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Video Game Console Industry
1. How attractive is the video game console industry in 2008?
In 2008 the video game industry is dominated by three major players and their respective gaming
consoles. First of all there's Sony with its PlayStation 3 launched by the end of 2006. Then there's
Microsoft with its Xbox 360, launched in the end of 2005; and finally Nintendo with the "Wii" in
late 2006. These three players are struggling to gain market leadership in the game console industry.
The video game industry, off from an uncertain start in 1972 has been marked by quick and frequent
changes of fortune amongst the various players in the market. The market was characterized by
rapid growth as well as unexpected down turns such as the one in 1983 where the industry lost 97%
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Nintendo's progressive growth and dominance with 8–bit NES and Sega's subsequent leapfrog
followed by Sony's rise and Sega's fall with dreamcast, and ultimately Microsoft's entry. Price of
consoles has remained high over the years, with the only exception of Nintend's low priced Wii
console. Entry barriers have gradually increased with rising costs of developing a new console being
affordable only to large companies and excluding smaller entrepreneurial firms.
The customer base for this kind of industry is gradually expanding year after year as the gaming
community now increasingly comprises those in the middle ages.
Substitutors present a low to medium threat; however they are currently increasing in number, a part
from PC gaming, the advent of iPad and other more specific portable consoles could constitute an
important substitution threat.
3. What are Sony's strategic options for regaining industry leadership? As Kazuo Hirai, which
option would you pursue?
Sony must determine what kind of consumer audience it wants to target in the future and
consequently whether it wants to:
– Pursue the new segments of gamers that Nintendo unlocked with the Wii, or – Focus on current
PlayStation as ultimate hub for living room by adding more features and technology.
The first option seams appealing since Nintendo Wii's success is a clear example of the potential of
the new
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Role Of Precarity In The Video Game Industry
Precarity in the Games Industry
Creating widely consumed creative content like video games can often be described as a dream job;
one that is often taken advantage of by a consumerist ideology as many people see working in the
game industry as the job of a lifetime. High–profile creative work is rarely available and is even less
often a lucrative option; however the gaming industry is one of the few to offer such an opportunity,
and because of that, jobs are highly sought after. The companies managing this sort of labor often
take advantage of this attractive offer by making use of individuals that can and will give anything
to work in the video game industry and ultimately generating a stressful, unstable, and precarious
sort of labor force. ... Show more content on Helpwriting.net ...
It is an all too common story these days, where a former higher–up designer, being fed up with the
lack of creative input he has in or how he does his work, jumps off the corporate ladder and creates
his own independent studio. With this strategy, there are a number of risks, sacrificing a secure
income and a cushy position under a studio with an already successful name in favor of artistic
freedom. With most indie start–ups, there is always a struggle for money, and for many indie game
studios, a financial boom may not come on that long–awaited release date. A creative gone rogue,
crafting an experience of their own design, one that is meant to be shared, despite the possibility of
economic failure, is a capturing character that weaves a full narrative around his actions and likely
misadventures within the realm of the production process and management of an independent title.
It is also not an uncommon plot, as many documentaries are centered around this role already such
as Indie Game: The Movie (Dir. James Swirsky, Dir. Lisanne Pajot, 2012) and GameLoading: Rise
of Indies (Dir. Anna Brady, Dir. Lester Francois, 2015). This type of underdog narrative easily
commands the attention of the American viewer and has been the inspiration behind many
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Video Games And Its Impact On The Gaming Industry
Videogame console developers have gone too by of requiring their systems to be connected to the
Internet and then charging an annual fee to use their online service. This has caused me to stop
playing games and look for alternative forms of entertainment. I have found that a gaming computer
instead of a gaming console is the practical alternative. I persuade gamers to stop pouring their
money into these gaming consoles, instead purchase or build a gaming computer. I will discuss how
a gaming computer is a better purchase than a gaming console because of improved graphics,
financial gain, upgrade compatibility, versatile controller options, game selections, learning
opportunities, and alternative capabilities. You may be thinking, I'm not interesting gaming or It's a
waist of time. The Entertainment Software Association represents gaming entertainment industry
leaders across the nation and on the global stage says that 155 million Americans play video games
and that four–out–of–five households own a gaming device of some sort (ESA). With this large
population of people using video games as entertainment in their household, we should be informed
about what option are available for our friends and family. The future of entertainment has been
moving in the direction of video games for over two decades. Video games have evolved into
fantastic visual adventures, which are developed to entertain all age groups. The method of playing
the latest games for me have been by purchasing
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1970s: The Birth of Video Game Industry Essay
Introduction
1970s was considered as the birth of video game industry, the phenomenon of gaming was growing
and home gaming console Home–Pong which was a one–game–only console was invented by Atari,
since then, the gaming industry has become very profitable, and more and more genre of video
games were created.
Although video games have become more and more popular as time changes, it still has to face the
criticism, 'media panic'. Meida panic happens when a new media appears; people will have a highly
emotional discussion about it (Drotner, 1999).
Just like other media, such as internet, television, movie or even music first appears, video game
also has attracted more and more attention. The questions about the negative impact of video ...
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Similar contents appears in both movie and game under same topic and similar world view, guns,
nuclear weapons, battle fields, soldiers, terrorist, will appear in war movies and games, cold
weapons, magic, dragons, sorcerers can be seen in fantasy movie and games. Aliens, saber blade and
laser guns and energy shield can be found in SciFi movies. Unnatural power, psychopath, ghosts and
serial killers are common in horror games and films. Anthropophagy, brains, blood, body part and
head–shot are the key point of zombie movie and games.
Although violent movie and games share so many similarities, video game appears to have more
influence on people because the involvement of player in video games is far stronger than movies.
The involvement of video games can be separated into several kinds, tactical involvement,
performative involvement and affective involvement (Calleja, 2007). They stand for different kind
of involvement in different gameplay.
Firstly, tactical involvement stands for the participation of decision making based on the condition
of the game. Tactical involvement not only includes the interaction between player and the rules, but
also includes the interaction between game environments or other players (Juul, as cited in Calleja,
2007). Tactical involvement often exists in games that contain strategy gameplay, for example,
assigning different tasks for character, sharing loots in MMORPGs
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Video Game Industry Analysis
SALES, DEMOGRAPHIC AND USAGE DATA
2013
ESSENTIAL FACTS
ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY
[ iii ]
"No other sector has experienced the same explosive growth as the computer and video game
industry. Our creative publishers and talented workforce continue to accelerate advancement and
pioneer new products that push boundaries and unlock entertainment experiences. These
innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the
progression of an expanding and diversified consumer base."
–Michael D. Gallagher, president and CEO, Entertainment Software Association
[ iv ]
WHAT'S INSIDE
WHO IS PLAYING
2 3 Who Plays Computer and Video Games? Who Buys Computer and Video Games? ... Show more
content on Helpwriting.net ...
of parents believe that the parental controls available on all new video game consoles are useful.
Further, parents impose time usage limits on video games more than any other form of
entertainment:
86%
79% of parents place time limits on video game playing 78% of parents place time limits on Internet
usage 72% of parents place time limits on television viewing 69% of parents place time limits on
movie viewing
of the time parents are
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Sexism in the Video Game Industry
Linzy Waltke
Professor Andrew Forrester Discernment and Discourse 1313 5 May 2014
Sexism Sells: The Male Dominated Video Game Industry
Only 4% of video game titles released in the past 10 years feature a playable female character as the
leading role, and there are even fewer female protagonists on the list of the top grossing video
games (ESA). This trend of male dominated storylines is evident in other forms of media as well:
movies and television shows tend to be centered around men, but video games show the least
diversity in protagonists and often have regressive views on women and their position in society.
Women make up 20% of console video game players and 46% of computer and mobile game
players in this 20 billion dollar a ... Show more content on Helpwriting.net ...
My focus however, is on single player console games, where women make up a very small minority
at around 20% of players across all platforms (ESA). Console games have many different genres but
there are only five ways to play and five respective players, according to Educational Technology
Research and Development Study found in Game Work by Ken McAllister. These categories are:
explorative, active / aggressive, social, creative, and strategic, it was found that there is a strong
divide between men and women and their ability in the various types of gameplay (McAllister 16).
This study of middle and high school boys and girls found that over 50% of boys proved to be
active and aggressive players, while less than 10% of girls showed strength in the active games; all
of the boys showed a strong ability to play strategically while less than 5% of girls were able to
problem solve in the game (McAllister 18). Girls in the study found their strengths to be explorative
and creative games with over half of female participants showing strength in each area, while the
boys typically saw these genres as not challenging enough, and quickly gave up (McAllister 20).
Economically it would make sense to introduce more games that women excel at to bring in a large
demographic and increase market share; despite this the industry is tailored to the male consumer as
75% of games released in the past 10 years were targeted towards men and featured violent and
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The Industry : Video Game Entertainment
Company Name: Nintendo
Company Website: http://www.nintendo.com
Industry: Video Game entertainment
Company history and background: In the gaming industry you probably heard of "It's –a –me –
Mario" which is Nintendo's trademark character. Nintendo started off as a Japanese card game
maker into electronic gaming in a way the term today we call console gaming. What started as a
Popeye concept kind of safe the girl game which is titled Mario vs Donkey Kong became a hit in
retro arcade gaming came to the convenience of playing at home which is what we call a game
console. It then became a bigger impact for the company when Shigeru Miyamoto father of the
character "Mario" created Super Mario world it became Nintendo's Company icon. Running ...
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Mr. Kimishima will continue Iwata's dream in creating the best game consoles as well as games. As
all video games it counts on E3 if a video game company will succeed based on the products
released which can have a major impact if a console system is released. For most current release of
the Nintendo switch, it was sold out in a major part of the world. The switch has brought the market
up a lot due to its popularity with its games that interest the loyal fans of Nintendo. According to
yahoo finance; it went from a 22,000 yen to a spike of 23,000 on the day of launch then to a very
stable progression to 26,000 yen market price to what it current state in the market is right now.
ANALYSIS VIA PORTER'S FIVE FORCES MODEL
Threats of new Entrants:
Threat level of new Entrants are low due to new players of the gaming console
The barriers of entry is pretty high
Network for distribution is needed
Needs strong brand name which is important
Loyal customer are to be expected for existing brand
Curve of learning is pretty high due unfamiliarity
Can expect new Entrant to enter every year
Bargaining Power of Suppliers:
The Bargaining Power of Suppliers is at a moderate power level
Companies that sell the products order in large amounts in order to keep the suppliers happy
The value of the electronic components in the gaming consoles can easily switched and are
inexpensive
Bargaining Power of Customers:
The Bargaining Power of Customers is at a
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Video Game Industry Women
In particular the video game industry has been commanded by a mostly male eccentric community,
but in the past two decades, women have been encroaching on the alleged "private" life of the male
video gamer's community and they are petrified they are going to lose a unique time to get away
from their lives and women in general. "It's a $27.5 billion industry, but the modern video game
industry had a humble beginning."(CNBC, 1). The video game industry was thought up by an
engineer named Ralph Baer in 1966. Moving forward over the years video gaming was established
from the ground up by male computer scientist and engineers. The first video game released
publicly was set loose upon the public at Andy Capp's Tavern in Sunnyvale, California. The game
was made by two men, one of the men was Nolan ... Show more content on Helpwriting.net ...
In addition, Andy Capp's is now known as "the Cape Canaveral of the video game industry"
(CNBC, 9). Women in the video game industry are actually helping it grow and become a stronger
commerce for all of mankind. The women's journey to success in the gaming industry was not an
easy one, but for those who did make it their contributions and their prominences had a lasting
impact in the world of video games (Cohen, 1). The male gaming community is suffering from a
appeal to popular opinion, all because other people are saying women should not be involved in the
gaming industry. The first ever woman game programmer and designer was Carol Shaw. She is best
known for working with Activision but before she ever was involved with them she became the first
female to program and design a video game, 3D Tic–Tac–Toe for the Atari 2600 (Cohen, 6). In
addition to Shaw being the first female video game programmer we have Dona Bailey who in 1980
became the first woman to design an arcade game. As a matter of fact the majority of the gaming
community has played this game at least one time in their lives, this game is known as
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Video Games : The Video Game Industry
The video game industry is one that continues to grow exponentially with consumers spending over
$22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the
opportunity to produce a stream of games that continue to expand in their nature and impact on their
audience. Video games are now artistic, social and collaborative, with many allowing massive
numbers of people to participate simultaneously (htt). The collaboration of the video gaming
industry doesn't stop at the multiplayer options, or online gaming forums, but has surpassed that and
has delved into intertextuality ("any text is constructed as a mosaic of quotations; any text is the
absorption and transformation of another") (Kristeva, 1986) where we are seeing video games
riffled with real life advertising coded into their layers. The demand in growth in the industry means
video game creators are constantly pushing the boundaries in the types of media they can produce,
and with improvements in video game technology games are becoming more realistic with
increased graphics and point of view play, allowing for more lifelike depictions of violence to be
brought to their eagerly awaiting audiences.
The release of Grand Theft Auto came with a storm of negative news media attracting controversy
over violent content and concerns about the effects it might have on its players. The media
generated frequent stories drawing connections between video games and violent behaviour,
headlines
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The Microeconomics of the Video Game Industry Essay
Tommy Deen
November 28, 2006
ECO 201
The Microeconomics of the Video Game Industry Video games have been around for years with
many different types of consoles and games. The video game industry has grown into a $20 billion
dollar industry over the past ten years, and it only shows signs of growing larger in the years to
come. In the United States alone, the market has grown considerably where 60% of all Americans
play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44
years old (games–advertising.com). According to an article on Gamespot.com, analysts estimate that
the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by
the year 2007. The video game ... Show more content on Helpwriting.net ...
