Blizzard Entertainment is one of the most popular game production companies known for its high-quality games like Warcraft, Starcraft, Diablo, and World of Warcraft. Founded in 1991, Blizzard has had success through painstaking work by its designers to create polished games despite a slow release schedule. While releasing only 13 games over 28 years, each Blizzard title is carefully crafted and supported for many years, contributing to their large, loyal player bases and establishment as leaders in the gaming industry.
Assassin's Creed II Awarded Guinness World RecordUbisoft Montreal
Assassin's Creed II received a Guinness World Record for being the most cover-featured video game. It was featured on the cover of 127 publications in 32 countries between April 2009 and April 2010. Ubisoft received confirmation from Guinness World Records that Assassin's Creed II held the record. The worldwide popularity and press team's promotion led to this achievement for the game, beating other major 2009 releases for most magazine covers.
Assassin's Creed III is a 2012 action-adventure video game set during the American Revolutionary War. It was developed and published by Ubisoft and released on multiple platforms. The game follows Desmond Miles who relives the memories of his ancestor Ratonhnhaké:ton, also known as Connor, an assassin who fights the Templars during the 18th century in the American colonies. Ubisoft launched an extensive marketing campaign to promote the game, including staggered releases across platforms, numerous special editions, pre-order bonuses, and downloadable content. The game became a major commercial success, breaking several sales records as one of Ubisoft's best-selling games.
- The games industry originated in 1947 with the creation of a simple 'cathode ray tube amusements system' and the first computer game in 1950. Arcade games like Pong and Space Invaders became popular in the 1970s-1980s.
- After the 1971 crash of home gaming systems, new consoles were released in the 1990s-2000s that revived the industry, including the Sega Dreamcast, PlayStation, and Nintendo GameCube. The Nintendo Game Boy Advance dominated handheld gaming.
- Generation 7 saw the rise of handheld consoles like the PSP and DS as well as home consoles like the Wii, Xbox 360, and PlayStation 3. Advertising within games and product placement
Call of Duty is a first-person shooter video game that was developed by “Infinity Ward” and later published by Activision. The self-titled “Call of Duty” is the very first installment to the series and franchise; it was released on October 29 in 2003 for platforms such as Xbox 360, PlayStation 3, Microsoft Windows, PC, Mac and many more.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
This document provides an overview of the history and evolution of gaming from the early 1970s to the present and future trends. It discusses the development of early arcade and console games like Pong, the Atari 2600, and Gameboy. It also outlines various business models for games, the rise of gamification in different industries, examples of advergames, and current trends like the integration of social and bringing your own devices. The document predicts that future gaming will move beyond just points, badges and leaderboards to motivate civic engagement and will provide more immersive experiences through advances like interactive projectors.
Blizzard Entertainment is one of the most popular game production companies known for its high-quality games like Warcraft, Starcraft, Diablo, and World of Warcraft. Founded in 1991, Blizzard has had success through painstaking work by its designers to create polished games despite a slow release schedule. While releasing only 13 games over 28 years, each Blizzard title is carefully crafted and supported for many years, contributing to their large, loyal player bases and establishment as leaders in the gaming industry.
Assassin's Creed II Awarded Guinness World RecordUbisoft Montreal
Assassin's Creed II received a Guinness World Record for being the most cover-featured video game. It was featured on the cover of 127 publications in 32 countries between April 2009 and April 2010. Ubisoft received confirmation from Guinness World Records that Assassin's Creed II held the record. The worldwide popularity and press team's promotion led to this achievement for the game, beating other major 2009 releases for most magazine covers.
Assassin's Creed III is a 2012 action-adventure video game set during the American Revolutionary War. It was developed and published by Ubisoft and released on multiple platforms. The game follows Desmond Miles who relives the memories of his ancestor Ratonhnhaké:ton, also known as Connor, an assassin who fights the Templars during the 18th century in the American colonies. Ubisoft launched an extensive marketing campaign to promote the game, including staggered releases across platforms, numerous special editions, pre-order bonuses, and downloadable content. The game became a major commercial success, breaking several sales records as one of Ubisoft's best-selling games.
