of characteristics to determine communities or, as he calls it, a discourse community. He identifies these characteristics as all the discourse communities has agreed upon common goals, mechanisms of intercommunication among its members, provide information and feedback, possess one or more genres of communication, distinguish vocabulary or lexis, and requirement for memberships (Swales, 1990, p. 1–5). The International Game Developers Association (IGDA), falls into the category as a discourse community. Founded in 1994, IGDA is a non–profit professional association that collaborates with projects that encompasses members from all fields of game development. They bring together developers to improve their lives and prepare the next generation of developers. The IGDA is a professional discourse community that defines all of Swales characteristic to be considered as a discourse community. Swales' (1990) "Concept of Discourse Community" commences with his point that a discourse community has a set of common goals. The International Game Developers Association's mission is "to advance the careers and enhance the lives of game developers by connecting members with their peers, promoting professional development, and advocating on ... Get more on HelpWriting.net ...
  • 12.
  • 13. Swot Analysis Of Mega Vid Mega–Vid's Strategic Plan Sisley Lopez Mega–Vid's Strategic Plan Introduction Mega–Vid strives to satisfy the demands of our customers in an effort to increase the customer loyalty while improving our customer satisfaction ratings. This effort has recently been impacted as our company struggles to create a brand which will dominate in a competitive market. In addition to numerous complaints regarding the effects of the products our company offers, we often endure criticism about our company's individual brand in the market. Mega–vid is a video game company providing video games targeting all age groups. The company is attempting to deal with increased consumer criticism on the effects of video games in relation to ... Show more content on Helpwriting.net ... However, these initiatives can reduce the sales of the video games since some of those scenes are the major parts of the games that players engage. There is a fundamental concept that tends to miss out when parents are purchasing video games for their children. The majority of them do not differentiate games meant for adult consumption and the games created for children and teenage content. There needs to be a strong campaign to make the parents aware of proper choice of video games that suits the age of the players. The organization can also work on coming up with games that allow parental control by allowing parents to block some of the scenes that they consider inappropriate for the children. Some other companies dealing with production and selling of video games have opted to forward customer calls to other video game specialists and developers to answer their questions in an attempt to avoid the problem of giving conflicting statements to the customers. However, this approach is not suitable for our business because it is our culture to ensure that customer satisfaction is always the top most factors. Our organization aims to create a good customer relationship by providing the customer customized solutions that fit their individual needs. By Outsourcing the idea of dealing with customer complaints to other firms, our organization will lack control of the quality of ... Get more on HelpWriting.net ...
  • 14.
  • 15. The Effects Of Violent Video Games There have been multiple studies and research cases, in recent years, that point the finger at violent video games as the cause of increased aggressive behavior in children. These studies claim to provide irrefutable evidence of the influence violent video games have on impressionable young people, such as increasing aggressive behavior and violent tendencies. But in all the research and studies done on the effects violent video games, there have been two recurring factors, a predetermined outcome of negativity, and a lack of long term, solid evidence to support their results. Violent video games do no increase aggressive behavior in children, as these studies would like to lead you to believe. These studies are asking the wrong question in the pursuit of a desired outcome. Aggressive children are simply more likely to play violent video games. Video games are not the first medium of entertainment to be put to this test either. With "a traditional game console in 51 percent of U.S. households" we would be experiencing bedlam nationwide if the findings from these studies were in fact true (North). In addition, for every "reputable" study that concludes violent video games cause increased aggression, there is a study against it showing the flaws in the research, or proof of bias on the part of the researchers, proving that a predetermined outcome was expected. Some of the studies even had researchers on the teams voice their disapproval of the outcome because of a perceived ... Get more on HelpWriting.net ...
  • 16.
  • 17. Mickshi Tajiri Personality Mr. Satoshi Tajiri is a Japanese video game designer well–known as the creator of the multibillion dollar franchise, Pokémon, as well as the founder of video game developer, Gamefreak. In addition, Tajiri worked on several other video game projects that include Mario spin–offs and The Legend of Zelda. In this paper, I will describe Satoshi's personality based on Henry Murray's system of needs involving achievement motivation. First, I will describe Murray's system of needs and emphasize the importance of achievement motivation in detail. Next, I will explain the level that Satoshi's personality traits align with a need for achievement using his history and his general nature as examples. Then, I will interpret how Tajiri has demonstrated achievement motivation through the success of his work. Finally, I will conclude how Satoshi Tajiri's high level of achievement motivation affects every aspect of his day–to–day life and how it influences his fans to achieve as well. Influenced by both psychoanalytic and trait concepts of personality, Henry Murray believed that human needs are the basic elements of personality. Murray categorized human needs into two groups: viscerogenic needs and psychogenic needs. Psychogenic needs are what Murray mostly focused his work on and describe, a "readiness to respond in a certain way under certain given conditions" (1938, pg. 124). He listed 27 psychogenic needs, including the need for achievement, and created his system of needs theory. In ... Get more on HelpWriting.net ...
  • 18.
  • 19. Corporate Responsibility Essay Mini Corporate Social Responsibility Essay Current Efforts for Social Responsibility Activision Blizzard is an industry leader for producing and designing video games. They have annual revenues of 4 billion, annual income of 2.2 billion and total assets of 5.5 billion. Activision, as they are commonly known, have great customer support and even better technical support, despite having to deal with one of the most impatient and finicky customer bases, the gamer. So how do they stack up in social responsibility? As a video game company Activision does not have the usual responsibilities that other companies have. Petrol companies and other mining/energy companies have a responsibility to the public to not do unnecessary harm while ... Show more content on Helpwriting.net ... Activision as a video game producing company has a great wealth of resources and knowledge for Wise Web Kids to use in making its video games. This way the kids will be more likely to play the games since they will have been made by a major video game publisher instead of an internet safety organization. The goal of getting kids to pay attention to lessons about fraud, bullying, and even sexting is achieved with Activision's help as a game developing company and all of its branches that work on game design. Due to the partnership with Wise Web Kids, Activision puts a language filter in all of its games, and gives its games a fair rating. The rating is so that parents are aware of what kind of game they are buying for their children and Activision makes sure that no game is sold without warning that content may not be appropriate for individuals under a certain age limit. The language filter in their online games ensures that even in the online community parents can protect their children from playing with people who would use adult language in some of the more kid friendly games. Analysis of Current Social Responsibility Activision is doing a great job performing its role as far as social responsibility goes. They are extremely aware of what their video games are doing to our society and how they are effecting America's youth. Due to this, they want to continue to do more with regards to education and safety. The importance of ... Get more on HelpWriting.net ...