Stores immediately sold out the day the Xbox 360 came out. According to Wikipedia.org,
"Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or
North America. Many potential customers were not able to purchase a console at launch and the
lack of availability led to Xbox 360 bundles selling on eBay at grossly inflated prices, with some
auctions exceeding $6,000. It was reported that 40,000 units appeared on eBay during the initial
month of release, which would mean that 10% of the total supply was resold. By year's end,
Microsoft had sold 1.5 million units; including 900,000 in North America, 500,000 in Europe, and
100,000 in Japan." Another example of this tactic being used is with the release of Nintendo's Wii. A
total of four million Wii consoles were to be released worldwide with the majority of that number
going to North America alone. On November 19 of this year, the consoles sold out immediately.
Some stores passed out cards for the console to people who were in line the night before. Circuit
City had people camping out early in the day, but gave out tickets to people later in the evening.
They even had a sign that stated they only had thirty Nintendo Wii's, yet people were still hopeful
and stubbornly stood in line. Sony's Playstation 3 was released on November 17, 2006 with an even
shorter supply than the Nintendo Wii; some consumers camped outside of the
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Video Game Industry Overview
Video Game Industry Overview
John Huddle
25 October 2014 Video Game Industry Overview Video game console industry is tasked with
development, publication, manufacture and distribution and sells the electronic devices for games,
accessories and software. The number of pixel and image contained determined traditionally gaming
devices. The current development brings about 3g polygon imagery that has been pioneered by
Silicon graphics institute. The industry is segmented into two different sectors with the first being
the software sector which constitutes the games themselves and the second is the infrastructure and
the technology that is needed to support the playing of the games. These sectors make the game
industry. The ... Show more content on Helpwriting.net ...
The upstream market undertakes mostly the manufacturing of hardware and development of
software. There are mainly four vendors in the manufacturing of hardware and these are consoles,
personal computers and mobiles. The mobile is viewed as the market of the future though very small
(Egenfeldt, 2013). The console market is very significant and Microsoft, Nintendo and Sony
dominate it. The software is developed in–house by third party contractors and is owned directly by
publishers. They have less autonomy but enjoy security. The downstream segment consists of
distribution, both software and hardware. Software distribution is organized by publishers who must
obtain licenses and for the authority to sell games pertaining to a particular console and must pay
the manufacture some royalties for each game sold. Microsoft has its own publisher and it is the
only player that integrates the three functions of software development, hard ware manufacturing
and software publishing. United States is the industry leader followed by Japan and then in the third
place is France. The distribution has been organized by the manufactures through local and regional
subsidiaries that will pass their products to retailers. The three major markets for the consoles are
North America, Asia and Europe, though Europe has a strong downstream position with small
importance in upstream activities (Zachariasson, 2012). There are high barriers
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Video Game Industry : Nintendo And Sony
INTRODUCTION
Nowadays, the video game industry is one of the faster growing sectors in the world and it is
unbelievably expected to increase its revenues for the years ahead. Big giant's companies as
Nintendo, Sony and Microsoft are constantly competing and technology and innovation are vital to
keep pace with this demanding and challenging field. This essay will discuss two companies within
the video games industry, Nintendo and Sony, trying to define their international strategies and their
procedures in entering markets abroad, crossing the national borders and consolidating a strong
multinational presence. The choice of Nintendo and Sony is due to different reasons. These two
companies are both competing for the leadership and while Nintendo was almost the only one
dominating the gaming market, Sony interrupted this dominance with PlayStation 1 and shifted the
balance of the power. Additionally, their strategies and their approaches are different because are
based on the division of the market and on distinct objectives.
To begin with, a brief overview of the video game industry will be presented in order to give a basic
understanding of this relatively recent area, showing its market size and its influence per country.
Secondly, the present essay will focus on a short history of both companies to illustrate their
progressive internalization, their up–to–date firm size and their competitiveness in the market.
Finally, the main topic will be covered, namely the
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Essay about Electronic Arts and the Global Video Game...
Electronic Arts and the Global Video Game Industry
Demographic trends
Gaming has become an important part of growing up for people who were born in the last 25 years.
Approximately 3.9 – 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or
a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group
spends five or more hours a week playing video games. The United States is the largest video game
market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a
week on computers and video games.
The majority of video game players are preteens, teenagers, and young adults (between the age of
20 and 40). A full 70% of college ... Show more content on Helpwriting.net ...
Video games will move from stand–alone game systems such as consoles or PCs to become online
games accessible via many devices. Continuous participation of other gamers around the world will
make the games more challenging. Moreover, the high performance of next generation of chips and
3–D graphic animations will attract even more gamers to the market.
Global Markets
The importance of the non–US market is growing every year. However, regulations, cultures,
language and other attitudes of each country can differ from the US. For example, people play
¡§soccer¡¨, instead of American football and baseball and different rules exist for the game of chess
in Asia and the US. Therefore, the company and industry may need to customize some products and
introduce multi–language online games to appeal to the diverse global tastes.
Current Performance
Vision
Chairman Probst¡¦s vision for Electronic Arts is to overcome traditional entertainment companies
like Disney, Viacom, and Time Warner as the biggest and best entertainment company in the world.
Goals
Electronic Art¡¦s had two stated goals. The first near term goal is to be the market leader of games
played on the current generation of 128 bit consoles. The second near term goal is to generate
hundreds of thousands if not millions of users to their online EA Sports product.
Corporate Strategy
EA is focusing on video game
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Video Games And The Video Game Industry
In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019
analysis, the industry hit a market value of over $100,000,000,000: ("THE GLOBAL GAMES
MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today,
1983 was looking great for the future of video games. However, unlike today, 1983 did not go great
for the video game industry, it went awfully. In 1983, the video game industry crashed and has not
fully recovered to the value of the market since. ("Video Games in the United States"). Due to the
unfortunate events of over–sensationalised media, an overflowing market, incorrect judgements, and
poor business, the video game industry hit rock bottom in 1983 and took a mastermind ... Show
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In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly
new industry. As well, the market was not fully utilized and allowed new small startups to be
formed. These startups were making games as fast as they could, because as soon as any game hit
the market it sold swiftly. As time went on, the number of startups grew and the market value could
not keep up, forcing the startups to make games at an even faster rate. In 1983, the market was so
full of games, most which were rushed, terrible excuses for a game, that the market finally popped
like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the
Department of Industrial Engineering at the University of Houston, claims, "The biggest culprit
appears to have been a flood of poor quality games" (Boyd). These poor quality games sold
abysmally and if the company, making the game, was not large enough, the company would fail as
most could only make one game before losing all of their money. The startups failing left and right,
and the enormous amount of bad games were causing many to lose interest in games, further hurting
the market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to
write off home video games altogether, referring to them as a passing fad" (Boyd). Like all
industries, if the consumers losses interest then the consumer 's' money losses interest in the
industry. With the overflowing number of crappy
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Persuasion At Games And Industry
Persuasion in Games and Industry
Negotiated Response – Where the participant accepts or rejects part of a work/material/product.
Persuasion, the act of persuading an individual or a group of individuals i.e. to cause them to do
something through reasoning or argument. The act of persuasion is used every day from people of
different ages, in varied situations and professions.
In fact, a small–scale/indie studio itself or a marketing division of a large studio uses the science of
persuasion to improve the metrics of their product (game in this case). But persuasion, for player
engagement, is used mostly for free–to–play games as they need their player base to keep playing
for to generate revenue.
Furthermore, they need their games to be ... Show more content on Helpwriting.net ...
Ultimately, player gratification goes a long way in keeping them engaged in a particular game.
2. Scarcity. Curtailment of a particular resource or resources, as a result them being deemed to be of
higher value.
Actually, a perfect example of this is when games have limited offers on objects, it might a weapon
or a particular skin. At the same time, it is further empowered with a ticking timer attached to it,
pressing the urgency of the situation. Furthermore, the game also "chooses" a player for the said
offer which further enhances the situation as this causing them to feel special & unique, thinking
that if they keep playing there might more "offers" to come in the future.
Scarcity as a tactic to urge player to do something would be become quite useless as players become
smart about these strategies.
3. Authority. People generally follow the lead of someone who is deemed knowledgeable or
credible.
However, this applies more in the games industry as a whole rather in–game. For example, popular
Youtubers (with a large viewer–base) are deemed to be quite credible, there opinion of a game
greatly influences the community. As a result, several developers as well as publishers contact these
content–creators to provide more publicity for their games.
Regrettably, authority requires reach in high places, which is not always possible for small–scale
/indie developers. Using YouTube for marketing provides an excellent way–out for these small–
scale
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Video Game Industry : The Revolution
Adonis Linares–Velasquez
10/06/16
Video Game Industry: The Uprising
Video games are luxury items owned by consumers of all ages. A worldwide phenomenon, video
games delivered an impact towards social and technological society. The industry is flourishing, and
will continue to flourish for the upcoming years. The expansion of such said luxury items comes
with its set of pros and cons. Video games are an example of controversy and benefits. As many as
ninety–seven percent of US kids age 12–17 play video games, contributing to the billion–dollar
video game industry. The unprecedented technological advancements to this entertaining culture
have caused many gamers to acknowledge it as the ultimate fantasy. According to many studies,
video games can increase aggressive behavior, cause emotional outbursts and decrease inhibitions in
many people. Social scientists have been studying and debating the effects of video game violence
since the 1980s and such issue is especially relevant today, because the games we see today are
more realistic and bloodier than ever. Studies claiming a causal link between video game violence
and real life violence are flawed with many studies failing to control the factors that contribute to
children becoming violent. For example, family history, family care, mental health, social skills,
etc.... Most studies do not follow children over long periods of time, as a result, video game
experiments often have children playing a game for as little as ten
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The Video Game Industry Is A Billion Dollar Industry With...
Research Paper Draft
Bhavan Vaidya
Full Sail University
Introduction The video game industry is a billion dollar industry with an ever–growing fan base.
Nowadays, video games production companies are investing high amount of money in this business
to develop games for fan. They also need people working and they are hiring employees that can
help a game to produce a batter example for future. Thus, management and leadership is an
important factor to lead a team. Lead a team of creative people in not an easy task. It contains lot of
intelligence and leadership qualities. In this conditions, several problems related to team and
leadership acquires. This research will elaborate some of the main problem, topic, theories and some
of solution towards video games production teams. In my view, most of the time, companies faces
the issue of conflict within their team to produce a game. I would like to explain the question of
conflict that how it took place within a creative team and how it could be resolve. Conflict is a
major impact on a team. It could lead a team to a batter solution or disordered team. Where it could
also be commendable with leadership. Conflict is co–related to team and leadership. It can be seen
as an issue where some of resolution could be used to make it right and lead a way to a creative idea
and immerge into a batter performance in team. Conflict take place into this field often because
creative minds always represents some sort of pure
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How The Game Industry Needed Halo
How The Game Industry Needed Halo
In engineering, you always see how to betake it. In modern years the field of game proof has arrive
under fire for being superabundantly bold and unrewarding, both financially and emotionally.
Instead developers and publishers have their own methods.
This province is not confer in consumer units to fight against software piracy and grey–nundinal
imports. "Hewlett Packard, Texas Instruments, Microsoft and others opened their doors to me along
they above–mentioned they had a bunch of fiction writers afflictive to be tech writers." "Half of
learning in college is circularly social skills and increasing(prenominal) up," Ross says.
"That was my defeat job." But Ross, a Poudre High School graduate who thing CSU ask it was
close to home, found better employment opportunities. "Your nipper are behavior to amusement
games," Ross says. In some inclose, the programmers could stale all the cupellation. Many methods,
such as one cupellation, are receive directly from general software testing techniques. How do we
make technology and engineering the fields that both men and women indigence to pursue?".
Bonnie Ross is corporate imperfection presider at Xbox and headdress of 343 Industries, the
workroom that oversees the Halo video lame franchise.
"She did that 10 years ahead of the Information Science and Technology academic small, which was
composed to help students like Bonnie merge scheme in journalism and media communication,
computer science,
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Video Game Piracy is the Biggest Issue Facing the Video...
Video Game piracy is one of the biggest issues facing the video game industry, specifically PC
gaming. It occurs every day, and is dramatically affecting the revenues earned by video game
developers. Piracy can occur in a number of ways. The first possible method of video game piracy is
burning content onto a disc. Someone can copy the contents of a game disc into a file on their
computer and then burn those contents onto a blank disc. This disc can then be given or sold to
someone as the full version of a game. Another technique that pirates use is called torrenting. This
involves finding the code file for a video game and then transferring it into a playable version of the
game. After this is done, the pirate can play the game for free and can even post this new playable
file on the internet as a free download that anyone can access. Piracy is one of the biggest problems
that video game developers have faced over the years.
Many consumers like the idea of pirated games because it means that they can play games without
paying for them. One of the arguments against video game developing companies is that games cost
too much, so it is the developers' faults that piracy exists. The only reason that video games are
expensive is because they cost so much money to create. Many games these days cost in the
hundreds of millions of dollars to develop, so the only way the company can make a profit is if they
put the $60 price tag on their games.