- The games industry originated in 1947 with the creation of a simple 'cathode ray tube amusements system' and the first computer game in 1950. Arcade games like Pong and Space Invaders became popular in the 1970s-1980s.
- After the 1971 crash of home gaming systems, new consoles were released in the 1990s-2000s that revived the industry, including the Sega Dreamcast, PlayStation, and Nintendo GameCube. The Nintendo Game Boy Advance dominated handheld gaming.
- Generation 7 saw the rise of handheld consoles like the PSP and DS as well as home consoles like the Wii, Xbox 360, and PlayStation 3. Advertising within games and product placement
Call of Duty is a first-person shooter video game that was developed by “Infinity Ward” and later published by Activision. The self-titled “Call of Duty” is the very first installment to the series and franchise; it was released on October 29 in 2003 for platforms such as Xbox 360, PlayStation 3, Microsoft Windows, PC, Mac and many more.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
This document provides an overview of the history and evolution of gaming from the early 1970s to the present and future trends. It discusses the development of early arcade and console games like Pong, the Atari 2600, and Gameboy. It also outlines various business models for games, the rise of gamification in different industries, examples of advergames, and current trends like the integration of social and bringing your own devices. The document predicts that future gaming will move beyond just points, badges and leaderboards to motivate civic engagement and will provide more immersive experiences through advances like interactive projectors.
Apple is aggressively expanding its mobile app market share and may achieve a monopoly. It prohibits Flash to benefit its iTunes store despite users' ability to access content. Apple also changed its SDK terms to block Adobe and scrapped an Adobe project. Its acquisitions and closures remove competing services. Apple risks antitrust issues and narrowing consumer choice. It must find a purpose beyond growth to scale ethically.
FBI & Edventure Partners Student Campaign PresentationLaura Baller
The document summarizes an advertising campaign conducted by Griffin Consulting to promote career opportunities with the FBI to students at the University of Illinois at Chicago (UIC). Key aspects of the campaign included developing advertisements to increase awareness of the FBI careers website and recruiter events. Surveys administered before and after the campaign found a significant increase in student awareness of and interest in FBI careers. The campaign culminated in a well-attended main event themed "Follow Your Intuition" to further promote FBI opportunities.
Here is our final booklet summarizing our entire FBI student run campaign. It includes information on my Public Relations group included press releases and media kit.
- Nintendo Entertainment System is a video game company founded in Japan in 1985 that has expanded to over 17 countries including the US.
- They introduced the highly successful NES video game system which revitalized the video game industry, selling over 60 million units.
- Nintendo has since released many other successful gaming systems and is now the third largest company in Japan worth $85 billion.
The document provides background on Nintendo and the Wii video game console. It discusses Nintendo's history and the Wii's release in 2006. It then analyzes the Wii's position in the current market, including sales trends, competitors, and threats from other devices. SWOT and segmentation analyses are presented, identifying families and health-conscious consumers as key targets. A product, pricing, distribution, and promotion strategy is proposed to position the Wii as an affordable, family-oriented gaming system.
The document discusses Nintendo's Wii marketing strategy. It explains that Nintendo targeted a new market with the Wii by combining virtual reality gaming with the convenience of staying at home. This allowed Nintendo to succeed where competitors like Sony and Microsoft failed. The marketing analysis discusses Nintendo's product life cycle for the Wii, noting it is still in the growth or early maturity phase based on increasing but less significant sales since its 2006 launch.
Apple is aggressively expanding its mobile app market share and may achieve a monopoly. It prohibits Flash to benefit its iTunes store despite users' ability to access content. Apple also changed its SDK terms to block Adobe and scrapped an Adobe project. Its acquisitions and closures remove competing services. Apple risks antitrust issues and narrowing consumer choice. It must find a purpose beyond growth to scale ethically.
FBI & Edventure Partners Student Campaign PresentationLaura Baller
The document summarizes an advertising campaign conducted by Griffin Consulting to promote career opportunities with the FBI to students at the University of Illinois at Chicago (UIC). Key aspects of the campaign included developing advertisements to increase awareness of the FBI careers website and recruiter events. Surveys administered before and after the campaign found a significant increase in student awareness of and interest in FBI careers. The campaign culminated in a well-attended main event themed "Follow Your Intuition" to further promote FBI opportunities.