  • 20.
  • 21. Video Games Come to Life My heart hammered in my chest as I raced out of the doorway just ahead of another explosion. Fragments from the blast sent pinpricks of searing pain shooting through my nervous system and gave me a new spurt of energy. Screaming like a madman, I sped across the courtyard and then scrambled over a low wall, falling into what I hoped was some sort of temporary refuge. The constant string of explosions abated, so I attempted to collect myself and take stock of my situation. My injuries weren't all that serious, so I hastily popped a pain pill into my parched mouth and washed it with a refreshing swig of water from my flask. Noting an angle in the wall to my left, I scurried around a small shrub towards the safety of two solid walls at my back and the protective screen of the bush. And I found my salvation there, nestled in the shadows of a recess at the bottom of the wall. Like a jackal to carrion I pounced and scooped my prize up, then crouched in my obscure hiding spot. I tensely scanned through the leaves of the bush in front of me, alert for any hint of movement. My search was almost instantly rewarded, as my pursuer, howling like a banshee, burst through a pair of large wooden gates about twenty yards in front of me. I popped up out of my hiding spot, centered the crosshairs of my newly acquired rocket launcher, and squeezed off a shot just as he turned in my direction. I was close enough to see the look of bloodlust on his face turn to mortal fear in his microsecond ... Get more on HelpWriting.net ...
  • 22.
  • 23. Managing change paper III Managing Change Part III MGT/426 September 13, 2013 Managing Change Part III Electronic Arts is one of the leading video game developers within the gaming culture. With development sites located in Canada, Florida, Texas, and Louisiana EA has arguably become the mainstay in the gaming world and should remain competitive within that market for years to come. During this essay members from Team A will discuss the appropriate change model that should be applied to Electronic Arts in ... Show more content on Helpwriting.net ... In this sense, diagnosis exists whether or not explicit diagnostic models are used (Akin, Dunford, & Palmer, 2006). Although these views may not be explicitly stated, as implicit models they still have a powerful capacity to guide how we think about situations that we face in our company, how we talk about those situations, and what we deem to be appropriate courses of action (Akin, Dunford, & Palmer, 2006). The apparent option of EA Inc. not using a model is not a real option; the choice is whether EA Inc. should use one that is explicit or one that is implicit. While implicit models may provide valuable insights based on accumulated experience, they do have limitations. First, they are likely to be based on the limited experience of one or a few employees at EA Inc.; thus, their generalizing ability may be uncertain. Second, because they are implicit, it is difficult for other employees to be aware of the framework/assumptions within which decisions are being made (Akin, Dunford, & Palmer, 2006). Blueprint for New Structure of Change Six Box Organizational Model Representation 1. Purposes: What business are we in? The Business of Gaming. 2. Structure: How do we divide up the work? Teamwork through departmental cooperation. 3. Rewards: Do all tasks have incentives? Yes, EA prides itself on employee ... Get more on HelpWriting.net ...
  • 24.
  • 25. How Convergence And Localization Work Introduction: Games industry as a sector of new digital media is now playing a vital role in creating commercial value(Dovey and Kennedy, 2006). According to data given by guardian: the number of sales of of video games(both software and hardware) reaches top for the first time, four billion pounds in 2008, which is bigger than film and music sales(include CD,DVD and cinema box office takings ). Furthermore, the value of sales in global games industry in 2015 is 72.4 billion dollars and specialists predict that it will value at one hundred and thirteen dollars by 2018. Video games gradually achieve great commercial value and play a vital role in the entertanment industry. To emphasize, there are two indispensable factors making game ... Show more content on Helpwriting.net ... In early age of development of game industry, localization is mainly reflected in simple translation of text in games. Obvious examples can be found in japan game industry: As a core of exporting video games in the early 1980s, Japan aimed to meet european and american players' need about language, we can find a lot of Japanese game translated into English: zero ring published by SEGA, Yu–Gi–Oh published by KONAMI... As time went by and new need of market and consumers occurred: Born of multiple themes of games in one game broke traditional structure of game industry. These new games usher new creativity into the game industry and expand markets all over the world. For example, Konami published a action game 'Teenage Mutant Ninja Turtles' (TMNT). This story allow you to choose a 'Ninja Turles' to beat the criminal and heal the world. Especially, is a ninja turtle from New York. This new mix of western heroism and Oriental elements such as Ninja, japanese music attracts a lot of players in new market such as Asia and achieved great commercial success in the whole world. In terms of significance of localization, The first argument i hold about it is that due to trend of globalization, localization is for granted seen as a irreplaceable strategy. According to Kerr and Flynn, globalization is a continuous process that make the society closely connected. This can be shown in a great number of flows of 'products, people, finance...' ... Get more on HelpWriting.net ...
  • 26.
  • 27. Will Video Game Developers Have Ethical Obligation? 1. Which question did you pick and why? I chose the question on whether video game developers have ethical obligations. The reason that I chose it was due to the fact that I am interested in video game development. There are many controversial video games, such as Grand Theft Auto, or Call of Duty, on the market that give the majority of video games a bad name. I feel like video game developers do have ethical obligations to an extent. We do have a rating system in place, and it seems that majority of the time it is ignored, and then the media questions why children are developing violent tendencies when playing "M" rated games. 2. What are the main arguments from both sides of the issue? The video game industry cares for the gaming community ... Show more content on Helpwriting.net ... Explain both versions of the Categorical Imperative (one from ch.9 and one from ch.10) and show what a Kantian response to your question would look like. Be sure to state what you think the 'maxim' would be and whether it could be ... Get more on HelpWriting.net ...
  • 28.