A second argument
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Video Games And The Video Game Industry
According to several studies, women are now making up a significant portion of the gaming
demographic, but the industry hasn't done much to make them feel welcome. During the last decade,
the mainstream video game industry has seemed to operate under the same apparent assumptions:
girls don't play big action games, boys like the sexualization of girls in video games and won't play
as a female character unless she is heavily sexualized, and that girls play video games for the
attention of boys. These assumptions are what allows the gaming industry to continue to focus on
their male players, particularly young men, despite the fact that the number of women playing
games today may someday soon rival the number of men.
For many years, the video game industry catered to the tastes of young men with their overly–
sexualized, one–dimensional female characters, and their beefy male protagonists (to identify with
or aspire to). Of course there are exceptions, as there are with anything. There have been many
fully–realized, non–sexualized, and interesting female characters, notably more modern characters
such as Chloe Price in Dontnod's second game, Life is Strange, Amita in Far Cry 4, and Square
Enix's more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider,
but despite the occasional good example, there are many poor examples to go along; Polygon cites
Metal Gear Solid: Ground Zeroes as "[one of] the worst depictions of women in gaming {in 2014}"
in
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Technological Environment : Video Game Industry
c. Technological environment
Video game industry is one of the so–called creative industries that experiences much disruptive
innovation(DeFillippi 2014). Leading console manufacturers like Microsoft, Sony, Nintendo invest
significantly in research and development. As a game publisher, Ludimus needs to keep up with
console manufactures and be ware of innovations that could affect the industry as a whole.
Disruptive innovation is defined as a process that product or service takes root initially in simple
applications at the bottom of a market, then relentlessly moves up and eventually displacing
established competitors (Bower and Christensen 1995). It places risks on current market
participants. Although the worldwide game industry have seen revenues jumps for years (Sinclair
2015), there are innovations that could probably shift consumers away from purchasing traditional
video game consoles. Last year, Facebook placed a massive bet on virtual reality by acquiring
Oculus VR, makers of the upcoming Rift headset, for approximately $2 billion (Sinclair 2014).
Unlike traditional 2D screens, the Oculus Rift is a virtual reality system that completely immerses
users inside virtual worlds (Oculus 2015). It is a fundamental change of how the gamers plays,
interacts and communicates. Moreover, the latest development kit DK2 of Oculus is retailed for
$350, which means this technology has already been affordable and accessible.Therefore, for the
video game publishers VR could be viewed
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Video Game Industry Analysis Essay
Industry background The video game industry (formally referred to as interactive entertainment) is
the economic sector involved with the development, marketing and sale of video and computer
games. It includes video game consoles, game software, handheld devices, mobile games and online
games. The video gaming industry has been growing exponentially in recent years. The growth is
expected to leap–frog in the future. Following chart shows the projected market share by 2010 of
different segment in the industry– Following chart shows growth of different segments in the
industry– From the above charts, it is clear that the console is the largest segment in the industry, but
online, mobile, pc software and broadband are some of ... Show more content on Helpwriting.net ...
The online console gaming market is set to take off, as the new generation of consoles arrive with
advanced networking and online gaming capabilities. The ability to download game demos, buy
casual, as well as full–fledged console games, and access advanced content, including high–
definition (HD) video, will play a major role in shaping the subsequent console generations. Key
success features – Rich playing experience – Appeal and variety of supported games – Product
innovation and differentiation – Keep up future changes Porter's 5 forces competitive analysis
Threat of new entrants: Low. It takes lot of resources and capital to enter into this market Bargaining
power of Buyers: Moderate. Buyers hold moderate bargaining power because of low number of
competitors and high switching cost Threat of substitute: Moderate. Interactive entertainment
substitutes are not that many. Bargaining power of suppliers: Moderate. There are not many
companies that the suppliers can supply to. But on the other hand the game development companies
can have more power by developing specific games. Competition among industry rivals: Strong.
There is intense competition among Sony, Microsoft and Nintendo for market share. Strategic
Group Map Following chart shows the position of each product in the video gaming
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Video Games And The Video Game Industry
The video game industry has changed a lot since its inception, and a large part of that is due to the
video game crash of 1983. Despite this, the market itself has remained roughly the same except for
the actual devices in it. The quality of the video games has drastically improved over the years.
Unfortunately, something that will never change are the greedy companies looking for a quick buck.
While the video game industry has grown and improved since the crash, some similarities are
starting to arise. The market for video games has remained the same except for the actual devices in
it. There has always been a rivalry between the consoles and the more powerful PCs. Consoles
ended up receiving a negative reputation after the crash of ... Show more content on Helpwriting.net
...
However, this game isn't blamed for the video game crash. E.T., for the Atari 2600, gets that
"honor." Many gamers consider E.T. one of, if not, the worst video game of all time. The frustrating
gameplay and its seemingly rushed state crushed any hopes for this game. It did so poorly that there
is a landfill in Alamogordo, New Mexico that holds all of the unsold cartridges. For the most part,
the quality of video games has improved since the crash. The company Nintendo puts their seal of
quality on all of their games. Gamers also act like quality control for video games, however it is
usually after the game is released. Gamers, typically, expect a certain standard for their video
games, and some will advocate not buying a game so the company will learn from their mistake. For
the most part, this does work, but some bad games can still slip through the cracks. A tragic example
of this is Aliens: Colonial Marines. This game was targeted towards the fans of the Aliens movies.
In 2011, at the video game convention E3, a demo was shown to demonstrate this new game.
Unfortunately, this demo was completely fabricated. When the game was released, it lacked the
realistic look of the "demo" and the atmosphere of the Aliens movies. That was just an example
from a major "AAA" company. Another example is seen in the Steam Workshop. The Steam
Workshop is a place where normal people can sell their own created games. However, there is no
quality control.
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The Impact Of Video Games On The Gaming Industry
Herman et all (2002) points out that history of video games begins from 1971 year, when Nutting
association released 1500 machines with Spacewar video game. At the beginning it was too difficult
to control the game process and playing machines had huge dimensions. But by the time with new
technologies they become more compact and easier to play. According to the information given by
Herman et all (2002), the period between the years of 1978–1981 is called 'golden age' of video
game industry. In this period the arcade games 'Football' and 'Space Invaders' were released. All
previously known sale records were broken by these two games with nearly equal wages. In this
time interval great breakthroughs in the field of graphics were achieved, ... Show more content on
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All that is required is just skillfully managing the keyboard. Computer life is so exciting, that
sometimes people are not concerned so much on events that occur in reality, as on what is
happening in the virtual world. Where, by passing different levels and achieving any success, player
feels how great and powerful he is. With each passing day, the video game industry progresses,
giving us the better opportunity to fully enjoy the scene. The purpose of this essay is to prove that
video games bring more harm than benefits to children. Firstly in this essay, negative effects will be
considered, after that it will review benefits of video games, and finally give recommendations to
parents, how not to allow games to negatively influence their children.
Aimee Tompkins (2003) claims that children are being affected by everything what they see around
them in the youth, and people, who see violence in the youth, always tend to be more hostile and
less responsive to images of violence. That 's why parents try to border children from any possible
negative influences. But they often do not even realize that by buying to child a game console, they
put them into the risk. Since most video games contain violent character. According to statistics
given by the 'Children now' organization (2001), 89% of the top–selling video games have violent
character and serious violence is contained in half of them.
Under the leadership of Brad Bashman and Graig Anderson (2009) the
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Causes Of Layoffs In The Animation And Video Game Industry
Animation and Video Games allow many of us to disconnect from our daily lives in order to enjoy
an experience that can take us to grand new worlds and gives many people the opportunity to
connect with charming and unique characters. Generally, this is considered to be a good thing,
however many people fail to realize that the industries behind these forms of entertainment are
subject to the same pitfalls that befall most businesses. This means that these industries are subject
to things such as supply and demand, bankruptcy, and the outsourcing of jobs. These are the leading
causes of the biggest problem in these specific industries currently which is layoffs. Unfortunately,
this means that many individuals are unaware of how prominent layoffs are in the Animation and
Video Game industry along with their underlying causes as well as how such actions can affect the
lives of the individual artists who are responsible for creating the content that brings joy and
happiness to many of our lives.
One of the primary causes of layoffs in the Animation and Video Game industries is how many
studios rapidly hire talent either in anticipation for a future production. An example of this is alluded
to in a 2002 Daily Variety article that covered the topic of the then recent layoffs at Walt Disney
Animation Studios, which stated "Just three years ago, Mouse employed 2,200 animation staffers.
But a brief surge in toon interest among Hollywood majors quickly crested and a series of
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The Video Game Industry and the Objectification and...
How can an industry with widespread appeal to men and women continue to misrepresent and
misgender women? Video games have been used as a platform for entertainment between the ages
of 18 and 49. The entertainment factor of video games comes from the various forms of art,
cultures, worlds, languages, and stories that come from each individual game. The male players of
video games lead the market, causing the industry of video games to create games that would appeal
to males, such as creating female characters that would attract them. Because of this, female video
game players have become the minority in the video game industry. Although video game
companies claim to target all types of video game players, women have become the victims of
patriarchal sexism by being objectified and stereotyped as a way to increase sales. A fact that
contributes to the objectification and stereotyping of women is that as of 2011, 56% of video game
players are male, and the other 44% are female ("Essential Facts" 4). This discrepancy caused video
game industries to create games that will sell to the majority–– the male players. However, the 44%
of female players are still considered a large consumer group (Shanley 11). Despite the 12%
discrepancy between male and female players, industries that have chosen to focus solely on their
male consumers can be seen as patriarchal. This patriarchy has caused video game industries to
create games that would appeal to male gamers only ("Gender
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Global Game Industry Essay
Global Toys & Games Industry The global toys and games industry is expected to hit the $100
billion mark by 2015, according to research from Global Industry Analysts. In recent years the
market has been influenced by changing consumer tastes, with children opting for more
sophisticated video games and electronic toys. Children are also becoming increasingly accustomed
to changing toys more frequently. This means toy and game manufacturers are obliged to introduce
new products on a regular basis, and focus on innovation and technological advancements. Market
growth is being fuelled by video, console and computer games, with the industry also benefiting
from a growing adult consumer base as this group takes a greater interest in ... Show more content
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MarketLine estimates specialist store sales accounted for 60% of overall industry revenues at almost
$1.5 billion. Market growth is expected to remain at almost 9% through 2016 bringing the market to
over $3.6 billion. The Indian toy industry is characterized by fragmentation, with growth slowed by
the small scale of domestic producers lacking in innovation and less resources to invest in
equipment, technology and advertising. Smart Research Insights predicts growth will become
stronger due to urbanization, an expanding consumer base and rising income levels. Top players in
the Indian toy industry include Hamleys, Funskool India, Hanung Toys & Textiles, Mattel Toys
and Ok Play India. * China's toys and games market recorded 10% year–on–year growth in 2011
reaching around $11 billion, reportsGlobal Sources. Market growth is hampered by low overseas
sales due to slow recovery from the debt crisis. Key factors for the industry moving forward include
identifying new sources of demand and adhering to increasingly strict safety standards.
Market Outlook Demand for intelligent and interactive toys is expected to continue growing and
fuelling the global toys and games market, reports Global Industry Analysts. This development has
pushed non–toy companies, including Microsoft and Intel, to add their offerings to the market.
While traditional toys and games are losing some degree of popularity in the face of competition
from interactive
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Video Games And The Video Game Industry
Video Games and the Video Game Industry
The video game Pong was introduced in 1972 and can be considered the beginning of the video
gaming industry. Unlike the game Pong, the controversies surrounding video games today are not
quite as simple. Certain media outlets often portray video games to be bad for individual's health
and behaviour. There are still some people in the world that believe video games are contributing to
the decline of today's generation. However, video games and their industry are much more
beneficial than they are perceived to be. Today the video gaming industry employs thousands of
people worldwide. The video gaming industry has grown to support other industries. In the 21st
century, the video game industry produces ... Show more content on Helpwriting.net ...
Stories, visual art forms and music are contained in video games to help provide entertainment.
There are few other mediums that utilize all of the art forms used in video games. Video games have
been accepted as its own art form in modern society. Inside the Smithsonian American Art Museum
there is a video game exhibit that showcases the progression of video games. More artists can thrive
in today's world now that a new art form exists. Video games have positively influenced our culture,
for it allows artists to express themselves and inspire creativity in others.
The video game industry has become a large contributor to the global economy. The creation of a
video game requires collaboration from artists, musicians, authors and programmers. The effect of
video games is not just local, but global as different companies from across the globe are involved
in producing and distributing video games. Profits surrounding the video game industry are
substantial in Canada and other countries. The video game industry adds 2.3 billion dollars to
Canada's GDP every year (Entertainment Software Association of Canada, 2014, p. 4). The result of
this growing industry is more employment to develop and produce video games. The video gaming
industry also employs those who play video games competitively. The competitive gaming
environment is known as esports or electronic sports. There are several video games that are played
and watched in a competitive
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Video Game Industry
I – Introduction:
Video games are teachers that involve players into the virtual world. Nowadays, many video games
include violence in many of its aspects such as war, stealing, slaying and many more. According to
Video Games ProCon, "10 of the top 20 best–selling video games in the US contained violence."