Here is our final booklet summarizing our entire FBI student run campaign. It includes information on my Public Relations group included press releases and media kit.
- Nintendo Entertainment System is a video game company founded in Japan in 1985 that has expanded to over 17 countries including the US.
- They introduced the highly successful NES video game system which revitalized the video game industry, selling over 60 million units.
- Nintendo has since released many other successful gaming systems and is now the third largest company in Japan worth $85 billion.
The document provides background on Nintendo and the Wii video game console. It discusses Nintendo's history and the Wii's release in 2006. It then analyzes the Wii's position in the current market, including sales trends, competitors, and threats from other devices. SWOT and segmentation analyses are presented, identifying families and health-conscious consumers as key targets. A product, pricing, distribution, and promotion strategy is proposed to position the Wii as an affordable, family-oriented gaming system.
The document discusses Nintendo's Wii marketing strategy. It explains that Nintendo targeted a new market with the Wii by combining virtual reality gaming with the convenience of staying at home. This allowed Nintendo to succeed where competitors like Sony and Microsoft failed. The marketing analysis discusses Nintendo's product life cycle for the Wii, noting it is still in the growth or early maturity phase based on increasing but less significant sales since its 2006 launch.
Nintendo was founded in 1889 and originally produced hanafuda playing cards. In the 1950s, the company began producing games and changed its name to Nintendo Co., Ltd. In the 1970s, Nintendo partnered with Mitsubishi Electric to produce home console games. In 1981, Nintendo developed the highly popular arcade game Donkey Kong. Throughout the 1980s and 1990s, Nintendo released several successful home and handheld consoles, including the NES, SNES, N64, GameCube, Game Boy, and Nintendo DS. More recently, Nintendo launched the Wii and Wii U home consoles, as well as the 3DS handheld. While the Wii was very popular, the Wii U
The document provides an analysis of Nintendo's Wii U marketing strategy. It includes sections on the company background and positioning, the macro and micro environment analysis, a SWOT analysis, and details of the Wii U marketing mix. The summary is:
The document analyzes Nintendo's marketing of the Wii U video game console by providing an overview of the company history and target audience, an analysis of the macro environment including technology trends and the video game industry outlook, and a micro environment analysis of competitors and demand trends. It also includes a SWOT analysis and details of the Wii U product, pricing, placement, and promotional strategy.
The document discusses three video games: Destiny, Super Smash Bros for Nintendo 3DS, and Candy Crush Saga. Destiny is a first-person shooter developed by Bungie and published by Activision and Sony. Super Smash Bros is a fighting game featuring Nintendo characters developed by Sora Ltd. and Bandai Namco and published by Nintendo. Candy Crush Saga is a puzzle game developed by King that was originally on Facebook and is now a mobile app. The document then analyzes the marketing mix of each game including product, place, promotion and price. It also describes the target segments for each game based on geography, demographics, psychographics, and benefits sought.
Wii Fit and Wii Fit Plus were developed by Nintendo EAD using the Wii Sports engine. The main new technology was the Wii Fit balance board, which took over 2 years to create and was inspired by sumo wrestler scales. Nintendo marketed Wii Fit through viral events and celebrity endorsements to showcase activities like hula hooping. Due to requiring the balance board, Wii Fit could only be purchased physically and sold over 90 copies per minute in its first week, becoming the 6th fastest selling console title. By December 2009, Wii Fit had sold over 22.5 million copies worldwide, making it the second best selling console game ever.
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
C1SB Assassin's Creed III Liberation and video game industryKBucket
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
Now you can take action by playing our Endanger! game series to end Endangered Species from extinction. Endanger! is the first 3D VR/mobile/PC game to virtually and socially find & save endangered species and their habitats. Save Edu the Elephant before the poachers kill him and cut his ivory tusks off his dead body. Get him to the rescue center. Post your leaderboard score and save elephants from extinction with our social platform.