  • 29. Tips On Online Casino Bonus Blog 29 – How to stretch your online casino bonus While it seems like there are countless welcome bonus and sign–up offers available to players, once one is claimed at an online casino that's it. At each online casino you register at you get one welcome bonus and no more. That means that when an online casino bonus lands in your account the key is to making last as long as possible. While this seems easy enough, it tends to be tougher than most people realise. If you really want to see your online casino bonus last longer than five minutes, I suggest you pay close attention to the following. Tip No. 1 – Don't grab the very first bonus you see Part of the task of extending an online casino bonus as far as it can go actually begins with registering for the right online casino bonus in the first place. The temptation is often to grab the first bonus that you see, but seldom is that ever a good idea. You will want to look at online casino portal before you do anything and find a casino bonus that is at least somewhat favourable towards the player. Be patient, do you research, and find an online casino bonus that has extension potential. Tip No. 2 – Keep your bankroll under control If you honestly believe that all you need to make it in the world of online casino gaming is an online casino bonus you need to think again. Untold riches aren't going to land at your feet with this approach and you will more than likely see that online casino bonus reduced to dust in a matter of ... Get more on HelpWriting.net ...
  • 30.
  • 31. Video Game Analysis: The Last Of Us The last of us is a PS3 video game, in which the producers (Naughty dog) present a real life post– apocalypse that you will guide through as a child and as an adult. These two characters have a hard life with nothing but utter despair around them. This can easily be genuinely considered the greatest game of its type. The world has been destroyed by a virus that took over the whole world overnight and swept the nation leading to a land of hopelessness and a real life hell. No other game has this combination of the face paced action mixed with an excellent story line that will keep you wanting more. The story is dangerous and unpredictable. From start to finish the entire experience is truly remarkable. It is easy to lose yourself in the pandemic ridden United States and once you start the ability to quit will be beyond your reach. Forget all the chores or homework or even eating ... Show more content on Helpwriting.net ... As you pass through the towns and hotels it is really detailed orientated. You can see the nature reclaiming this land that cities were once built on. Wildlife running free and plant life growing wild. You see giraffes, elk, rabbits and other wildlife. The scenery is truly beautiful, it is mind–blowing. You can see the birds flying and chirping, this scenery shows hope and faith for the future. It shows the ability for regrowth, renewal and a brighter future. It foreshadows the rebirth of mankind and the restoration of civilization. You truly have to stop and admire the scenery, also Ellie (the little girl) makes you stop and pet animals as she asks you questions about them. These destroyed cities show you how anything can be saved and restored. It symbolizes a brighter future, and hope for further generations. Although the beauty of the scenery is eye–catching, people would account this is a weakness if brutality is your sole purpose than you may find this feature over the top and maybe a bit ... Get more on HelpWriting.net ...
  • 32.
  • 33. Electronic Arts (EA): Worst Company In America Introduction Electronic Arts (EA) is a video game company that was named the "Worst Company in America" for two years in a row by readers of Consumerist. Electronic Arts had extremely negative Corporate Social Responsibility with three groups: their customers, employees, and competitors. Consumer Affairs/Product & Services–Stakeholders: Customers/Consumers Paying Extra For Games Electronic Arts and their customers did not have a great relationship. First, Electronic Arts would make customers who bought their games pay extra for everything. Electronic Arts created online passes for customers to play their games. But if the passes expired, customers had to either buy a new online pass, go through customer service, or buy a new game ... Show more content on Helpwriting.net ... At first, Electronic Arts was not doing so well, hence why they were voted "Worst Company in America". They were not selling their best products, charging too much for their products, not treating employees the right way, and buying out companies that were failing. Doing these actions was not the best way for Electronic Arts to go. The researcher compared Electronic Arts to Microsoft because she wanted to give her audience a comparison of a company with good Corporate Social Responsibility compared to a company with bad Corporate Social Responsibility. The researcher believes that it is harder to just see one side of the story. She believes that by comparing and contrasting companies, the audience will have a better idea of what they are looking at. But, the researcher believes that what CEO Andrew Wilson did was right. He changed the way EA was running things during a time when EA was failing. He pretty much saved Electronic Arts from becoming worse than it already was. Electronic Arts is not as good as Microsoft, but it is getting there. Without Wilson, Electronic Arts probably would not exist today or at least not making a lot of ... Get more on HelpWriting.net ...
  • 34.
  • 35. An Information Security Engineer For A Video Game... An Information Security Engineer for a video game development company has many things to be concerned about. A few items of concern are compromised game servers, DDoS, and Threat Group– 3279 (TG–3279). For each of these malicious attacks and threats there is a strategy for addressing the risk. In addition there are also potential controls that the company could use to mitigate each risk. Risk management, control identification, and selection processes are important. The best strategy for malicious attacks and threats is determined by the risk. For a compromised game server, risk mitigation is the best strategy. This is because there are things that can be done to reduce the risk impact severity and/or probability of ... Show more content on Helpwriting.net ... Attacks from a threat group like TG–3279 can be devastating for a company, small companies would not be able to recover. Due to the negative potential outcome of this threat, risk avoidance would be the best strategy. Keeping everything updated will only get you so far. It would be wise to have an inside hacker who can help find any weaknesses in your security so you can make patches or reinforce the weakness. This can help the company stay one step ahead of any threat groups. Along with understanding the best strategy for a risk, it is also good to understand the potential controls needed to mitigate each risk. Preventative controls are needed for a compromised game server. This is mitigation control would work for this threat because it is a preventable problem. To reduce the risk of a DDoS attack, administrative controls would be a good approach. The chances of this attack happening would be lessened if permissions to data and servers were controlled (State University of New York, 2015). It is best to ensure no one person has access to everything. For a threat such as TG–3279, it is best to use a detective control. A company would want to detect a potential problem in the early stages before any damage can be done. Risk management, control identification, and selection processes are important, specifically in this organization. It is naïve of a ... Get more on HelpWriting.net ...
  • 36.