(ProCon, 2014), they also believe that violent video games have not only cons but also pros; they
stated that "Violent juvenile crime in the United States has been declining as violent video game
popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and
2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video
game sales have more than quadrupled." (ProCon, 2014). However, the RWJF Blog team stated that
the California law describes Violent Video Games as a "video game in which the range of options
available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a
human being." (Fisk, 2010) meaning that when playing those games, the player is not left with any
option to resolve the issue but the previous ones. Many people believe that Violent Video Games
may have a negative impact on minors. According to the case, the legislature of the California state
propagated a law that bans underage minors from buying or renting video games that include any
form of violence, they believe that those games promotes the feelings of aggression among minor
players. The law was
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Nintendo And The Video Game Industry
Over the years, corporations in the video game industry revolutionized the concept of consoles and
videogames through strides of innovation. The videogame entertainment industry is highly
competitive and is largely driven by creativity in the products being created. All throughout the
1980s and 1990s, Nintendo redefined entertainment through its innovative consoles and
videogames. The company had skyrocketing sales. However, as new entrants such as Sony and
Microsoft entered the market, Nintendo was exposed to severe competition. As a result, their sales
and profitability started to plummet as the years progressed. Despite the shifts and changes in
technology and forms of entertainment, Nintendo is adamant about sticking to its videogame
strategy. In order for Nintendo to survive after the emergence of this technological substitution and
be active competitor in the market, the company should license its popular games for use on
smartphones and tablets. Incorporating and licensing popular Nintendo games onto smartphones and
tablets will be much more affordable to consumers who enjoy playing online games as a form of
entertainment. There has been tremendous global growth in owning smartphones and tablets. This is
largely attributed to the product's features where a smartphone or a tablet can perform an array of
tasks. Not only do they provide a lot of perks, they are also easily accessible and portable. An article
on the Market for Computer and Video Games states that
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Toys and Games industry
1.0 Introduction
Toys R Us is one of UK's leading toy and game retailer. This report conducts an academic research
focus on Toys R Us (UK) in toys and games retailing sector. In the first part of this report, we will
discuss the toys and games industry background and the overview of Toys R Us. Then, the research
will focus on Poster's Five Force Model and Porter's Generic Strategies. In the next parts, this report
will concentrated on the potential strategies which Toys R Us might pursue in the future. Conclusion
and recommendation will be mention in the final part of this report and the recommendation will be
covered the best strategy for Toys R Us which can be used for the future competitiveness.
1.1 Industry Background
After ... Show more content on Helpwriting.net ...
More young children prefer the game in Ipad video game and online game rather than traditional
toys; therefore Toys R Us is facing on high threat of substitution.
2.5 The intensity of rivalry among competitors in an industry
Woolworths was the biggest toys and games retail in UK, after the collapse of Woolworths in 2008,
Toys R Us, Argos, Disney and other online retail such as Ebay and Amazon became the major
players in toys and games industry. In 2009, Argos has 24% market share which are top one in UK
toys and games market. Toys R Us has 17% market share and Disney only has 3% market share
(MINTEL 2010). Figure 4 shows the outlet, sales, positioning and evaluation of those major players
in toys and games industry in 2010.
(Figure 4, Source from: MINTEL Report 2010)
3.0 Porter's Generic Strategies
In this part, this report focuses on Porter's Generic Strategies to analysis the strategic positioning of
the major play in toys and games industry. According to Dess, Lumpkin and Eisner 2010, Porter's
Generic Strategies include three strategies which are Differentiation, Focus and Cost leadership
which a company can use for achieve competitive advantage and overcome five force.
Figure 5 is made by the Porter's Generic Strategies; this graph shows the main competitors for Toys
R Us in toys and games industry. From this graph, we can find out Toys R Us is
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Video Games Effects On Entertainment Industry
Today in our world, video games have been a massive impact and phenomenon on entertainment
industry. People from different ages playing video games from different types of consuls and games,
and the sales from this industry is growing. What is makes different from video games than another
entertainment industry is video games encourage people in different levels to have more attention
and focus more emotionally and physically on the screen. There are different games that are made to
appeal the gamers and have their own style and graphic to attract different stages of audience. More,
video games it all started beginning from Atari console, which included a very simple games such as
Mario and chees and simple controller. Now, we have a different types of consoles such as
PlayStation, Xbox, Nintendo and others available consoles in the market with variety of games.
Also, with a huge improve of graphics in the games that led the gamer to involve and attract more to
the games. With the huge increase amount of players these days, the controversy on wither video
games effect are positive or negative. Plying video games have many different effects both negative
and positive. Some of these effects include increase of the mental ability and reaction of the gamer,
a falling of interest of other activities such as study and sports; and a massive negative effect of
including changing behavior and violence.
There are has been controversy on the negative effects of the video games on
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The League Of Legends Is A Game Created By The Industry...
League of Legends is a game created by the industry Riot Games and it's available for free. It's
commonly known as a MOBA, or multiplayer online battle arena. League of Legends has many
different aspects of the game that definitely keep it interesting. There are 127 characters that the
player may choose from, although they are all not available at first. Each character has their own set
of abilities, which include a passive, three active abilities, and one ultimate (with a few exceptions).
There are different roles in this game as well, which include: Tank, Support, Mage, Marksman,
Fighter, and Assassin. There is a certain Meta that exists in the game as well, which is the normal
thing to see in a game. For example, the Meta right now is ... Show more content on Helpwriting.net
...
Then there is the game itself, which is also self–changing every couple of weeks or so. These key
points help to define the game and give some consensus about how well the game actually is.
Firstly, there is how the people who play the game treat each other. There are generally two types of
players. One of these types of players are the people who treat everyone with respect and talk nicely
about others. The whole point of the game is to have fun and to play the way you want to play.
These are the people who you really should thank when in a game. They will help you to understand
the game and give many tips and tricks on how to play even better. Then you can continue playing
with them for even more help if needed. You can even add them to your friends list to just play a
casual game with them. These people are the persons players should look for. There are, however,
some people who aren't as great.
People do exist in the game where their only goal is making a player's life a virtual hell. These
people are often referred to as "toxic" players. These are the worst type of people as all they do is
make the game non–pleasant. There are many different things they will do to take away the fun.
They will scream at you for every mistake you make, no matter how big. They assist the enemy
team to make sure that your team loses. They can even make players quit the round in the game
because they become sick of being harassed. In this game, you will defiantly encounter some of
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Electronic Arts and the Global Video Game Industry Essay
Environmental Analysis
Demographic trends
Gaming has become an important part of growing up for people who were born in the last 25 years.
Approximately 3.9 – 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or
a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group
spends five or more hours a week playing video games. The United States is the largest video game
market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a
week on computers and video games. The majority of video game players are preteens, teenagers,
and young adults (between the age of 20 and 40). A full 70% of college students play video games at
least ... Show more content on Helpwriting.net ...
Business Strategy
EA¡¦s current strategy is to focus on franchise and sports related games that develop loyal
followings and repeat sales. They use a unique multi–lingual/multi–platform approach to producing
and distributing games around the world. The company¡¦s three main differentiators are their
internal sports culture, ability to localize games, and international distribution.
Functional Strategies
Product strategy: EA¡¦s product strategy is based on the franchise model. 70% of their sales consist
of new releases of previous hits. They also seek to be toward the cutting edge of technological
innovation. Sales strategy: The company¡¦s current sales strategy is to use their field sales
representatives and call centers to sell their games to over 80,000 retailers. Internationally EA has
strong sales in Europe with a relatively weak representation in Asia. Their strategy in that arena is to
spread the fixed costs of producing a game over as many different sales channels as possible.
Marketing Strategy: Sustain leadership status in industry by simultaneously promoting popular EA
game titles and releasing localized multi–lingual games on several platforms. EA Sports VP is
branding EA Sports as a ¡§sports company that makes games as opposed to a game company that
makes sports games.¡¨ EA sets the price of their products from $30–$50. Electronic Arts has set
lower prices for their classic titles. HR Strategy: To attract creative
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Video Game Industry Essay
Released this past month where the next–generation gaming consoles. Hoping to capture a market
dominated by Sony's PlayStation 2, Microsoft has earmarked $500 million for its marketing
campaign and the hype alone is enough to make a certain people look at this console. A sizable
investment at $299 for the Xbox and $199 for the Game Cube, getting past the price tag is only the
first hurdle. The second is deciding which to buy.
The world's largest software maker followed familiar territory in developing the Xbox using a PC–
based design. Powered by a 733–megahertz Intel processor, it's the most powerful console ever
created. It even looks cool with its jet–black with an eerie Aliens inspired slime–green
"X". A built–in hard drive ... Show more content on Helpwriting.net ...
The controller parallels the console's sleek design. Unlike the Xbox's, it feels natural in the hands,
with two analog control sticks, large buttons and triggers for both index fingers.
Target markets for the systems show who these gifts should be intended for. According to industry
analysts, the Xbox targets the coveted 16–26 year–old demographic, with more adult–themed games
that feature realistic violence and scantily clad female heroes like Lara Croft of PlayStation's Tomb
Raider. Nintendo targets younger gamers and loyalists who aren't swayed by technological
superiority of one console over the other.
Nintendo delivers affordable innovation and what its loyal fan base expects, new games featuring
appealing characters like the Mario Brothers. Nintendo's fans identify with characters like Mario,
making superior graphics unnecessary. In this Nintendo is introducing Pikmin, a game invented by
legendary game maker and Mario inventor, Shigero Miyamoto. The strategy game features the kind
of characters Miyamoto is famous for and revolves around an alien who must plant seeds that
become aliens who harvest flowers and kill there enemies. Pikmin, like Luigi's Castle, is only found
on the GameCube, and is exemplary of other future exclusives to be release like Sonic Adventure 2
and Super Monkey Ball. That people identify with Nintendo's characters
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The Effects Of Video Games On The Video Game Industry
An Atmosphere Unknown This is the future of the video game industry. Imagine looking through
the eyes of your favorite video game character but in reality, you are actual sitting on the couch.
Look to the left and you see R2–D2 trying to communicate to you. To the right, you have rebel
fighters shooting at storm troopers that are attacking your home planet. Virtual reality lets you do all
of this from the comfort of your home. However, Augmented reality lets you do this as well, but it is
less virtual and more technological. Imaging walking down the street and you see a Pikachu on the
side of the road through technology based glasses. You are in the real world, but it is modified by
the use of a computer. How has Virtual and Augmented reality? evolved the video games industry ?
The history of video games goes all the way back to the 1930's when the first coin operated
entertainment was invented. The first pinball machines were invented during this time and are still
around with us today in arcades and bars around the world. Video games around that time were
actually called Electromechanical games. Electromechanical gaming graphics were only as good as
artists could draw them. However, Electromechanical games were very limited. There was hard
labor in assembling the games because of their use of motors, coins, and mechanical brackets. Also,
the cost of these components were on the rise. Luckily, in the early 1960's, Steve Russell
programmed a PDP–1 to play a game called
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The Witcher 3: Gender Roles In The Video Game Industry
Video games have been around for the past 45 years and have been enjoyed by millions of
Americans and people across the world. It all began with a console named Atari that offered a very
simple tennis game. The game had no characters and no story line, just a black screen with two lines
and a dot that a player can move up and down and enjoy with their friends to kill a quick 30
minutes. Now, we have various types of consoles available on the market that offer a variety of
complex games that include characters, story lines, missions and improved graphics. As the quality
of video games changed along time, so did the gender roles of the characters in them. Video games
have been known to be a male–dominated media in the terms of its marketing ... Show more content
on Helpwriting.net ...
The Witcher 3: Wild Hunt is an open world action role–playing video game in which players control
protagonist Geralt of Rivia, a monster hunter recognized as the Witcher who possesses superhuman
abilities and is a master swordsman, that sets out on a lengthy journey through the Northern
Kingdoms to find his lost lover killing anyone who tries to stop him. Along the journey, players
battle against the world's many dangers using swords and magic, while interacting with non–
playable characters such as Philippa Eilhart, Circi, and Triss Marigold all of which are female
characters that form flirtatious and sometimes sexual relations with The Witcher and follow him
along his journey. In the article "Feminist Frequency and The Witcher 3" by Adrian Chmielarz he
writes, " Geralt is described as devoid of human emotions, but somehow he keeps a caring eye as he
meets the female characters he encounters and choses to be romantic with"(adrianchm & Chmielarz,
2015) Adrian also writes about how the female characters are demeaned because their behavior
mostly consists of flirtatious conversations and fantasies about Geralt and do not particularly serve a
purpose in the plot of the
... Get more on HelpWriting.net ...
The Effects Of Video Games On The Video Game Industry Essay
2. Briefly, what are the network effects in the video game industry? The network effects in the video
game industry are derived from the console system that is sold to consumers. If a company is able to
increase penetration in this arena, though at–cost/ below–cost pricing or pull created through the
development of desirable content, it can potentially lock in the added value of the video games sold
for the system. Which is to say, the console locks–in the network effects in the industry and the
games serve to reap the profits. The video games, however, may present something of a challenge in
that they can be somewhat easily replicated by competitors. Nintendo used an encrypted chip
system to reduce this possibility. 3. Describe and evaluate Nintendo's strategy in each of the
following areas. Why did Nintendo take the actions it did? How did these affect the value created by
the industry? How did they affect the portion of that value Nintendo was able to capture? a. Pricing
of consoles and games Nintendo's strategy for pricing of consoles and games was to lock–in the
network effects consoles offered by pricing them at– or below– cost and reaping profits by pricing
video games at significant margin. Nintendo took these actions because it knew that if consumers
used the NES/ Famicom console, they would be a captive audience for its higher–margin video
games which were necessarily more perishable from a consumer taste perspective. This affected the
value created by
... Get more on HelpWriting.net ...
