Preview

It in Video Game Industry

Better Essays
Open Document
Open Document
1852 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
It in Video Game Industry
IT in the Video Game Industry
Emanuel Ultreras

BUS 381
Instructor: P. Witman
October 20 2011
Fall 2011 Video Games were once a simple simulation of pong using two lines and a dot for imaging. They were played and mastered by a minority group of individuals most commonly referred to as “nerds”. Since those days in 1975 the video game industry market has gone through an exponential growth. With the revolutionary changes in technology and the social changes in product demand the gaming industry has transformed into a thriving market with a quickly growing casual gamer demographic. The success of this development in the gaming industry would be little without information technology. Information technology is a fundamental part of the gaming industry. Technology is used to handle information in the gaming industry in both the retail business side as well as the development aspect.
When it comes to selling video games there used to only be the store but with the installment of new online technology, games for consumers have been easier to access. Companies like Gamefly enable users to buy and rent games online. Games also can even be instantly purchased over internet through gaming consoles. Microsoft is one company that has taken the most advantage of this concept. From personal experience using Microsoft’s console Xbox 360, the console offers users the ability to create an online account through Xbox Live. From the Xbox Live membership, users gain access to a wide online market of games, videos, and other additional products. The online market is extremely active with some games generating 100,000 trial downloads and 30,000 sales (Garcia, 2011). Despite the quick and easy access these technology features give to gamers the online world is also a threat to the security of games. Copyrights can be cracked, and sometimes games will be distributed over the internet to game users. The security risk the internet plays on games has been tackled by



Cited: " Programmer - Computer Games - Skillset." Welcome to Skillset - Skillset. http://www.skillset.org/games/careers/profiles/article_4727_1.asp (accessed October 10, 2011). Bhanoo, Sindya . "Cloud Computing May Curb Video Game Piracy CIO.com." CIO.com. http://www.cio.com/article/486979/Cloud_Computing_May_Curb_Video_Game_Piracy (accessed October 10, 2011). Brice, Katherine. "Blizzard reveals full scale of World of Warcraft operation." GamesIndustry.biz. http://www.gamesindustry.biz/articles/blizzard-reveals-full-scale-of-world-of-warcraft-operation (accessed October 10, 2011). Garcia, Louis. "Making money in Xbox 360 indie game development: Is it possible? | Bitmob.com." Bitmob.com. http://bitmob.com/articles/making-money-in-xbox-360-indie-game-development-is-it-possible (accessed October 10, 2011). Hendrick, Arnold. "Project Management for Game Development « MMO Tidbits." MMO Tidbits. http://mmotidbits.com/2009/06/15/project-management-for-game-development/ (accessed October 10, 2011). Morris, Chris. "Are Apps Killing the Video Game Industry? - CNBC." Stock Market News, Business News, Financial, Earnings, World Market News and Information - CNBC. http://www.cnbc.com/id/41988262/Are_Apps_Killing_the_Video_Game_Industry (accessed October 10, 2011). Stewart, Chad. "Chad Stewart Game Programmer." Chad Stewart Game Programmer. www.chadpluspl.us/?p=110 (accessed October 10, 2011). "Video Game Industry 2010: Reinventing the Games Business." Game Industry News, Interviews and Videos | Game Theory. http://gametheoryonline.com/2010/07/28/video-games-industry-gaming-business/ (accessed October 10, 2011). "Video Game Rentals: Rent/Buy Wii,PS3,PS2,Xbox,360,PSP,DS,3DS,GC,GBA Games." Gamefly.com. http://www.gamefly.com/ (accessed October 10, 2011). Wilson, Tracy V.. "How World of Warcraft Works." HowStuffWorks "Electronics". http://electronics.howstuffworks.com/world-of-warcraft6.htm (accessed October 10, 2011).

You May Also Find These Documents Helpful

  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Satisfactory Essays

    Cango Executive Summary

    • 284 Words
    • 2 Pages

    This consultant report relates to CanGo’s attempt to explorer new business outcomes to increase the capacity of the organization throughout the electronic gaming industry which is rapidly growing much larger. According to, market research and analysis firm DFC Intelligence expects global games industry revenues to rise from $60.4 billion in 2009 to $70.1 billion in 2015. The importance’s of our consultant firm are to analysis and make recommendation to increase revenues, increase growth, and produce effective results. CanGo are involved in three kinds of electronic industries, which are elaborated into one company that includes e-books, digital media, and the online gaming industry. To develop a better understanding…