  • 37. Essay On Odobo Odobo game platform review Have you heard of Odobo gaming platform? Probably not, but we can assure you, these guys are really worth having a look at. Odobo gaming is a rather special case in the game manufacturing world. Unlike the giants like NetEnt or Microgaming, Odobo is more of a platform that provides the opportunity for the smaller or independent game developers to create, present and promote their games. The game makers that work with Odobo are Touchstone Games, Rabcat, Applejack Gaming, Vermantia, Fantasy Factory and many others, more than 20 developers in total. And that number keeps constantly growing. Let's see what Odobo say about themselves; it will probably make things much clearer. "Odobo is the industry's first HTML5 Developer Program and Marketplace for the real–money gaming industry. The result ... Show more content on Helpwriting.net ... Read our full review of the coolest Stereo Miami slot by Foxium offered on Odobo platform. This is a great ad highly unusual DJ themed slot with an alien looking neon–clad DJ girl, who will get you spinning like crazy. She will take you on a disco–slot adventure and even show you the Miami club VIP rooms. Odobo mobile Odobo had obviously had the mobiles and tablets in mind when they developed their platform. Because they mostly use HTML5, it makes sure that the games work well on both mobile phones, tablets and computers. With most Odobo games yu even have the opportunity to use a smart, unique feature that allows you to switch between platform while playing, meaning you can start the game on your computer and finish it on the mobile and the whole experience will be smooth and seamless. HTML5 means that you will be able to play the game without the need to download them or install any plugins., Odobo gaming has its own app in the AppStore, as well as in the Android Market, so if you search "Odobo Play" and download the app, you will be able to play all the games from odobo, including free play to test the games. Odobo ... Get more on HelpWriting.net ...
  • 38.
  • 39. Marketing in a Global Economy: Identifying Growth... Executive Summary Scoffed at by many during its infancy, the global video gaming industry has become a multi–billion dollar enterprise today that promises continued strong growth in the future. With several platforms and thousands of game titles available in hundreds of languages, video gaming systems are increasingly popular among young and old players alike. Although uptake patterns continue to shift among major target countries, video game demand, particularly online gaming, remains strong in countries such as South Korea. The objective of this report was to identify a country in Asia that would be a favorable market for a product launch from Krome Studios, currently Australia's largest video game developer. Krome Studios has a proven track record of success that makes it especially well situated to expand its international operations into a growth market such as South Korea. In this regard, the results of the research showed that South Korea represents the most favorable target country at present for Krome's business goals and recommendations are provided in support of this initiative. Table of Contents Page 1. Introduction ................................................................................. 1.1 Overview of Product and Company ............................................. 1.2 Purpose of the Report ............................................................... 2. Country Selection ........................................................................ 2.1 Rationale for Choosing South Korea for Product Launch .................. 2.2 Plan for Entering South Korean Market .................................... 3. Situation Analysis ... Get more on HelpWriting.net ...
  • 40.
  • 41. Computer Home Pc Vs. Server Introduction NRCGamingPro, a newly formed games development company, wants to populate their offices with 20 new PC's and a server to develop and test games aimed at PlayStation and X– Box platforms. In order to provide NRCGamingPro with suitable specification for each PC and the server, it is necessary to compare the standard home PC, which was suggested by the manager of this new company, to a game development PC. During that comparison I will explain main differences between use of PC at home/office and use of PC at a professional game development company. I will also include the reason why server build I chose is so different to both above PC's. Environments of use– Home PC vs Game Development PC vs Server First, let's have a look at ... Show more content on Helpwriting.net ... These task require a lot of power from the main four components of a PC – CPU, GPU, RAM and HDD. Finally, the server is responsible for handling mixture of different task, such as accessing and updating the database, running web components of the project (server to handle multiple clients in multi–player games) and hosting a web site. These tasks rely heavily on CPU, RAM, HDD. It is worth to note that the specifications of a server are dependent on how many users are going to connect to the server and what purpose it is going to serve. Justification Please refer to Fig.1. in appendix to see the specifications of each machine, to fully understand the justification below. Game Development PC Server PC CPU The CPU for this build requires a lot of power. In order to satisfy that need I have suggested use of AMD FX–8 9590. A processor equipped with eight cores and threads, clocked at 4.7GHz. This is the perfect choice for a game dev PC as most applications used by game developers take advantage of multi–core system. Its clock will also provide exceptional one core performance for the applications that utilize only one core. Additionally AMD processors are known for being great overclockers, so it will be possible for the user to overclock the processor in order to make it even faster. I have chosen a mid–range server CPU for this server as it will provide enough power to ... Get more on HelpWriting.net ...
  • 42.
  • 43. The Last of Us The Last of Us "The Last of Us" is an award winning video game developed by Naughty Dog and produced by Sony Entertainment for the PlayStation3 (PS3). It features a blend of action–adventure, stealth, and survival horror genres, and is set in the post–pandemic ruins of the United States. Yet, while those elements make the game interesting and enjoyable to play, it is the story that motivates the player forward. Equal parts fiction and nonfiction, a bit of real world truth goes a long way in making this game significantly better than the vast majority of other horror–adventure titles. Naughty Dog's "The Last of Us" is the single greatest experience in video gaming to–date ... Show more content on Helpwriting.net ... Joel is an apathetic man; heavily tormented by grief over his daughter's death and the loss of everything he once valued. Ellie, born several years after the initial outbreak, isn't as emotionally jaded. The world as it's presented in the game, turned upside down and essentially torn apart by a major crisis, is the only world she has ever known. The story of "The Last of Us", rather than focusing on its clichéd setting of a zombie–infested, post–apocalyptic world, is about the gradual bond that forms between the two main characters. Joel and Ellie's relationship is one the developer ingeniously establishes over the course of the game with subtle nuances instead of overt gestures. Another stroke of Naughty Dog's genius comes from the gameplay. Ammunition, weapons, and ingredients for crafting are extremely scarce, setting the survival horror aspect of the game at the forefront of a player's mind in its truest sense. Combat in "The Last of Us" adds to the sense of intensity and believability felt throughout the game. The player must survive encounters with two types of foes: humans and infected. Often unpredictable, human enemies behave more intelligently in "The Last of Us" than previously seen in games by employing items from their own arsenal, and displaying a remarkable sense of self–preservation. The zombie–like creatures in the game are characterized by the degrees in which they are ... Get more on HelpWriting.net ...