Five Forces Analysis of the Video Game Industry
Five Forces Analysis of the Video Game Industry
The video game industry is the economic sector involved with the development, marketing and sale
of video and computer games. It includes video game consoles, game software, handheld devices,
mobile games and online games. The video gaming industry has been growing exponentially in
recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This
essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of
substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the
competitive rivalry among existing firms. Then it will be determined if the video game industry is
still an ... Show more content on Helpwriting.net ...
Sony, Microsoft and Nintendo have been competing for a decade with Sony dominating the market
throughout most of the years because of their superior technological products. The video games
industry faces an entirely new rivalry situation. In 2008, Sony lost its strong position on the market,
because of Nintendo's success with their dynamic Wii over Sony's high–tech PlayStation 3 and
Windows' Xbox 360. Although the Wii was technologically much less advanced than PS3 and Xbox
360, the Wii's cheaper price, ease of use, innovative motion–sensitive controller, and simple but fun
games, made the console a hit all demographics from 9 to 65 years old, male and female. All these
factors resulted in Nintendo's Wii dominating sales and surpassing Sony's by an impressive ratio of
2:1. With the competition in the video games industry getting more intense, the next steps of the
video game companies become more crucial for their positioning on the market. Due to the low
product differentiation, the next market leader will be the platform provider that manages to offer an
innovative gaming experience and a wider population of buyers that include all demographics.
Although the industry is being totally dominated by Nintendo's console, the industry is still
considered to show a
... Get more on HelpWriting.net ...

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Video Game Console Industry

  • 1. Video Game Console Industry 1. How attractive is the video game console industry in 2008? In 2008 the video game industry is dominated by three major players and their respective gaming consoles. First of all there's Sony with its PlayStation 3 launched by the end of 2006. Then there's Microsoft with its Xbox 360, launched in the end of 2005; and finally Nintendo with the "Wii" in late 2006. These three players are struggling to gain market leadership in the game console industry. The video game industry, off from an uncertain start in 1972 has been marked by quick and frequent changes of fortune amongst the various players in the market. The market was characterized by rapid growth as well as unexpected down turns such as the one in 1983 where the industry lost 97% ... Show more content on Helpwriting.net ... Nintendo's progressive growth and dominance with 8–bit NES and Sega's subsequent leapfrog followed by Sony's rise and Sega's fall with dreamcast, and ultimately Microsoft's entry. Price of consoles has remained high over the years, with the only exception of Nintend's low priced Wii console. Entry barriers have gradually increased with rising costs of developing a new console being affordable only to large companies and excluding smaller entrepreneurial firms. The customer base for this kind of industry is gradually expanding year after year as the gaming community now increasingly comprises those in the middle ages. Substitutors present a low to medium threat; however they are currently increasing in number, a part from PC gaming, the advent of iPad and other more specific portable consoles could constitute an important substitution threat. 3. What are Sony's strategic options for regaining industry leadership? As Kazuo Hirai, which option would you pursue? Sony must determine what kind of consumer audience it wants to target in the future and consequently whether it wants to: – Pursue the new segments of gamers that Nintendo unlocked with the Wii, or – Focus on current PlayStation as ultimate hub for living room by adding more features and technology. The first option seams appealing since Nintendo Wii's success is a clear example of the potential of the new ... Get more on HelpWriting.net ...
  • 2. Role Of Precarity In The Video Game Industry Precarity in the Games Industry Creating widely consumed creative content like video games can often be described as a dream job; one that is often taken advantage of by a consumerist ideology as many people see working in the game industry as the job of a lifetime. High–profile creative work is rarely available and is even less often a lucrative option; however the gaming industry is one of the few to offer such an opportunity, and because of that, jobs are highly sought after. The companies managing this sort of labor often take advantage of this attractive offer by making use of individuals that can and will give anything to work in the video game industry and ultimately generating a stressful, unstable, and precarious sort of labor force. ... Show more content on Helpwriting.net ... It is an all too common story these days, where a former higher–up designer, being fed up with the lack of creative input he has in or how he does his work, jumps off the corporate ladder and creates his own independent studio. With this strategy, there are a number of risks, sacrificing a secure income and a cushy position under a studio with an already successful name in favor of artistic freedom. With most indie start–ups, there is always a struggle for money, and for many indie game studios, a financial boom may not come on that long–awaited release date. A creative gone rogue, crafting an experience of their own design, one that is meant to be shared, despite the possibility of economic failure, is a capturing character that weaves a full narrative around his actions and likely misadventures within the realm of the production process and management of an independent title. It is also not an uncommon plot, as many documentaries are centered around this role already such as Indie Game: The Movie (Dir. James Swirsky, Dir. Lisanne Pajot, 2012) and GameLoading: Rise of Indies (Dir. Anna Brady, Dir. Lester Francois, 2015). This type of underdog narrative easily commands the attention of the American viewer and has been the inspiration behind many ... Get more on HelpWriting.net ...
  • 3. Video Games And Its Impact On The Gaming Industry Videogame console developers have gone too by of requiring their systems to be connected to the Internet and then charging an annual fee to use their online service. This has caused me to stop playing games and look for alternative forms of entertainment. I have found that a gaming computer instead of a gaming console is the practical alternative. I persuade gamers to stop pouring their money into these gaming consoles, instead purchase or build a gaming computer. I will discuss how a gaming computer is a better purchase than a gaming console because of improved graphics, financial gain, upgrade compatibility, versatile controller options, game selections, learning opportunities, and alternative capabilities. You may be thinking, I'm not interesting gaming or It's a waist of time. The Entertainment Software Association represents gaming entertainment industry leaders across the nation and on the global stage says that 155 million Americans play video games and that four–out–of–five households own a gaming device of some sort (ESA). With this large population of people using video games as entertainment in their household, we should be informed about what option are available for our friends and family. The future of entertainment has been moving in the direction of video games for over two decades. Video games have evolved into fantastic visual adventures, which are developed to entertain all age groups. The method of playing the latest games for me have been by purchasing ... Get more on HelpWriting.net ...
  • 4. 1970s: The Birth of Video Game Industry Essay Introduction 1970s was considered as the birth of video game industry, the phenomenon of gaming was growing and home gaming console Home–Pong which was a one–game–only console was invented by Atari, since then, the gaming industry has become very profitable, and more and more genre of video games were created. Although video games have become more and more popular as time changes, it still has to face the criticism, 'media panic'. Meida panic happens when a new media appears; people will have a highly emotional discussion about it (Drotner, 1999). Just like other media, such as internet, television, movie or even music first appears, video game also has attracted more and more attention. The questions about the negative impact of video ... Show more content on Helpwriting.net ... Similar contents appears in both movie and game under same topic and similar world view, guns, nuclear weapons, battle fields, soldiers, terrorist, will appear in war movies and games, cold weapons, magic, dragons, sorcerers can be seen in fantasy movie and games. Aliens, saber blade and laser guns and energy shield can be found in SciFi movies. Unnatural power, psychopath, ghosts and serial killers are common in horror games and films. Anthropophagy, brains, blood, body part and head–shot are the key point of zombie movie and games. Although violent movie and games share so many similarities, video game appears to have more influence on people because the involvement of player in video games is far stronger than movies. The involvement of video games can be separated into several kinds, tactical involvement, performative involvement and affective involvement (Calleja, 2007). They stand for different kind of involvement in different gameplay. Firstly, tactical involvement stands for the participation of decision making based on the condition of the game. Tactical involvement not only includes the interaction between player and the rules, but also includes the interaction between game environments or other players (Juul, as cited in Calleja, 2007). Tactical involvement often exists in games that contain strategy gameplay, for example, assigning different tasks for character, sharing loots in MMORPGs ... Get more on HelpWriting.net ...
  • 5. Video Game Industry Analysis SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] "No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base." –Michael D. Gallagher, president and CEO, Entertainment Software Association [ iv ] WHAT'S INSIDE WHO IS PLAYING 2 3 Who Plays Computer and Video Games? Who Buys Computer and Video Games? ... Show more content on Helpwriting.net ... of parents believe that the parental controls available on all new video game consoles are useful. Further, parents impose time usage limits on video games more than any other form of entertainment: 86% 79% of parents place time limits on video game playing 78% of parents place time limits on Internet usage 72% of parents place time limits on television viewing 69% of parents place time limits on movie viewing of the time parents are
  • 6. ... Get more on HelpWriting.net ...
  • 7. Sexism in the Video Game Industry Linzy Waltke Professor Andrew Forrester Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists and often have regressive views on women and their position in society. Women make up 20% of console video game players and 46% of computer and mobile game players in this 20 billion dollar a ... Show more content on Helpwriting.net ... My focus however, is on single player console games, where women make up a very small minority at around 20% of players across all platforms (ESA). Console games have many different genres but there are only five ways to play and five respective players, according to Educational Technology Research and Development Study found in Game Work by Ken McAllister. These categories are: explorative, active / aggressive, social, creative, and strategic, it was found that there is a strong divide between men and women and their ability in the various types of gameplay (McAllister 16). This study of middle and high school boys and girls found that over 50% of boys proved to be active and aggressive players, while less than 10% of girls showed strength in the active games; all of the boys showed a strong ability to play strategically while less than 5% of girls were able to problem solve in the game (McAllister 18). Girls in the study found their strengths to be explorative and creative games with over half of female participants showing strength in each area, while the boys typically saw these genres as not challenging enough, and quickly gave up (McAllister 20). Economically it would make sense to introduce more games that women excel at to bring in a large demographic and increase market share; despite this the industry is tailored to the male consumer as 75% of games released in the past 10 years were targeted towards men and featured violent and ... Get more on HelpWriting.net ...
  • 8. The Industry : Video Game Entertainment Company Name: Nintendo Company Website: http://www.nintendo.com Industry: Video Game entertainment Company history and background: In the gaming industry you probably heard of "It's –a –me – Mario" which is Nintendo's trademark character. Nintendo started off as a Japanese card game maker into electronic gaming in a way the term today we call console gaming. What started as a Popeye concept kind of safe the girl game which is titled Mario vs Donkey Kong became a hit in retro arcade gaming came to the convenience of playing at home which is what we call a game console. It then became a bigger impact for the company when Shigeru Miyamoto father of the character "Mario" created Super Mario world it became Nintendo's Company icon. Running ... Show more content on Helpwriting.net ... Mr. Kimishima will continue Iwata's dream in creating the best game consoles as well as games. As all video games it counts on E3 if a video game company will succeed based on the products released which can have a major impact if a console system is released. For most current release of the Nintendo switch, it was sold out in a major part of the world. The switch has brought the market up a lot due to its popularity with its games that interest the loyal fans of Nintendo. According to yahoo finance; it went from a 22,000 yen to a spike of 23,000 on the day of launch then to a very stable progression to 26,000 yen market price to what it current state in the market is right now. ANALYSIS VIA PORTER'S FIVE FORCES MODEL Threats of new Entrants: Threat level of new Entrants are low due to new players of the gaming console The barriers of entry is pretty high Network for distribution is needed Needs strong brand name which is important Loyal customer are to be expected for existing brand Curve of learning is pretty high due unfamiliarity Can expect new Entrant to enter every year Bargaining Power of Suppliers: The Bargaining Power of Suppliers is at a moderate power level Companies that sell the products order in large amounts in order to keep the suppliers happy The value of the electronic components in the gaming consoles can easily switched and are inexpensive
  • 9. Bargaining Power of Customers: The Bargaining Power of Customers is at a ... Get more on HelpWriting.net ...
  • 10. Video Game Industry Women In particular the video game industry has been commanded by a mostly male eccentric community, but in the past two decades, women have been encroaching on the alleged "private" life of the male video gamer's community and they are petrified they are going to lose a unique time to get away from their lives and women in general. "It's a $27.5 billion industry, but the modern video game industry had a humble beginning."(CNBC, 1). The video game industry was thought up by an engineer named Ralph Baer in 1966. Moving forward over the years video gaming was established from the ground up by male computer scientist and engineers. The first video game released publicly was set loose upon the public at Andy Capp's Tavern in Sunnyvale, California. The game was made by two men, one of the men was Nolan ... Show more content on Helpwriting.net ... In addition, Andy Capp's is now known as "the Cape Canaveral of the video game industry" (CNBC, 9). Women in the video game industry are actually helping it grow and become a stronger commerce for all of mankind. The women's journey to success in the gaming industry was not an easy one, but for those who did make it their contributions and their prominences had a lasting impact in the world of video games (Cohen, 1). The male gaming community is suffering from a appeal to popular opinion, all because other people are saying women should not be involved in the gaming industry. The first ever woman game programmer and designer was Carol Shaw. She is best known for working with Activision but before she ever was involved with them she became the first female to program and design a video game, 3D Tic–Tac–Toe for the Atari 2600 (Cohen, 6). In addition to Shaw being the first female video game programmer we have Dona Bailey who in 1980 became the first woman to design an arcade game. As a matter of fact the majority of the gaming community has played this game at least one time in their lives, this game is known as ... Get more on HelpWriting.net ...
  • 11. Video Games : The Video Game Industry The video game industry is one that continues to grow exponentially with consumers spending over $22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the opportunity to produce a stream of games that continue to expand in their nature and impact on their audience. Video games are now artistic, social and collaborative, with many allowing massive numbers of people to participate simultaneously (htt). The collaboration of the video gaming industry doesn't stop at the multiplayer options, or online gaming forums, but has surpassed that and has delved into intertextuality ("any text is constructed as a mosaic of quotations; any text is the absorption and transformation of another") (Kristeva, 1986) where we are seeing video games riffled with real life advertising coded into their layers. The demand in growth in the industry means video game creators are constantly pushing the boundaries in the types of media they can produce, and with improvements in video game technology games are becoming more realistic with increased graphics and point of view play, allowing for more lifelike depictions of violence to be brought to their eagerly awaiting audiences. The release of Grand Theft Auto came with a storm of negative news media attracting controversy over violent content and concerns about the effects it might have on its players. The media generated frequent stories drawing connections between video games and violent behaviour, headlines ... Get more on HelpWriting.net ...