    • 284 Words
    • 2 Pages
    Satisfactory Essays
  • Best Essays

    Cango Financials

    • 3205 Words
    • 13 Pages

    This consulting report concerns CanGo’s attempt to establish new business ventures to enhance the vitality of the organization through entering the enormous electronic gaming industry that is rapidly expanding. There is a significant amount of demographics that will embrace the virtual world of On-Line Gaming, since electronic entertainment has been revolutionized through increasing access to interactive online gaming with access to high-speed internet. Thus more, global games industry revenues were at 60.4 billion in 2009 and expected to rise to 70.1 billion in 2015. The value of this proposition is to increase revenues, increase speed, expand reach, and increase effectiveness. CanGo is offering a combination of software and hardware, which include On-line Gaming, e-Books, MP3 sales, and audio/video streaming. In order to reach these consumers effectively our firm has developed a strategic plan, SWOT Analysis, competitive advantage, marketing analysis, and financial analysis to enable CanGo to reach the vast wants and needs of the consumers through their vision and mission.…

    • 3205 Words
    • 13 Pages
    Best Essays
  • Good Essays

    Unit 1 Exercise 1

    • 835 Words
    • 3 Pages

    Online gaming is big business these days, with thousands of people connected to each other every…

    • 835 Words
    • 3 Pages
    Good Essays
  • Good Essays

    There are so many types of games that you can virtually do anything you want to. Due to the endless possibilities the gaming industry will continue to grow as a respected digital art.…

    • 991 Words
    • 4 Pages
    Good Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Powerful Essays

    Massive multiplayer online role playing games is one of the largest online collaboration environments that exists in the world today. Popular games like, World of Warcraft, see thousands of people around the world interact with one another. With this interaction the creation of virtual economies becomes apparent. This paper argues that players of World of Warcraft are taught basic business concepts and ideas which can translate into real life business lessons. The paper will firstly define the nature of World of Warcraft as a massive online game. It will then examine and explain a series of in-game business concepts and how they relate to the real world.…

    • 2303 Words
    • 10 Pages
    Powerful Essays
  • Powerful Essays

    MOBA and Lol

    • 7555 Words
    • 33 Pages

    present a rare study of the “rhetoric of the imaginary” in play theory applied to popular…

    • 7555 Words
    • 33 Pages
    Powerful Essays
  • Powerful Essays

    Advancement of Video Games

    • 1697 Words
    • 7 Pages

    In this paper I will show and explain how the advancement of video games consoles has changed Humanity in more ways than one. I will show how the inventors started their Empires by selling plain, simple playing cards all the way to online gaming linked all around the world. How Nintendo and Atari started as two of the giants in the gaming world and then how Nintendo almost died out when Sega came out with their console. I will also explain how the video game mindset changed overtime and evolved into something worldwide.…

    • 1697 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Essential facts - video game

    • 2315 Words
    • 10 Pages

    The 2013 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software…

    • 2315 Words
    • 10 Pages
    Powerful Essays
  • Powerful Essays

    The study suggests that gamers actually tend to make more online purchases and spend more money on entertainment content than nongaming population. Growing gaming popularity is directly proportional to household penetration of gaming devices. These devices such as PC, game console (Nintendo Wii, Xbox, Rock Band), cell phones, attractive to all kind of buyers with different features they provide. Some of the companies provide subscription services with a fee that grants users some features such as free games, interactive online game play.…

    • 1561 Words
    • 7 Pages
    Powerful Essays
  • Satisfactory Essays

    Video Gaming Industry

    • 480 Words
    • 2 Pages

    My research paper will be focused on supporting Video gaming as a beneficial activity. I will support my thesis by illustrating how video gaming industry is trending through the years and creates countless of revenue and enormous amount of job opportunities. Apart from the economic gains, video gaming creates extra common topic between peers and friends. This helps enhance social interaction by simply playing the same game. Video gaming had evolved to a point where professional gamers are becoming more and more common. The introduction of e-sports generates a new platform of emotional, intense, passionate competition to participate in. It is also a new entertainment for audiences who are not interested in traditional physical sports. Apart from listing and elaborating the benefits, I would rebut the opposite point on video games hurting people’s social and physical attributed.…

    • 480 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    Traditionally, Sony, Nintendo and Microsoft will create a new battle every five or six years, so it means that to develop a new and good product takes time. For the cost aspect, as the consoles are expensive, the cost of the video games is increased as well. In order to fulfill the customers’ need, company has to make more attractive and complex games and this will cost a lot and take time also.…

    • 474 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Global - online games today are becoming more and more popular. Reports show that the gaming industry today is bigger than both the movie industry and the music industry. The gaming industry today is the biggest of all the entertainment industries today. Gaming has changed a lot through the years and the reason that games are becoming more popular is largely because games are getting better in terms of graphics, content, game play, etc. Gaming graphics have improved a lot over the years, and new GPU’s and CPU’s come out nearly every day. Originally, computers were supposed to be used for work but nowadays, computers are being used to play games more and more. Computers nowadays have also become cheaper and better, and many technical improvements have been made. The internet also helped…

    • 544 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Graduating to understand the reality effect of this in our daily life and to our…

    • 2163 Words
    • 9 Pages
    Good Essays