Nintendo started as a playing card company in 1889 and saw potential in electronic games, distributing the Odyssey in Japan in the 1970s. Their biggest hit was Donkey Kong in 1981, which made over $100 million and established Mario and other characters. In the 1980s, Nintendo released the NES console and Super Mario Bros, dominating 85% of the market by tightening restrictions. Sega challenged with the Master System and Genesis consoles and Sonic, leading to a "console war". Sony entered with the PlayStation in 1994 using CDs and appealing to mature audiences, while Nintendo found success targeting new demographics with the inexpensive DS and Wii consoles using innovative controls. Today gaming continues across social media, mobile
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
Electronic device these days has games like android mobile games and there are many special devices for games which called consoles like PlayStation, Xbox, Wii U and many others.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
Electronic device these days has games like android mobile games and there are many special devices for games which called consoles like PlayStation, Xbox, Wii U and many others.
Strategic ManagementI envision about 15 minutes spent on each .docxdessiechisomjj4
Strategic Management
I envision about 15 minutes spent on each of the first five questions and about 45 minutes spent on the last one.
Short Answers
1. What factors do you think enabled Sega to break Nintendo's near monopoly of the U.S. video game console market in the late 1980s?
2. Why did Nintendo choose not to make its early video game consoles backward compatible? What were the advantages and disadvantages of this strategy?
3. What strengths and weaknesses did Sony have when it entered the video game market in 1995?
4. What strengths and weaknesses did Microsoft have when it entered the video game market in 2001?
5. In what ways did Nintendo's Wii break with the norms of competition in the video game industry? How defensible was its position?
Long Answer
6. Comparing the deployment strategies used by the firms in each of the generations, can you identify any timing, licensing, pricing, marketing, vertical integration, or distribution strategies that appear to have influenced firms' success and failure in the video game industry?
Crafting a Deployment Strategy
Deployment Tactics in the Global Video Game Industry
In the global video game industry, the introduction of each generation of console has ushered in a new battle for market dominance. New entrants have made startling entrances and toppled seemingly invincible incumbents. Game developers, distributors, and customers have had to watch the battle closely in order to place their bets about which console would emerge as the generation's victor. Each generation has also revealed which deployment strategies have paid off--or proven fatal-for the contenders.a
Pong: The Beginning of an Era
In 1972, Nolan Bushnell founded a company called Atari and introduced Pong, a Ping-Pong-like game that was played on a user's television set with the aid of the Atari console. In its first year, Pong earned more than $1 million in revenues. Pong and over 60 similar knockoffs soon flooded the market. In these early years of the · video game industry, swift advances in integrated circuits enabled a rapid proliferation of new consoles and games. By 1984, video game console and games sales had reached $3 billion in the United States alone. However, console makers in this era did not utilize strict security measures to ensure that only authorized games could be played on their consoles, leading to explosive growth in the production of unauthorized games (games produced for a console without authorization of that console's producer). As a result, the market was soon saturated with games of dubious quality, and many unhappy retailers were stuck with video game inventories they were unable to move. Profits began to spiral downward, and by 1985, many industry observers were declaring the video game industry dead.
The Emergence of 8-Bit Systems
Much to everyone's surprise, however, two new companies from Japan entered the U.S. video game market, Nintendo, with its 8-bit Nintendo Entertainment System .
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
1.4 modern child centered education - mahatma gandhi-2.pptx
Videogames intro part 2
1. Enter Nintendo… Nintendo started in 1889 specialised in making playing cards. Saw the potential of electronic games and secured the license to distribute the Odyssey in Japan in the 70’s. Starting making arcade and console games. 1981 Biggest hit was Donkey Kong created by young toy maker Shigeru Miyamoto. Made over $100 million in its first year of release.
2. Donkey Kong was different to many arcade games - it had a story and it had characters. Nintendo realised they could develop these characters as brands and incorporate them into differentproducts Donkey Kong One such product was the Nintendo Game & Watch – simple LCD handheld games Jump Man Game & Watch is a simple example of TECHNOLOGICAL CONVERGENCE - multiple products come together to form one product with the advantages of all of them. It can tell the time and play a game!!!
3. 1985 Nintendo release the Nintendo Entertainment System – NES . The NES was huge success selling over 30 million units worldwide in 5 years One of the main reasons was Nintendo had their own ‘Killer App’ – JumpMan was now Mario, he had brother Luigi and he Myamoto creating an incredible side-scrolling platformer: Super Mario Bros.