  • 12. The Microeconomics of the Video Game Industry Essay Tommy Deen November 28, 2006 ECO 201 The Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years, and it only shows signs of growing larger in the years to come. In the United States alone, the market has grown considerably where 60% of all Americans play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44 years old (games–advertising.com). According to an article on Gamespot.com, analysts estimate that the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by the year 2007. The video game ... Show more content on Helpwriting.net ... Stores immediately sold out the day the Xbox 360 came out. According to Wikipedia.org, "Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or North America. Many potential customers were not able to purchase a console at launch and the lack of availability led to Xbox 360 bundles selling on eBay at grossly inflated prices, with some auctions exceeding $6,000. It was reported that 40,000 units appeared on eBay during the initial month of release, which would mean that 10% of the total supply was resold. By year's end, Microsoft had sold 1.5 million units; including 900,000 in North America, 500,000 in Europe, and 100,000 in Japan." Another example of this tactic being used is with the release of Nintendo's Wii. A total of four million Wii consoles were to be released worldwide with the majority of that number going to North America alone. On November 19 of this year, the consoles sold out immediately. Some stores passed out cards for the console to people who were in line the night before. Circuit City had people camping out early in the day, but gave out tickets to people later in the evening. They even had a sign that stated they only had thirty Nintendo Wii's, yet people were still hopeful and stubbornly stood in line. Sony's Playstation 3 was released on November 17, 2006 with an even shorter supply than the Nintendo Wii; some consumers camped outside of the ... Get more on HelpWriting.net ...
  • 13. Video Game Industry Overview Video Game Industry Overview John Huddle 25 October 2014 Video Game Industry Overview Video game console industry is tasked with development, publication, manufacture and distribution and sells the electronic devices for games, accessories and software. The number of pixel and image contained determined traditionally gaming devices. The current development brings about 3g polygon imagery that has been pioneered by Silicon graphics institute. The industry is segmented into two different sectors with the first being the software sector which constitutes the games themselves and the second is the infrastructure and the technology that is needed to support the playing of the games. These sectors make the game industry. The ... Show more content on Helpwriting.net ... The upstream market undertakes mostly the manufacturing of hardware and development of software. There are mainly four vendors in the manufacturing of hardware and these are consoles, personal computers and mobiles. The mobile is viewed as the market of the future though very small (Egenfeldt, 2013). The console market is very significant and Microsoft, Nintendo and Sony dominate it. The software is developed in–house by third party contractors and is owned directly by publishers. They have less autonomy but enjoy security. The downstream segment consists of distribution, both software and hardware. Software distribution is organized by publishers who must obtain licenses and for the authority to sell games pertaining to a particular console and must pay the manufacture some royalties for each game sold. Microsoft has its own publisher and it is the only player that integrates the three functions of software development, hard ware manufacturing and software publishing. United States is the industry leader followed by Japan and then in the third place is France. The distribution has been organized by the manufactures through local and regional subsidiaries that will pass their products to retailers. The three major markets for the consoles are North America, Asia and Europe, though Europe has a strong downstream position with small importance in upstream activities (Zachariasson, 2012). There are high barriers ... Get more on HelpWriting.net ...
  • 14. Video Game Industry : Nintendo And Sony INTRODUCTION Nowadays, the video game industry is one of the faster growing sectors in the world and it is unbelievably expected to increase its revenues for the years ahead. Big giant's companies as Nintendo, Sony and Microsoft are constantly competing and technology and innovation are vital to keep pace with this demanding and challenging field. This essay will discuss two companies within the video games industry, Nintendo and Sony, trying to define their international strategies and their procedures in entering markets abroad, crossing the national borders and consolidating a strong multinational presence. The choice of Nintendo and Sony is due to different reasons. These two companies are both competing for the leadership and while Nintendo was almost the only one dominating the gaming market, Sony interrupted this dominance with PlayStation 1 and shifted the balance of the power. Additionally, their strategies and their approaches are different because are based on the division of the market and on distinct objectives. To begin with, a brief overview of the video game industry will be presented in order to give a basic understanding of this relatively recent area, showing its market size and its influence per country. Secondly, the present essay will focus on a short history of both companies to illustrate their progressive internalization, their up–to–date firm size and their competitiveness in the market. Finally, the main topic will be covered, namely the ... Get more on HelpWriting.net ...
  • 15. Essay about Electronic Arts and the Global Video Game... Electronic Arts and the Global Video Game Industry Demographic trends Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 – 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games. The majority of video game players are preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college ... Show more content on Helpwriting.net ... Video games will move from stand–alone game systems such as consoles or PCs to become online games accessible via many devices. Continuous participation of other gamers around the world will make the games more challenging. Moreover, the high performance of next generation of chips and 3–D graphic animations will attract even more gamers to the market. Global Markets The importance of the non–US market is growing every year. However, regulations, cultures, language and other attitudes of each country can differ from the US. For example, people play ¡§soccer¡¨, instead of American football and baseball and different rules exist for the game of chess in Asia and the US. Therefore, the company and industry may need to customize some products and introduce multi–language online games to appeal to the diverse global tastes. Current Performance Vision Chairman Probst¡¦s vision for Electronic Arts is to overcome traditional entertainment companies like Disney, Viacom, and Time Warner as the biggest and best entertainment company in the world. Goals Electronic Art¡¦s had two stated goals. The first near term goal is to be the market leader of games played on the current generation of 128 bit consoles. The second near term goal is to generate hundreds of thousands if not millions of users to their online EA Sports product. Corporate Strategy
  • 16. EA is focusing on video game ... Get more on HelpWriting.net ...
  • 17. Video Games And The Video Game Industry In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019 analysis, the industry hit a market value of over $100,000,000,000: ("THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for the video game industry, it went awfully. In 1983, the video game industry crashed and has not fully recovered to the value of the market since. ("Video Games in the United States"). Due to the unfortunate events of over–sensationalised media, an overflowing market, incorrect judgements, and poor business, the video game industry hit rock bottom in 1983 and took a mastermind ... Show more content on Helpwriting.net ... In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly new industry. As well, the market was not fully utilized and allowed new small startups to be formed. These startups were making games as fast as they could, because as soon as any game hit the market it sold swiftly. As time went on, the number of startups grew and the market value could not keep up, forcing the startups to make games at an even faster rate. In 1983, the market was so full of games, most which were rushed, terrible excuses for a game, that the market finally popped like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the Department of Industrial Engineering at the University of Houston, claims, "The biggest culprit appears to have been a flood of poor quality games" (Boyd). These poor quality games sold abysmally and if the company, making the game, was not large enough, the company would fail as most could only make one game before losing all of their money. The startups failing left and right, and the enormous amount of bad games were causing many to lose interest in games, further hurting the market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to write off home video games altogether, referring to them as a passing fad" (Boyd). Like all industries, if the consumers losses interest then the consumer 's' money losses interest in the industry. With the overflowing number of crappy ... Get more on HelpWriting.net ...
  • 18. Persuasion At Games And Industry Persuasion in Games and Industry Negotiated Response – Where the participant accepts or rejects part of a work/material/product. Persuasion, the act of persuading an individual or a group of individuals i.e. to cause them to do something through reasoning or argument. The act of persuasion is used every day from people of different ages, in varied situations and professions. In fact, a small–scale/indie studio itself or a marketing division of a large studio uses the science of persuasion to improve the metrics of their product (game in this case). But persuasion, for player engagement, is used mostly for free–to–play games as they need their player base to keep playing for to generate revenue. Furthermore, they need their games to be ... Show more content on Helpwriting.net ... Ultimately, player gratification goes a long way in keeping them engaged in a particular game. 2. Scarcity. Curtailment of a particular resource or resources, as a result them being deemed to be of higher value. Actually, a perfect example of this is when games have limited offers on objects, it might a weapon or a particular skin. At the same time, it is further empowered with a ticking timer attached to it, pressing the urgency of the situation. Furthermore, the game also "chooses" a player for the said offer which further enhances the situation as this causing them to feel special & unique, thinking that if they keep playing there might more "offers" to come in the future. Scarcity as a tactic to urge player to do something would be become quite useless as players become smart about these strategies. 3. Authority. People generally follow the lead of someone who is deemed knowledgeable or credible. However, this applies more in the games industry as a whole rather in–game. For example, popular Youtubers (with a large viewer–base) are deemed to be quite credible, there opinion of a game greatly influences the community. As a result, several developers as well as publishers contact these content–creators to provide more publicity for their games. Regrettably, authority requires reach in high places, which is not always possible for small–scale /indie developers. Using YouTube for marketing provides an excellent way–out for these small– scale ... Get more on HelpWriting.net ...
  • 19. Video Game Industry : The Revolution Adonis Linares–Velasquez 10/06/16 Video Game Industry: The Uprising Video games are luxury items owned by consumers of all ages. A worldwide phenomenon, video games delivered an impact towards social and technological society. The industry is flourishing, and will continue to flourish for the upcoming years. The expansion of such said luxury items comes with its set of pros and cons. Video games are an example of controversy and benefits. As many as ninety–seven percent of US kids age 12–17 play video games, contributing to the billion–dollar video game industry. The unprecedented technological advancements to this entertaining culture have caused many gamers to acknowledge it as the ultimate fantasy. According to many studies, video games can increase aggressive behavior, cause emotional outbursts and decrease inhibitions in many people. Social scientists have been studying and debating the effects of video game violence since the 1980s and such issue is especially relevant today, because the games we see today are more realistic and bloodier than ever. Studies claiming a causal link between video game violence and real life violence are flawed with many studies failing to control the factors that contribute to children becoming violent. For example, family history, family care, mental health, social skills, etc.... Most studies do not follow children over long periods of time, as a result, video game experiments often have children playing a game for as little as ten ... Get more on HelpWriting.net ...
  • 20. The Video Game Industry Is A Billion Dollar Industry With... Research Paper Draft Bhavan Vaidya Full Sail University Introduction The video game industry is a billion dollar industry with an ever–growing fan base. Nowadays, video games production companies are investing high amount of money in this business to develop games for fan. They also need people working and they are hiring employees that can help a game to produce a batter example for future. Thus, management and leadership is an important factor to lead a team. Lead a team of creative people in not an easy task. It contains lot of intelligence and leadership qualities. In this conditions, several problems related to team and leadership acquires. This research will elaborate some of the main problem, topic, theories and some of solution towards video games production teams. In my view, most of the time, companies faces the issue of conflict within their team to produce a game. I would like to explain the question of conflict that how it took place within a creative team and how it could be resolve. Conflict is a major impact on a team. It could lead a team to a batter solution or disordered team. Where it could also be commendable with leadership. Conflict is co–related to team and leadership. It can be seen as an issue where some of resolution could be used to make it right and lead a way to a creative idea and immerge into a batter performance in team. Conflict take place into this field often because creative minds always represents some sort of pure ... Get more on HelpWriting.net ...
  • 21. How The Game Industry Needed Halo How The Game Industry Needed Halo In engineering, you always see how to betake it. In modern years the field of game proof has arrive under fire for being superabundantly bold and unrewarding, both financially and emotionally. Instead developers and publishers have their own methods. This province is not confer in consumer units to fight against software piracy and grey–nundinal imports. "Hewlett Packard, Texas Instruments, Microsoft and others opened their doors to me along they above–mentioned they had a bunch of fiction writers afflictive to be tech writers." "Half of learning in college is circularly social skills and increasing(prenominal) up," Ross says. "That was my defeat job." But Ross, a Poudre High School graduate who thing CSU ask it was close to home, found better employment opportunities. "Your nipper are behavior to amusement games," Ross says. In some inclose, the programmers could stale all the cupellation. Many methods, such as one cupellation, are receive directly from general software testing techniques. How do we make technology and engineering the fields that both men and women indigence to pursue?". Bonnie Ross is corporate imperfection presider at Xbox and headdress of 343 Industries, the workroom that oversees the Halo video lame franchise. "She did that 10 years ahead of the Information Science and Technology academic small, which was composed to help students like Bonnie merge scheme in journalism and media communication, computer science, ... Get more on HelpWriting.net ...
  • 22. Video Game Piracy is the Biggest Issue Facing the Video... Video Game piracy is one of the biggest issues facing the video game industry, specifically PC gaming. It occurs every day, and is dramatically affecting the revenues earned by video game developers. Piracy can occur in a number of ways. The first possible method of video game piracy is burning content onto a disc. Someone can copy the contents of a game disc into a file on their computer and then burn those contents onto a blank disc. This disc can then be given or sold to someone as the full version of a game. Another technique that pirates use is called torrenting. This involves finding the code file for a video game and then transferring it into a playable version of the game. After this is done, the pirate can play the game for free and can even post this new playable file on the internet as a free download that anyone can access. Piracy is one of the biggest problems that video game developers have faced over the years. Many consumers like the idea of pirated games because it means that they can play games without paying for them. One of the arguments against video game developing companies is that games cost too much, so it is the developers' faults that piracy exists. The only reason that video games are expensive is because they cost so much money to create. Many games these days cost in the hundreds of millions of dollars to develop, so the only way the company can make a profit is if they put the $60 price tag on their games. A second argument ... Get more on HelpWriting.net ...