  • 44.
  • 45. Case Abstract Electronic Arts or better known yet as (EA) is known as one of the biggest gaming development companies still around today. Electronic Arts is the organization in which develops markets and distributes the so called EA games. The man behind Electronic Arts Inc is Trip Hawkins who hired designers and programmers to develop EA games as early as 1982. During that time, the company developed only home computing games that laid the foundation of today's EA games which include the Battlefield series and Need for Speed. EA essentially had a smooth run to become a successful video game business compared to other companies such as Activision who struggled in the beginning. EA today is still one of the biggest successful gaming companies ... Show more content on Helpwriting.net ... EA has made rough decisions to try and make things work while Activision improved their direction to overtake the lead in the video game industry. Rivalry among these firms is weakened because the market is fast–growing, the number of firms is great thus diminishing the effect of strong competitive moves, and the product–lines are highly differentiated and appeal to a variety of diverse segments. Porters strategy simply states "An organization that pursues a differentiation strategy seeks to distinguish itself from competitors through the quality of its products or services" (Griffin 211). EA competes with Activision with video games on the basis of differentiation where it shows how EA's loss of interest of their video game development gained the popularity of Activision as they went along to gain leadership in the video game development world. 3) How would you use the Miles and Snow typology theory to advise Activision Blizzard on the best way to maintain its leadership in the video–game market? Miles and Snow argued that companies develop their adaptive strategies based on their perception of their environments. It's broken down into three parts of strategies. The first ... Get more on HelpWriting.net ...
  • 46.
  • 47. Microtransactions On Gaming Marketing Agency Microtransactions in Gaming I. INTRODUCTION What Are Microtransactions? In the gaming marketing agency over the past few years, many of the video game publishers have been pushing for higher revenues and returns from their investments in games. This has been proven to be the norm from smaller, free–to–play titles, all the way to the largest game developers on the market. For many developers, this means more advertisement promotion of their games on the internet and on television or to try and improve their game to add more content for the buyers. As the case is for many other developers however, their solution in recent years seems to consist of using the tactic of microtransactions. As one may assume, this has led to many problems in the video game industry. Microtransactions are defined as, "A very small financial transaction conducted online" (Microtransactions, 2016). Since the term "microtransaction" is a relatively modern term, there is no true price range that has been established yet to define it by price. Typically, microtransactions are located inside of in–game shops that require either real money, or some kind of in–game currency. For smaller studios that do not have enough money to promote their game to be able to sell it for a fee and still become popular, microtransactions are one of their main sources of revenue from the game. By relying on these transactions as the main source of income however, this tempts many studios to become greedy and exploit the ... Get more on HelpWriting.net ...
  • 48.
  • 49. Examples Of Microtransactions So what exactly are microtransactions? Microtransactions can be defined as the exchange of real money for virtual goods. It is a system where "users can purchase virtual goods via micropayments." hence the term microtransaction ("Microtransaction" 2017.) This type of business model is common in free to play games and is typically used to speed up progression within the game itself. However, some developers have decided to incorporate microtransactions despite customers already paying the full price for the game. While this is not necessarily an issue if the goods are cosmetic and have no effect on the core gameplay, it is an issue if it provides users who pay for offered goods with an unfair advantage over free to play players. One might ... Show more content on Helpwriting.net ... In my opinion, this was a blatant money–grab by EA and in no way ethical because they were not acting in the interest of their clients (the users) and utilizing us as a means to an end. They could have made the same game sans the microtransactions and have made a reasonable profit from the cost of the base game itself, but instead chose to make a greedy decision to increase profit margins for what would have been a successful game regardless. Had I been the one to make the decision, I would have lowered the time–sink required to unlock heroes by a substantial amount, and limited the microtransactions to cosmetic items. That way, the needs of the customers would have been satisfied, but the company would have still made more profit than it normally would. In summary, the decision was not ethical because they acted against the interest of the customers and instead decided to further their own profits. To understand why microtransactions have become so prevalent one has to understand the history of them first. Microtransactions date as far back as early 2005 with the release of the Xbox Live Marketplace. Back then, players could purchase virtual goods such ... Get more on HelpWriting.net ...
  • 50.
  • 51. Electronic Arts : A Leading Global Interactive... Kyle Del Valle Financial Report FIN 343 Electronic Arts Inc. Introduction Electronic Arts Inc. is a leading global interactive entertainment software company. Electronic Arts, commonly known as EA, delivers video games, content and online services for internet–connected consoles, personal computers, mobile phones and tablets. In the 1990s, video game consoles gained sophisticated three–dimensional graphics. During this time consoles emerged such as Sony's PlayStation and Nintendo's N64. These consoles featured 3D graphics, which allowed developers to produce with more creative freedom. Over 155 million Americans currently play video games with 67% of the total usage coming from adults between the ages of 18 and 49, with four out of every five households owning a device that can be used for gaming purposes. Electronic Arts is well know for their critically acclaimed high–quality franchises such as The Sims, Madden NFL, EA SPORTS FIFA, Star Wars Battlefield, Dragon Age, Plants vs. Zombies, and many others. Electronic Arts has become the number one published video game creator on the PlayStation 4 and Xbox One, led by the strengths of its popular EA Sports, and Madden franchises. The biggest news for Electronic Arts was their recent release of Star Wars battlefront, the newest version of the popular video game created in 2004 based on the Star Wars Saga. Electronic Arts continues to thrive producing the most popular titles, and continuing to break ground in the video game ... Get more on HelpWriting.net ...
  • 52.