4. Nintendo tightened their grip so much that by 1990 they own 85% of the games market. They achieved this by: Creating games that could only be played their system such as Metroid, Legend of Zelda and more Mario games. A game made by a console maker for their own machine is called a FIRST PARTY GAME – these are usually exclusive to that console. 2) Created scarcity – artificially created demand by holding back stock. 3) The NES system was a closed system – it had a lock out chip – so any other company had to have a license from Nintendo to make games for it. A game made by a company independent from the console manufacturer is called a THIRD PARTY GAME. 4) Freezing out the competition – threatening retailers with less stock if they sold alternative games systems.
5. 1989 Nintendo tightened their grip on the market with release of the GameBoy The GameBoy appeals to wide demographic partly thanks to its own ‘Killer App’ - Tetris The GameBoy goes on to sell 450 million units in its various incarnations
6. Coming in to challenge Nintendo were another Japanese company… 1986Master System is released – relatively successful with ports of Sega’s Arcade titles - Outrun, Wonderboy Sega’s real success was the MegaDrive released in 1988 It was 16 bit - twice as powerful as the NES. Sold 29 million worldwide. Largely thanks to Sega’s own platforming cartoon hero - Sonic
7. So you had Nintendo vs Sega – Mario vs Sonic – it was CONSOLE WAR! How a fight between Mario and Sonic might look like
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9. An important of Media Ownership in videogames is acquiring licenses to use certain intellectual property, brands or celebrities in games – some examples: Activision have secured the rights to make James Bond games. Before that EA had the license. Sierra Entertainment got the rights for the Bourne books, not the films and couldn’t get Matt Damon’s permission to use his likeness EA have secured the license to use the player names and likenesses for the English Premiership for their FIFA games. The deal stop Konami’s Pro Evolution Soccer using the official kits and team names.
10. 1991 Nintendo countered Sega with the SNES – also a 16 bit machine with some amazing games such as Super Mario Kart and Capcom’sStreet Fighter 2. During this time the home computer market was still expanding with new models such as the Amiga and the Atari ST. With more sophisticate games such as Myst, Sim City and Doom. Amiga Atari ST
11. TYPICAL GAMERS NERD MAN-BABY Reclusive home computer weirdie Hyper-active fan of brightly coloured cartoon fun
12. SNES and the MegaDrive were still using cartridges which were limited in terms of storage CD could 320 times more information and carry video and audio files This is an example of how a new technology, in this case a change in media format, can have a dramatic change on an industry. 1992 Sega release the Mega CD – an add onto Mega Drive that could handle game with ‘full motion video’ such as Sewer Shark. The Mega CD wasn’t a huge success.
13. Nintendo knew the future would be with CD technology and so collaborated with Sony to create a disc-based games system. The system was to be called PlayStation but Nintendo pulled out of the deal. 1994 Sony continued with the PlayStation development, which went on to be the first machine to sell 100 million units. 1) It was a 32 bit machine, could handle 3D graphics, full motion video and looked like a leap forward. 2) It had Technological Convergence – it could play CDs – so it served more than one purpose. 3) Sony made high end electronic goods – TVs, cameras, walkmans – they new how to market it, make it desirable, make it cool. This appealed to a more mature market
14. PlayStation – bringing ‘cool’ to games. The CD technology meant there was enough memory to include a soundtrack of contemporary music WipeOut 2097 had music from The Prodigy, Future Sound of London and Underworld. Better graphics made for more sophisticated and interesting character such as Lara Croft from Tomb Raider Sony’s advertising was cool, quirky and edgy making PlayStation a cool brand to be associated with.
15. TYPICAL GAMERS EXTREME NERD MAN-BABY LADS Consumers that grew up with games, now 20+ with disposable income and into popular culture
16. 2000 Sony release the PlayStation2 Further technological convergence as now the console didn’t just play games – It played CD, DVDs and could go online (a Network adapter was released in 2002). Sony’s plan was to make PlayStation the centre of all your home entertainment needs. 2001 Sony’s continued dominance scares Microsoft into entering the console market with the Xbox. It did everything the PS2 did but thanks to a huge built in hard drive it had better looking graphics and was much better online.
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18. The answer to all your home multi-media needs✖ Very expensive to buy✖ Need HD television✖ Expensive to make games for – HD graphicstakes a big team to create.
20. Nintendo – rather than competing directly with Microsoft and Sony for the same type of consumers Nintendo decided to ‘grow’ the market. Killer App – Brain Training 2004 DS released – touchscreen, innovative, cheap to design for. 2006Wii released – motion sensing controls, easy to use, cheap to design for. Killer App – Wii Fit