  • 23. Video Games And The Video Game Industry According to several studies, women are now making up a significant portion of the gaming demographic, but the industry hasn't done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls don't play big action games, boys like the sexualization of girls in video games and won't play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may someday soon rival the number of men. For many years, the video game industry catered to the tastes of young men with their overly– sexualized, one–dimensional female characters, and their beefy male protagonists (to identify with or aspire to). Of course there are exceptions, as there are with anything. There have been many fully–realized, non–sexualized, and interesting female characters, notably more modern characters such as Chloe Price in Dontnod's second game, Life is Strange, Amita in Far Cry 4, and Square Enix's more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider, but despite the occasional good example, there are many poor examples to go along; Polygon cites Metal Gear Solid: Ground Zeroes as "[one of] the worst depictions of women in gaming {in 2014}" in ... Get more on HelpWriting.net ...
  • 24. Technological Environment : Video Game Industry c. Technological environment Video game industry is one of the so–called creative industries that experiences much disruptive innovation(DeFillippi 2014). Leading console manufacturers like Microsoft, Sony, Nintendo invest significantly in research and development. As a game publisher, Ludimus needs to keep up with console manufactures and be ware of innovations that could affect the industry as a whole. Disruptive innovation is defined as a process that product or service takes root initially in simple applications at the bottom of a market, then relentlessly moves up and eventually displacing established competitors (Bower and Christensen 1995). It places risks on current market participants. Although the worldwide game industry have seen revenues jumps for years (Sinclair 2015), there are innovations that could probably shift consumers away from purchasing traditional video game consoles. Last year, Facebook placed a massive bet on virtual reality by acquiring Oculus VR, makers of the upcoming Rift headset, for approximately $2 billion (Sinclair 2014). Unlike traditional 2D screens, the Oculus Rift is a virtual reality system that completely immerses users inside virtual worlds (Oculus 2015). It is a fundamental change of how the gamers plays, interacts and communicates. Moreover, the latest development kit DK2 of Oculus is retailed for $350, which means this technology has already been affordable and accessible.Therefore, for the video game publishers VR could be viewed ... Get more on HelpWriting.net ...
  • 25. Video Game Industry Analysis Essay Industry background The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years. The growth is expected to leap–frog in the future. Following chart shows the projected market share by 2010 of different segment in the industry– Following chart shows growth of different segments in the industry– From the above charts, it is clear that the console is the largest segment in the industry, but online, mobile, pc software and broadband are some of ... Show more content on Helpwriting.net ... The online console gaming market is set to take off, as the new generation of consoles arrive with advanced networking and online gaming capabilities. The ability to download game demos, buy casual, as well as full–fledged console games, and access advanced content, including high– definition (HD) video, will play a major role in shaping the subsequent console generations. Key success features – Rich playing experience – Appeal and variety of supported games – Product innovation and differentiation – Keep up future changes Porter's 5 forces competitive analysis Threat of new entrants: Low. It takes lot of resources and capital to enter into this market Bargaining power of Buyers: Moderate. Buyers hold moderate bargaining power because of low number of competitors and high switching cost Threat of substitute: Moderate. Interactive entertainment substitutes are not that many. Bargaining power of suppliers: Moderate. There are not many companies that the suppliers can supply to. But on the other hand the game development companies can have more power by developing specific games. Competition among industry rivals: Strong. There is intense competition among Sony, Microsoft and Nintendo for market share. Strategic Group Map Following chart shows the position of each product in the video gaming ... Get more on HelpWriting.net ...
  • 26. Video Games And The Video Game Industry The video game industry has changed a lot since its inception, and a large part of that is due to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting to arise. The market for video games has remained the same except for the actual devices in it. There has always been a rivalry between the consoles and the more powerful PCs. Consoles ended up receiving a negative reputation after the crash of ... Show more content on Helpwriting.net ... However, this game isn't blamed for the video game crash. E.T., for the Atari 2600, gets that "honor." Many gamers consider E.T. one of, if not, the worst video game of all time. The frustrating gameplay and its seemingly rushed state crushed any hopes for this game. It did so poorly that there is a landfill in Alamogordo, New Mexico that holds all of the unsold cartridges. For the most part, the quality of video games has improved since the crash. The company Nintendo puts their seal of quality on all of their games. Gamers also act like quality control for video games, however it is usually after the game is released. Gamers, typically, expect a certain standard for their video games, and some will advocate not buying a game so the company will learn from their mistake. For the most part, this does work, but some bad games can still slip through the cracks. A tragic example of this is Aliens: Colonial Marines. This game was targeted towards the fans of the Aliens movies. In 2011, at the video game convention E3, a demo was shown to demonstrate this new game. Unfortunately, this demo was completely fabricated. When the game was released, it lacked the realistic look of the "demo" and the atmosphere of the Aliens movies. That was just an example from a major "AAA" company. Another example is seen in the Steam Workshop. The Steam Workshop is a place where normal people can sell their own created games. However, there is no quality control. ... Get more on HelpWriting.net ...
  • 27. The Impact Of Video Games On The Gaming Industry Herman et all (2002) points out that history of video games begins from 1971 year, when Nutting association released 1500 machines with Spacewar video game. At the beginning it was too difficult to control the game process and playing machines had huge dimensions. But by the time with new technologies they become more compact and easier to play. According to the information given by Herman et all (2002), the period between the years of 1978–1981 is called 'golden age' of video game industry. In this period the arcade games 'Football' and 'Space Invaders' were released. All previously known sale records were broken by these two games with nearly equal wages. In this time interval great breakthroughs in the field of graphics were achieved, ... Show more content on Helpwriting.net ... All that is required is just skillfully managing the keyboard. Computer life is so exciting, that sometimes people are not concerned so much on events that occur in reality, as on what is happening in the virtual world. Where, by passing different levels and achieving any success, player feels how great and powerful he is. With each passing day, the video game industry progresses, giving us the better opportunity to fully enjoy the scene. The purpose of this essay is to prove that video games bring more harm than benefits to children. Firstly in this essay, negative effects will be considered, after that it will review benefits of video games, and finally give recommendations to parents, how not to allow games to negatively influence their children. Aimee Tompkins (2003) claims that children are being affected by everything what they see around them in the youth, and people, who see violence in the youth, always tend to be more hostile and less responsive to images of violence. That 's why parents try to border children from any possible negative influences. But they often do not even realize that by buying to child a game console, they put them into the risk. Since most video games contain violent character. According to statistics given by the 'Children now' organization (2001), 89% of the top–selling video games have violent character and serious violence is contained in half of them. Under the leadership of Brad Bashman and Graig Anderson (2009) the ... Get more on HelpWriting.net ...
  • 28. Causes Of Layoffs In The Animation And Video Game Industry Animation and Video Games allow many of us to disconnect from our daily lives in order to enjoy an experience that can take us to grand new worlds and gives many people the opportunity to connect with charming and unique characters. Generally, this is considered to be a good thing, however many people fail to realize that the industries behind these forms of entertainment are subject to the same pitfalls that befall most businesses. This means that these industries are subject to things such as supply and demand, bankruptcy, and the outsourcing of jobs. These are the leading causes of the biggest problem in these specific industries currently which is layoffs. Unfortunately, this means that many individuals are unaware of how prominent layoffs are in the Animation and Video Game industry along with their underlying causes as well as how such actions can affect the lives of the individual artists who are responsible for creating the content that brings joy and happiness to many of our lives. One of the primary causes of layoffs in the Animation and Video Game industries is how many studios rapidly hire talent either in anticipation for a future production. An example of this is alluded to in a 2002 Daily Variety article that covered the topic of the then recent layoffs at Walt Disney Animation Studios, which stated "Just three years ago, Mouse employed 2,200 animation staffers. But a brief surge in toon interest among Hollywood majors quickly crested and a series of ... Get more on HelpWriting.net ...
  • 29. The Video Game Industry and the Objectification and... How can an industry with widespread appeal to men and women continue to misrepresent and misgender women? Video games have been used as a platform for entertainment between the ages of 18 and 49. The entertainment factor of video games comes from the various forms of art, cultures, worlds, languages, and stories that come from each individual game. The male players of video games lead the market, causing the industry of video games to create games that would appeal to males, such as creating female characters that would attract them. Because of this, female video game players have become the minority in the video game industry. Although video game companies claim to target all types of video game players, women have become the victims of patriarchal sexism by being objectified and stereotyped as a way to increase sales. A fact that contributes to the objectification and stereotyping of women is that as of 2011, 56% of video game players are male, and the other 44% are female ("Essential Facts" 4). This discrepancy caused video game industries to create games that will sell to the majority–– the male players. However, the 44% of female players are still considered a large consumer group (Shanley 11). Despite the 12% discrepancy between male and female players, industries that have chosen to focus solely on their male consumers can be seen as patriarchal. This patriarchy has caused video game industries to create games that would appeal to male gamers only ("Gender ... Get more on HelpWriting.net ...
  • 30. Global Game Industry Essay Global Toys & Games Industry The global toys and games industry is expected to hit the $100 billion mark by 2015, according to research from Global Industry Analysts. In recent years the market has been influenced by changing consumer tastes, with children opting for more sophisticated video games and electronic toys. Children are also becoming increasingly accustomed to changing toys more frequently. This means toy and game manufacturers are obliged to introduce new products on a regular basis, and focus on innovation and technological advancements. Market growth is being fuelled by video, console and computer games, with the industry also benefiting from a growing adult consumer base as this group takes a greater interest in ... Show more content on Helpwriting.net ... MarketLine estimates specialist store sales accounted for 60% of overall industry revenues at almost $1.5 billion. Market growth is expected to remain at almost 9% through 2016 bringing the market to over $3.6 billion. The Indian toy industry is characterized by fragmentation, with growth slowed by the small scale of domestic producers lacking in innovation and less resources to invest in equipment, technology and advertising. Smart Research Insights predicts growth will become stronger due to urbanization, an expanding consumer base and rising income levels. Top players in the Indian toy industry include Hamleys, Funskool India, Hanung Toys & Textiles, Mattel Toys and Ok Play India. * China's toys and games market recorded 10% year–on–year growth in 2011 reaching around $11 billion, reportsGlobal Sources. Market growth is hampered by low overseas sales due to slow recovery from the debt crisis. Key factors for the industry moving forward include identifying new sources of demand and adhering to increasingly strict safety standards. Market Outlook Demand for intelligent and interactive toys is expected to continue growing and fuelling the global toys and games market, reports Global Industry Analysts. This development has pushed non–toy companies, including Microsoft and Intel, to add their offerings to the market. While traditional toys and games are losing some degree of popularity in the face of competition from interactive ... Get more on HelpWriting.net ...
  • 31. Video Games And The Video Game Industry Video Games and the Video Game Industry The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individual's health and behaviour. There are still some people in the world that believe video games are contributing to the decline of today's generation. However, video games and their industry are much more beneficial than they are perceived to be. Today the video gaming industry employs thousands of people worldwide. The video gaming industry has grown to support other industries. In the 21st century, the video game industry produces ... Show more content on Helpwriting.net ... Stories, visual art forms and music are contained in video games to help provide entertainment. There are few other mediums that utilize all of the art forms used in video games. Video games have been accepted as its own art form in modern society. Inside the Smithsonian American Art Museum there is a video game exhibit that showcases the progression of video games. More artists can thrive in today's world now that a new art form exists. Video games have positively influenced our culture, for it allows artists to express themselves and inspire creativity in others. The video game industry has become a large contributor to the global economy. The creation of a video game requires collaboration from artists, musicians, authors and programmers. The effect of video games is not just local, but global as different companies from across the globe are involved in producing and distributing video games. Profits surrounding the video game industry are substantial in Canada and other countries. The video game industry adds 2.3 billion dollars to Canada's GDP every year (Entertainment Software Association of Canada, 2014, p. 4). The result of this growing industry is more employment to develop and produce video games. The video gaming industry also employs those who play video games competitively. The competitive gaming environment is known as esports or electronic sports. There are several video games that are played and watched in a competitive ... Get more on HelpWriting.net ...
  • 32. Video Game Industry I – Introduction: Video games are teachers that involve players into the virtual world. Nowadays, many video games include violence in many of its aspects such as war, stealing, slaying and many more. According to Video Games ProCon, "10 of the top 20 best–selling video games in the US contained violence." (ProCon, 2014), they also believe that violent video games have not only cons but also pros; they stated that "Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled." (ProCon, 2014). However, the RWJF Blog team stated that the California law describes Violent Video Games as a "video game in which the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being." (Fisk, 2010) meaning that when playing those games, the player is not left with any option to resolve the issue but the previous ones. Many people believe that Violent Video Games may have a negative impact on minors. According to the case, the legislature of the California state propagated a law that bans underage minors from buying or renting video games that include any form of violence, they believe that those games promotes the feelings of aggression among minor players. The law was ... Get more on HelpWriting.net ...