  • 53. Essay Financial Analysis of Ea Games Part A: INDUSTRY INFORMATION 1. Economic Features Market size and Growth Potential (as of 2003): * The video game industry is currently a $31 billion global market. * Market size has tripled in value over the last decade from $10 billion in 1995 to $31 billion as of 2003. * In five years the industry is expected to grow approximately 14.8% ($36,042/$31,374), at a rate of approximately 2.96% per year (14.8%/5). * We feel that the industry is entering the early maturity stage of the growth cycle for the overall global market. * Some observers feel that growth potential is massive, predicting that the video game market is "on track to rival the movie, music, and television industries" * Further analysis ... Show more content on Helpwriting.net ... * Others such as Sega and significantly smaller players have decided to focus on game producing only. * Some major industry players are increasingly turning to outsourcing some of their game production to independent licensed game developers. 2. Competitive Analysis *Due to the vast amount of information regarding the gaming industry, we concentrated more on the work of independent game developers than on the three makers of game consoles. The Rivalry among Competing Sellers in the Gaming Industry: Rivalry is seen as being intense due to the following factors: Major players in the gaming industry: THQ, Acclaim Entertainment, EA Games, Microsoft, Sega, and Activision * Gaming industry has experienced fierce competition due to the presence of three (Sony, Nintendo, Microsoft) different console manufacturers and several independent game developers. * All three makers of gaming consoles also develop some of their own games, which are exclusive to their own console. * Game developers are continually coming out with new games in attempt to improve upon previous releases that were of a lesser technological quality * The smaller game developers are having difficulty staying competitive due to a lack of capital, and unpredictable cash flows. *
  • 54. Standardization is definitely present in the many games that are released; therefore we see many game players switch ... Get more on HelpWriting.net ...
  • 55.
  • 56. Video Games Do Not Encourage Violence Essay Video games and violence Over the years, the popularity of computer and video games has grown. Specifically violent video games make up more than 50 % of the top selling games. These games include violent themes that involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to blame for the many acts of violence in society and have encouraged America's youth to act out in aggression. Several organizations, such as the PTC (Parents Television Council) have moved to discourage the development of violent games while also pushing for stronger regulations when purchasing such games. There is also debate among parents and concerns on how games can negatively influence their children. So is there a direct link between video games and violence? The truth is video games do not encourage violence in society based on several factors which include scientific studies, statistics on crime, and prevention measures adopted by game publishers. Scientific Studies There have been several scientific studies to determine if video games do in fact contribute to violence. One study was conducted by experimental psychologist in 2015 at the Oxford Internet Institute at Oxford University. Lead by Dr. Andy Przybykaski, the study included research to observe the behaviors of children during social gaming. Dr. Przybykaski also wanted to review the affects gaming had on education performance in school. One part of the study found that found that children who play ... Get more on HelpWriting.net ...
  • 57.
  • 58. The Learning Capabilities Through Video Games The next topic we will cover is the part that we are most excited about. The console will have the ability to educate and train students, military personnel, and police force. I will also be discussing the various peripherals we have developed to aid in education and training. We have gotten in contact with many different educators to ask what they thought about the learning capability through video games. "Video games are playing an increasing role in school curricula as teachers seek to deliver core lessons such as math and reading–not to mention new skills such as computer programming–in a format that holds their students' interests. Some herald this gamification of education as the way of the future and a tool that allows students to take a more active role in learning as they develop the technology skills they need to succeed throughout their academic and professional careers." (Malykhina 1) Most all of these educators had flashbacks to times when they played games such as "School House Rock" and "The Oregon Trail" either when they were in school or while teaching in their early years. We were reassured that they thought gaming could be used a pivotal tool in the educating of young students. We developed the Ninesis Gaming System to link up as many controllers as needed for a whole class; along with this we have developed a projector peripheral that links with the system through Bluetooth that would be placed at the vertices between the wall and the ... Get more on HelpWriting.net ...
  • 59.
  • 60. Advantages Of Crowdfunding Crowdfunding and the gaming industry The video games have been marked with a considerable advancement since its first introduction in 1970s. Emergence of the modern technology and social networks has enabled games to expand and explore new means and forms of its application (http://www.statista.com/topics/868/video–games/ ). The crowdfunding has gained a lot of popularity over the years, especially in the gaming community. Not only is the industry perceived as one of the most innovative and forward–looking categories, it also connects people with a specific mind–set and an excessive enthusiasm towards it. Moreover, this community has a common interest which is closely linked with a technological element and thus the users tend to have a ... Show more content on Helpwriting.net ... Just as other campaigns, games benefit from the same advantages of crowdfunding. There are in particular three major reasons, why is crowdfunding useful for this industry. Firstly, the fact that crowdfunding enables the funders to considerably lower their costs is one of the main luring factors. It is a matter of fact that a development of games is a very expensive business. Moreover, since the gaming industry has evolved and grown over the time, so has done the customers´ expectations. The extent and complexity of their demands has escalated significantly, resulting in higher costs of game production (http://www.crowdsourcing.org/editorial/the–rise–of–crowdfunding–and– crowdsourcing–in–the–video–game–sector/52239 ). In fact, the global gaming software expenditure represents an enormous amount of $51, 13 billion (http://www.statista.com/topics/868/video–games/ ). This had, however, a negative impact as the smaller producers, who could not afford such expenditures and have been pushed out of the market. Crowdfunding allows these small ventures to access additional funds and therefore, it helps them to transform their unique ideas into a reality and launch the products successfully on the ... Get more on HelpWriting.net ...
  • 61.
  • 62. The Next Generation of Storytelling Essay Storytelling has been mankind's most broad and universal occupation since its conception and has come a long way, developing new techniques and expanding in multiple domains. It can be considered an ancient form of art because it is crucial for human expression. Every culture has made a contribution to the narration of stories in various fields, such as, entertainment, literature, education, the media and so forth, with the purpose of conveying an important message, or purely to entertain. One entertainment medium which has been disregarded over the course of the years is the video games industry. Over the last few years, this industry has developed into one of the most complex branches in entertainment and has gained a great number of ... Show more content on Helpwriting.net ... A famous game that followed a clear and simple pattern was Mario, where the player was given the task of searching for the princess in successively empty castles. Another example of an early game is Space Invaders, where the goal of the game was to destroy multiple rows of pixelated aliens. Because storytelling techniques were primitive in the early years, the player was not rewarded with cutscenes that drove the plot forward; instead he got points that were accumulated a total score. However, with the passing of time, technology and the gaming audience evolved and matured, creating new opportunities for the medium to expand its horizons and develop new storytelling techniques. Following the significant evolutions in technology, video games have adopted these advancements and continued to become more elaborate, especially with the use of motion capture, which allows technicians to capture and record the live performance of actors that are applied to the 3D models of the virtual character. This is only one element that makes the products of this medium so appealing and immersive for the player. These technological advancements have given to the developers of video games the opportunity to construct stories and characters which are more believable and complex, bringing about a narrative revolution. In recent years, video games have boasted captivating and thoughtful stories, allowing the ... Get more on HelpWriting.net ...