Experience Elephant and Panda habitat loss and poachers traps from the animal’s point of view, immersing in Savannas, Forests and Jungles, around the planet. Our mission is to engage and immerse players in conservation and eco-branding while having fun with green planet issues.
The document discusses the history and current state of gaming and in-game advertising. It describes how gaming has evolved from early console games to today's online, mobile and social games. It also outlines different types of in-game advertising formats, such as advergames, product placement, and dynamic/interactive ads. The document concludes that in-game advertising is an exciting opportunity for brands but that ads must enhance the gaming experience instead of detracting from it.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
Video games have become mainstream entertainment over the past few decades as technology has advanced, making games accessible to more people. Early arcade games like Pong and Galaga gave way to home console systems like the NES and popular franchises like Legend of Zelda. Today, over 65% of American households play games and the industry generates billions annually. While debates continue around the impacts of violent games, new active systems like Wii promote both social interaction and physical activity.
This document discusses Nintendo's history and strategies for reviving its business and transforming the video game market. It outlines Nintendo's founding in 1889 as a playing card company and its entry into the video game console market in the 1980s. While Nintendo was initially successful, it struggled in the mid-1990s as competitors like Sony and Microsoft entered the market. However, Nintendo made a comeback in the late 2000s with the launch of the Wii console and its innovative motion-controlled gameplay. The document performs a SWOT analysis of Nintendo and discusses its marketing strategies, including affordable pricing, family-friendly games, and expanding its customer base beyond hardcore gamers. It also considers questions around the sustainability of the Wii's success and potential
Video games have evolved greatly since the first popular game Spacewar! in the 1960s. Early arcade games inserted coins for play and became a mainstream phenomenon. The industry crashed in 1983 due to oversaturation but was revived by the Nintendo Entertainment System. Consoles continued advancing through generations from Atari and Nintendo to Sony, Microsoft and modern VR/AR games. Handheld gaming also evolved from the original Game Boy to modern tablets and phones. While gaming brings many people enjoyment, overuse can become an addiction impacting real world relationships and responsibilities.
C1 sb assassins creed iii liberation AL media studiesKBucket
This document provides an overview of the video game Assassin's Creed III: Liberation. It was developed by Ubisoft and released in 2012 for the PlayStation Vita handheld console. The game is set in 18th century New Orleans and features Aveline de Grandpré as the first female protagonist in the Assassin's Creed franchise. The document discusses the Vita platform, features of the game that utilize the Vita's touchscreen and sensors, release details, and the later HD remasters for other consoles. It also provides context about the Assassin's Creed franchise and publisher Ubisoft.
This document summarizes a presentation on gaming at libraries. It discusses why libraries should offer gaming programs and collections, how to create a gaming experience for patrons, and examples of model gaming programs at different libraries. It also provides statistics on gaming demographics and suggestions for developing a gaming collection and hosting gaming events.
The document discusses using the Nintendo Wii video game console in ESL classrooms. It describes the Wii's features like motion-controlled gameplay. It suggests that the Wii could motivate students and be integrated into many subjects. Some benefits mentioned are physical activity, improving coordination and cognitive skills through educational games. However, it also notes challenges like controller sharing, competitiveness between students, and potential noise disruptions.
36. Price and Target Market Target market: anyone old enough to hold a Wii controller who is interested in fun or education. Roughly ages 9 – 99 Interested in video games, social settings, building relationships, leisure, entertainment, coordination, etc. Pricing: $55 for game, tools, and instruction booklet.
37. Marketing - Reference Groups Social Networks (Facebook, Myspace) Wii Farm group/page Opinion Leaders Free promotional Wii Farm merchandise Tribal Marketing Wii Farm ad campaign offers multi-cultural appeal
45. Open Sourcing Advantages Downfalls User Involvement Bug Fixes Labor Possibilities Hacking Competitors Moderation Example: Half Life -> Counter Strike Day of Defeat Hidden
47. Why Invest? Wii is the sales leader of the video game generation! Adding extensions makes cents This extension: Reaches a large target market Is consistent with Nintendo’s principles Can lead to similar extensions Cooking kit (recipes) Mining kit (minerals and fossils) Tool kit (fix cars & build)