  • 33. Nintendo And The Video Game Industry Over the years, corporations in the video game industry revolutionized the concept of consoles and videogames through strides of innovation. The videogame entertainment industry is highly competitive and is largely driven by creativity in the products being created. All throughout the 1980s and 1990s, Nintendo redefined entertainment through its innovative consoles and videogames. The company had skyrocketing sales. However, as new entrants such as Sony and Microsoft entered the market, Nintendo was exposed to severe competition. As a result, their sales and profitability started to plummet as the years progressed. Despite the shifts and changes in technology and forms of entertainment, Nintendo is adamant about sticking to its videogame strategy. In order for Nintendo to survive after the emergence of this technological substitution and be active competitor in the market, the company should license its popular games for use on smartphones and tablets. Incorporating and licensing popular Nintendo games onto smartphones and tablets will be much more affordable to consumers who enjoy playing online games as a form of entertainment. There has been tremendous global growth in owning smartphones and tablets. This is largely attributed to the product's features where a smartphone or a tablet can perform an array of tasks. Not only do they provide a lot of perks, they are also easily accessible and portable. An article on the Market for Computer and Video Games states that ... Get more on HelpWriting.net ...
  • 34. Toys and Games industry 1.0 Introduction Toys R Us is one of UK's leading toy and game retailer. This report conducts an academic research focus on Toys R Us (UK) in toys and games retailing sector. In the first part of this report, we will discuss the toys and games industry background and the overview of Toys R Us. Then, the research will focus on Poster's Five Force Model and Porter's Generic Strategies. In the next parts, this report will concentrated on the potential strategies which Toys R Us might pursue in the future. Conclusion and recommendation will be mention in the final part of this report and the recommendation will be covered the best strategy for Toys R Us which can be used for the future competitiveness. 1.1 Industry Background After ... Show more content on Helpwriting.net ... More young children prefer the game in Ipad video game and online game rather than traditional toys; therefore Toys R Us is facing on high threat of substitution. 2.5 The intensity of rivalry among competitors in an industry Woolworths was the biggest toys and games retail in UK, after the collapse of Woolworths in 2008, Toys R Us, Argos, Disney and other online retail such as Ebay and Amazon became the major players in toys and games industry. In 2009, Argos has 24% market share which are top one in UK toys and games market. Toys R Us has 17% market share and Disney only has 3% market share (MINTEL 2010). Figure 4 shows the outlet, sales, positioning and evaluation of those major players in toys and games industry in 2010. (Figure 4, Source from: MINTEL Report 2010) 3.0 Porter's Generic Strategies In this part, this report focuses on Porter's Generic Strategies to analysis the strategic positioning of the major play in toys and games industry. According to Dess, Lumpkin and Eisner 2010, Porter's Generic Strategies include three strategies which are Differentiation, Focus and Cost leadership which a company can use for achieve competitive advantage and overcome five force. Figure 5 is made by the Porter's Generic Strategies; this graph shows the main competitors for Toys R Us in toys and games industry. From this graph, we can find out Toys R Us is ... Get more on HelpWriting.net ...
  • 35. Video Games Effects On Entertainment Industry Today in our world, video games have been a massive impact and phenomenon on entertainment industry. People from different ages playing video games from different types of consuls and games, and the sales from this industry is growing. What is makes different from video games than another entertainment industry is video games encourage people in different levels to have more attention and focus more emotionally and physically on the screen. There are different games that are made to appeal the gamers and have their own style and graphic to attract different stages of audience. More, video games it all started beginning from Atari console, which included a very simple games such as Mario and chees and simple controller. Now, we have a different types of consoles such as PlayStation, Xbox, Nintendo and others available consoles in the market with variety of games. Also, with a huge improve of graphics in the games that led the gamer to involve and attract more to the games. With the huge increase amount of players these days, the controversy on wither video games effect are positive or negative. Plying video games have many different effects both negative and positive. Some of these effects include increase of the mental ability and reaction of the gamer, a falling of interest of other activities such as study and sports; and a massive negative effect of including changing behavior and violence. There are has been controversy on the negative effects of the video games on ... Get more on HelpWriting.net ...
  • 36. The League Of Legends Is A Game Created By The Industry... League of Legends is a game created by the industry Riot Games and it's available for free. It's commonly known as a MOBA, or multiplayer online battle arena. League of Legends has many different aspects of the game that definitely keep it interesting. There are 127 characters that the player may choose from, although they are all not available at first. Each character has their own set of abilities, which include a passive, three active abilities, and one ultimate (with a few exceptions). There are different roles in this game as well, which include: Tank, Support, Mage, Marksman, Fighter, and Assassin. There is a certain Meta that exists in the game as well, which is the normal thing to see in a game. For example, the Meta right now is ... Show more content on Helpwriting.net ... Then there is the game itself, which is also self–changing every couple of weeks or so. These key points help to define the game and give some consensus about how well the game actually is. Firstly, there is how the people who play the game treat each other. There are generally two types of players. One of these types of players are the people who treat everyone with respect and talk nicely about others. The whole point of the game is to have fun and to play the way you want to play. These are the people who you really should thank when in a game. They will help you to understand the game and give many tips and tricks on how to play even better. Then you can continue playing with them for even more help if needed. You can even add them to your friends list to just play a casual game with them. These people are the persons players should look for. There are, however, some people who aren't as great. People do exist in the game where their only goal is making a player's life a virtual hell. These people are often referred to as "toxic" players. These are the worst type of people as all they do is make the game non–pleasant. There are many different things they will do to take away the fun. They will scream at you for every mistake you make, no matter how big. They assist the enemy team to make sure that your team loses. They can even make players quit the round in the game because they become sick of being harassed. In this game, you will defiantly encounter some of ... Get more on HelpWriting.net ...
  • 37. Electronic Arts and the Global Video Game Industry Essay Environmental Analysis Demographic trends Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 – 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games. The majority of video game players are preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college students play video games at least ... Show more content on Helpwriting.net ... Business Strategy EA¡¦s current strategy is to focus on franchise and sports related games that develop loyal followings and repeat sales. They use a unique multi–lingual/multi–platform approach to producing and distributing games around the world. The company¡¦s three main differentiators are their internal sports culture, ability to localize games, and international distribution. Functional Strategies Product strategy: EA¡¦s product strategy is based on the franchise model. 70% of their sales consist of new releases of previous hits. They also seek to be toward the cutting edge of technological innovation. Sales strategy: The company¡¦s current sales strategy is to use their field sales representatives and call centers to sell their games to over 80,000 retailers. Internationally EA has strong sales in Europe with a relatively weak representation in Asia. Their strategy in that arena is to spread the fixed costs of producing a game over as many different sales channels as possible. Marketing Strategy: Sustain leadership status in industry by simultaneously promoting popular EA game titles and releasing localized multi–lingual games on several platforms. EA Sports VP is branding EA Sports as a ¡§sports company that makes games as opposed to a game company that makes sports games.¡¨ EA sets the price of their products from $30–$50. Electronic Arts has set lower prices for their classic titles. HR Strategy: To attract creative ... Get more on HelpWriting.net ...
  • 38. Video Game Industry Essay Released this past month where the next–generation gaming consoles. Hoping to capture a market dominated by Sony's PlayStation 2, Microsoft has earmarked $500 million for its marketing campaign and the hype alone is enough to make a certain people look at this console. A sizable investment at $299 for the Xbox and $199 for the Game Cube, getting past the price tag is only the first hurdle. The second is deciding which to buy. The world's largest software maker followed familiar territory in developing the Xbox using a PC– based design. Powered by a 733–megahertz Intel processor, it's the most powerful console ever created. It even looks cool with its jet–black with an eerie Aliens inspired slime–green "X". A built–in hard drive ... Show more content on Helpwriting.net ... The controller parallels the console's sleek design. Unlike the Xbox's, it feels natural in the hands, with two analog control sticks, large buttons and triggers for both index fingers. Target markets for the systems show who these gifts should be intended for. According to industry analysts, the Xbox targets the coveted 16–26 year–old demographic, with more adult–themed games that feature realistic violence and scantily clad female heroes like Lara Croft of PlayStation's Tomb Raider. Nintendo targets younger gamers and loyalists who aren't swayed by technological superiority of one console over the other. Nintendo delivers affordable innovation and what its loyal fan base expects, new games featuring appealing characters like the Mario Brothers. Nintendo's fans identify with characters like Mario, making superior graphics unnecessary. In this Nintendo is introducing Pikmin, a game invented by legendary game maker and Mario inventor, Shigero Miyamoto. The strategy game features the kind of characters Miyamoto is famous for and revolves around an alien who must plant seeds that become aliens who harvest flowers and kill there enemies. Pikmin, like Luigi's Castle, is only found on the GameCube, and is exemplary of other future exclusives to be release like Sonic Adventure 2 and Super Monkey Ball. That people identify with Nintendo's characters ... Get more on HelpWriting.net ...
  • 39. The Effects Of Video Games On The Video Game Industry An Atmosphere Unknown This is the future of the video game industry. Imagine looking through the eyes of your favorite video game character but in reality, you are actual sitting on the couch. Look to the left and you see R2–D2 trying to communicate to you. To the right, you have rebel fighters shooting at storm troopers that are attacking your home planet. Virtual reality lets you do all of this from the comfort of your home. However, Augmented reality lets you do this as well, but it is less virtual and more technological. Imaging walking down the street and you see a Pikachu on the side of the road through technology based glasses. You are in the real world, but it is modified by the use of a computer. How has Virtual and Augmented reality? evolved the video games industry ? The history of video games goes all the way back to the 1930's when the first coin operated entertainment was invented. The first pinball machines were invented during this time and are still around with us today in arcades and bars around the world. Video games around that time were actually called Electromechanical games. Electromechanical gaming graphics were only as good as artists could draw them. However, Electromechanical games were very limited. There was hard labor in assembling the games because of their use of motors, coins, and mechanical brackets. Also, the cost of these components were on the rise. Luckily, in the early 1960's, Steve Russell programmed a PDP–1 to play a game called ... Get more on HelpWriting.net ...
  • 40. The Witcher 3: Gender Roles In The Video Game Industry Video games have been around for the past 45 years and have been enjoyed by millions of Americans and people across the world. It all began with a console named Atari that offered a very simple tennis game. The game had no characters and no story line, just a black screen with two lines and a dot that a player can move up and down and enjoy with their friends to kill a quick 30 minutes. Now, we have various types of consoles available on the market that offer a variety of complex games that include characters, story lines, missions and improved graphics. As the quality of video games changed along time, so did the gender roles of the characters in them. Video games have been known to be a male–dominated media in the terms of its marketing ... Show more content on Helpwriting.net ... The Witcher 3: Wild Hunt is an open world action role–playing video game in which players control protagonist Geralt of Rivia, a monster hunter recognized as the Witcher who possesses superhuman abilities and is a master swordsman, that sets out on a lengthy journey through the Northern Kingdoms to find his lost lover killing anyone who tries to stop him. Along the journey, players battle against the world's many dangers using swords and magic, while interacting with non– playable characters such as Philippa Eilhart, Circi, and Triss Marigold all of which are female characters that form flirtatious and sometimes sexual relations with The Witcher and follow him along his journey. In the article "Feminist Frequency and The Witcher 3" by Adrian Chmielarz he writes, " Geralt is described as devoid of human emotions, but somehow he keeps a caring eye as he meets the female characters he encounters and choses to be romantic with"(adrianchm & Chmielarz, 2015) Adrian also writes about how the female characters are demeaned because their behavior mostly consists of flirtatious conversations and fantasies about Geralt and do not particularly serve a purpose in the plot of the ... Get more on HelpWriting.net ...
  • 41. The Effects Of Video Games On The Video Game Industry Essay 2. Briefly, what are the network effects in the video game industry? The network effects in the video game industry are derived from the console system that is sold to consumers. If a company is able to increase penetration in this arena, though at–cost/ below–cost pricing or pull created through the development of desirable content, it can potentially lock in the added value of the video games sold for the system. Which is to say, the console locks–in the network effects in the industry and the games serve to reap the profits. The video games, however, may present something of a challenge in that they can be somewhat easily replicated by competitors. Nintendo used an encrypted chip system to reduce this possibility. 3. Describe and evaluate Nintendo's strategy in each of the following areas. Why did Nintendo take the actions it did? How did these affect the value created by the industry? How did they affect the portion of that value Nintendo was able to capture? a. Pricing of consoles and games Nintendo's strategy for pricing of consoles and games was to lock–in the network effects consoles offered by pricing them at– or below– cost and reaping profits by pricing video games at significant margin. Nintendo took these actions because it knew that if consumers used the NES/ Famicom console, they would be a captive audience for its higher–margin video games which were necessarily more perishable from a consumer taste perspective. This affected the value created by ... Get more on HelpWriting.net ...
  • 42. Five Forces Analysis of the Video Game Industry Five Forces Analysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an ... Show more content on Helpwriting.net ... Sony, Microsoft and Nintendo have been competing for a decade with Sony dominating the market throughout most of the years because of their superior technological products. The video games industry faces an entirely new rivalry situation. In 2008, Sony lost its strong position on the market, because of Nintendo's success with their dynamic Wii over Sony's high–tech PlayStation 3 and Windows' Xbox 360. Although the Wii was technologically much less advanced than PS3 and Xbox 360, the Wii's cheaper price, ease of use, innovative motion–sensitive controller, and simple but fun games, made the console a hit all demographics from 9 to 65 years old, male and female. All these factors resulted in Nintendo's Wii dominating sales and surpassing Sony's by an impressive ratio of 2:1. With the competition in the video games industry getting more intense, the next steps of the video game companies become more crucial for their positioning on the market. Due to the low product differentiation, the next market leader will be the platform provider that manages to offer an innovative gaming experience and a wider population of buyers that include all demographics. Although the industry is being totally dominated by Nintendo's console, the industry is still considered to show a ... Get more on HelpWriting.net ...