  • 63.
  • 64. Porter's Five Forces Applied to Electronic Arts Essay There are many people play video game, pc game, massively multiplayer online game and mobile game, the game industry is increasing. Because of technology, the game industry can develop more game which have high quality, and develop more generation of console. According case 15, author talked about how game industry increases recently and what situations for game industry are. He also divided game industry for several segments, such as video game, pc game, massively multiplayer online game and mobile game. He also discussed how each segments is developed. Moreover, the author also describes Electronic Art's situations in some parts, such as developing process, strategies, suppliers, distribution and competitors. This paper will briefly to ... Show more content on Helpwriting.net ... Competitive pressures associated with the jockeying among rival sellers For global game industry, every company competes violently. According our case, there are several rivals in this industry, such as Electronic Art, Activision Inc, THQ, Take Two Interactive Software Ink, Midway Game Inc. Moreover, as we know, some companies which produce game–playing device, like Sony, Microsoft, Nintendo, also create their own game with in–house staff, in this industry Every company produce video game for different consoles, consoles are developed new generations fast, game developer should compete to gain license for new generation console. Every video game developer have good capability in faster processing speeds, digital and high– definition graphics capability and on line connectivity to develop new game or new game–playing device, by those way, they can easily to attract extended consumer. 2. Competitive pressures associated with the threat of new entrants To enter the game industry is difficult because new entry should possess high technology skill, high capital and well distribution, it's not easy to new entry. Entry barriers of global video game industry are high because every global game industry companies cooperates and competes each other, they have force to influence this market, and new potential entrants are not easy to enter this market. 3. Competitive pressures from the sellers of substitute products ... Get more on HelpWriting.net ...
  • 65.
  • 66. Internal and External Pursuasive Communication Essay Internal and External Persuasive Communication COM 537 August 19, 2013 Abstract Organizations both large and small, all share a common feature. This feature is internal and external stakeholders. An organization can have a wide variety of internal and external stakeholders. It is vital to make certain that designated managers within the organization keeps both internal and external stakeholders informed of accolades, potential problems, problems, as well as any other issue that has transpired that will affect them. By doing so, all stakeholders will remain happy, and may even be able to offer applicable feedback. Persuasive Memo to Internal Stakeholder: Employees To: Best Games ... Show more content on Helpwriting.net ... Either way: there will be disgruntled customers. Consider the first choice: rolling the game out with the technical issues still remaining. Yes, we would more than likely exceed our sales expectation. We are more than certain that the game would sale, as our sales records show, but if the customers are dissatisfied with our product that be reflected in future sales. How would this choice change the opinions of our customers? Perhaps they would think that compared to our previous products, this game is not what they expected, I wasted my money, this game is not working properly and I would like a refund – and so on. How would we as an organization recover from this? Would we be able to recover? The potential for loss is very great in this situation. Now, consider the second choice: delaying the release of the video game allowing our video game developers more time to resolve the technical bugs, and bring our product up to spec. This will however prevent the organization from reaching its projected sales goal. How would this make the customer feel? Perhaps they would be disappointed for the additional wait, they may be very pleased with the quality of or product once again, they may feel as is the additional wait was well worth it because the product is outstanding. What would this mean for future sales? Increased customer loyalty, increased sales, and we would ... Get more on HelpWriting.net ...
  • 67.
  • 68. Second Skin : Separating The Real World And The Virtual... Second Skin: Separating the Real World and the Virtual World In today's culture, people who regularly play video games have been stereotypically viewed as overweight, lazy, slobs, who can't keep a job and never leave their homes. However, a majority of the population plays video games or owns a console. These stereotypes mostly apply to PC gamers, and MMO players in particular. While most people don't develop such severe addictions to the game, there is a group of people who suffer. These people are usually imagined as overweight men in their parent's basements, sporting acne and greasy hair. There are most definitely people that fit this profile, however, video game addiction can claim many different people from many different walks of life. It is most definitely a serious issue, but some people don't see the degree to which it affects everyday life. Personally, I feel that I can elaborate on the matter with a different perspective, as I have been closeup and personal to video game addiction. In the documentary, the producers followed several people who felt that video games had a major influence in some aspect of their lives. Some people found it to be positive, while others found it to be negative. The video featured a couple meeting through an MMO, a group of people spending the majority of their lives playing World of Warcraft, and a man who took his addiction very personally, and took the steps to recover. Another story featured a woman who was very outspoken about ... Get more on HelpWriting.net ...
  • 69.
  • 70. Personal Narrative: A Career As A Video Game Developer My career goals as a professional video game developer who owns a game studio are something that I have dreamed about for as long as I can remember. While I have had some bumps in the road of my career choices (what high school kid hasn't?), the only thing that I have consistent passion, commitment, and devotion for are video games. I got my first video game when I was five on the Gameboy Advance, and ever since then, I have been permanently addicted. While my taste for games has changed, my intense craving for them has not subsided, and in fact, it has only grown. As I got older over the years I began to learn more about how they work, who made them, and what processes are used to publish them. I even did a project on them in 8th grade about the history of video games and its effects on modern culture. Now, as an adult, I wish to take my adoration for video games to the next level: and that is where The Art Institute of California (Player 2) joins the game. ... Show more content on Helpwriting.net ... I came across The Art Institute and was impressed with what they taught and how they taught it; as I did more researching, I realized that this college was the one for me. I want to use the up–to–date curriculum taught at The Art Institute to become a real, professional game developer. When I graduate, I would like to have a diploma that proves that I know the most modern–used game developing technology that can take an idea and bring it to life. I want my education and my experiences at The Art Institute to not only make me a better game developer, but a better person outside of the classroom or the job. I expect my education to make me grow as an individual and help me become an expert in my profession so I can become the game developer that I have always wanted to ... Get more on HelpWriting.net ...
  • 71.
  • 72. Red Dead Redemption Analysis Essay Critical Analysis of a Game: Red Dead Redemption Professor Shawn Graham Jad Slaibeh 100804020 Submitted: Thursday February 7th 2013 The game I have chosen for my critical analysis is Red Dead Redemption. Red Dead Redemption was made, published, and engineered by a company called Rockstar Games (Rockstar Website). The major distributor of the game is a company who happens to own Rockstar, Take–Two interactive. Being one of the most successful video game developers to date, Rockstar is famous for creating the popular and controversial game series Grand Theft Auto. Rockstar differs very much from other video game developers because they are one of few who have grown and experienced the advancement of video games in ... Show more content on Helpwriting.net ... I played the game on my Xbox 360 console. To capture the experience of the Wild West, Rockstar consulted some historical experts in the field, along with channelling a lot of time and money into the graphics of the game. According to a New York Times online article, Rockstar spent between 80–100 million dollars on developing the game (Schiesel 2010). I mention this statistic because this comes to show the new era of devotion Rockstar brought to video game production. In any video game, soundtracks can be an incredible boost in its overall character. The soundtracks in Red Dead Redemption are authentic; it gives the game historical flavour. What I mean by this is you truly get a feeling of the Western experience. Rockstar brought on composers Woody Jackson and Bill Elm. In a behind the scenes video, the composers explain that it is essential for them to "find a balance, paying homage to what was there but also trying to add our stamp to the music" (GamerSpawn, 2010). Another interesting fact they mentioned was the ability for the game to launch certain lines of music to start based on your actions. For example, if you jump on a horse, a bass line rolls in. If the player is in a shootout, the music intensifies. The music helps reinforce the player's connection with the historic west by creating familiar sounds associated with the Western era. Before I mention the problem spaces of the game, I would like to continue back to explaining ... Get more on HelpWriting.net ...
  • 73.
  • 74. Is Sexism A Big Problem? Imagine this. You 're in the middle of a really intense, stressful, and energetic game where it 's you against four other people. You are all alone and struggling to survive and as you 're getting shot at all you hear is some ignorant teenage boy from the other team say "you won 't win... get back into the kitchen and make me a sandwich." Now I know you might be wondering where this is heading, but this is one of the few examples that women, when playing video games, have to deal with. What many do not realize, is how sexist many can be and how rude or hurtful the things they say can be. They also do not realize that many of these problems come from teenage boys who are not allowing any female to have a chance to show how good they could potentially be or how beneficial they could be to the team or game. Sexism is a big problem in the gaming community that needs to be changed. There have been many problems involving both men and women and it 's all because of how sexist games can be or just based on how sexist people are behind their anonymous alias. On one side of the debate, many, including those who cause the sexism, say these things are said and done because they believe it will increase sales and it will get more attention to their company or game, they believe that these type of games are what gamers want or what they believe is best for their fans, and they believe that these sexist comments are just jokes and messing around. Although some could believe these things ... Get more on HelpWriting.net ...
  • 75.
  • 76. The Production of Video Games Taught At School An electronic device in which a player would control the images on the screen is known as video games (WorldBookStudent). Video games are the basis to why some students do not do well to school. This is because these students would get the "video game addiction" in which the games "would take over the lives of a kid." Is this a psychological disorder like the others stated within the DSM–IV? The answer for this is no (CRCHealthGroup). This addiction however is not a mental disorder, but instead many students may use video games as a stress reducer by releasing all their energy that they gain during the day on the video games. These students would only feel that a videogame is more interesting because it would have cool graphics and most games are multiplayer games which mean that they can play with their friends (VideoGameAddiction). This cause would lead to the effect of where students do badly in school because they would be too concentrated in the video games they play that they will have less time to do any homework which will lead them to not understanding the concept within what the lesson is about. From this adults can understand how students do not do well when they take tests and final exams. What can people do about this situation in this case? Since some students within school are addicted to video games, therefore the school system should provide a career pathway on how to create and program video games because it will allow these gaming students to participate ... Get more on HelpWriting.net ...
  • 77.
  • 78. Videogames Don't Have a Negative Effect on Kids Essay... Videogames Don't Have a Negative Effect on Kids There are many things that today's society worries about; television, role models, etc. The biggest ones are those that affect the children. One that many people overlook is video games, a national past time in almost every home. It is clear that they can cause changes in children, but are the changes good or bad? Do video games have a negative effect on kids? Personally, I felt there was nothing wrong with video games. I play them for fourteen hours or more a week, and I've been doing "fine" in life. I made it to a fine college, I learned unique words when I was young, and I even won prizes in some video game contests. I still have that Star Fox t–shirt even to today. Still, I ... Show more content on Helpwriting.net ... In "Electronic Gaming Monthly," there was an article that explained the top five negative aspects of videogames. Isolation: people can become obsessed over a videogame. Shawn Woolley, a young fan of the popular Everquest, committed due to bankruptcy. The game makes you pay–as–you–play, and he played too much. Addiction: people have been known to "forego work, relationships, and even food for the sake of their online play." Physical problems: many of today's games have vibrating controllers to give a more interactive feeling. A 15 year–old kid developed "hand–arm vibration syndrome," burning sensations and inflammation in the hands and arms, due to playing on his Playstation too much. Violence: Senator Joseph Lieberman ran a campaign against Mortal Kombat due to its "spine–ripping gore." Even Captain Kangaroo was brought in, explaining that videogames teach lessons to kids that would cause a parent to faint. Violence numbing: when a child plays a violent videogame, the terrible news in today's world barely faze them since they have seen worse in the videogame, even though it wasn't real. I was shocked at reading this, and though that this clearly proved that videogames should be taken off the market, but another article changed my mind. James Paul Gee, a professor of education at the University of Wisconsin–Madison, dove into the world of videogames to see ... Get more on HelpWriting.net ...