"Key Success Factors For The Video Game Console Industry" Essays and Research Papers

  • Key Success Factors For The Video Game Console Industry

    Competition in Video Game Consoles: The State of the Battle for Supremacy in 2008 DISCUSSION QUESTIONS 1. What are the strategy-shaping business and economic characteristics of the console segment of the video game industry? What is the industry like? The video game industry is the economic sector involved with the development, marketing and sale of video games. It encompasses dozens of job disciplines and employs thousands of people worldwide. It includes video game consoles, game software...

    Nintendo, PlayStation, PlayStation 2 1516  Words | 7  Pages

  • Game Console Industry

    creates video games and game consoles. Nintendo is the creator of the Game Boy, Super Nintendo, Nintendo DS, Nintendo 64, Nintendo GameCube and of course the Wii. Nintendo is only one of the few companies that create gaming systems, and is in constant competition with Sony (PlayStation) and Microsoft (Xbox). Nintendo’s revenues in 2009 were $19,308.1 million, with a net income of $2,930.8 million. 1. What are the defining business and economic characteristics of the video game console industry...

    Nintendo, Nintendo 64, Nintendo GameCube 585  Words | 3  Pages

  • Macro Economic Factors Affecting the Video Game Console

    MACROECONOMIC FACTORS INFLUENCING THE VIDEO GAME CONSOLE MARKET Demographic Factors: Age is the main demographic factor affecting the market for video game consoles although common misconceptions are that the market is mainly comprised of teenagers. Recent Studies shows that the largest market sector of video game console purchases are teenagers or young adults. ESA demographic data shows that America¶s average game player¶s age is 34 and the average age of game purchasers is 40 (see article x) Generational...

    Console manufacturer, Marketing, Nintendo 1151  Words | 3  Pages

  • Video Game Console

    in the video game console industry? Do a five-force analysis to support your answer. Which of the five competitive forces is strongest? Which is weakest? Would you characterize the overall strength of competition in video game consoles as fierce, strong, moderate to normal or weak? Why? What forces are driving changes in the video game console industry? Are these driving forces acting to make the industry more or less competitively intense? Are the driving forces acting to make the industry more or...

    Nintendo, Nintendo GameCube, PlayStation 3 1204  Words | 4  Pages

  • Video Game Industry Analysis

    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...

    Microsoft, Nintendo, PlayStation 3 1709  Words | 7  Pages

  • Video Game Industry Analysis

    History The history of video games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Este Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern...

    Arcade game, Atari, Nintendo 2138  Words | 7  Pages

  • Technological Environment of Video Game Industry

    Technology Environment The Video Game industry is constantly undergoing new innovations and ground breaking technology. New trends and innovations are introduced on a yearly basis that alters the marketing environment. The Level of technology in this industry is very high. The speed of technology and usage is ongoing and expanding throughout the country and the world. With the constant growth, a fast and a high rate of Obsolescence is the outcome. The video game industry also has social concerns pertaining...

    Nintendo, PlayStation, PlayStation 2 1369  Words | 4  Pages

  • Video Game Console and Pg

    Microsoft and Sony Group 7 Jeremy Abbaterusso 100217118 Strategic Management 1 BUSI 4701 April 1st, 2011 Word Count: 1246 The Attractiveness of the Console Video Game Industry (Porter 5 Forces) Suppliers (Medium to Low) Suppliers include Foxconn Precision Components, IBM etc. for chip manufacturing, product assembly, video game creators, and content providers. Each supplier would provide a small piece of the complete product and as such bargaining power would be low (pg. 282). Buyers...

    Microsoft, Nintendo, Nintendo 64 1451  Words | 6  Pages

  • Business & Corporate Strategy Video Games Industry

    Competition in Video Game Consoles: The State of The Battle For Supremacy Julie Petitdemange MGE – 2ème Année 24/11/2010 Ecole de Management Strasbourg I. Analayse the Industry of Video Games History: The video game industry grew in prominence with the 1985 introduction of the Nintendo entertainment system and was well into battle for supremacy among third generation consoles in 2008. The development of video games began in 1947 with the introduction of the first games: “Tennis for...

    Nintendo, Nintendo GameCube, PlayStation 3 1910  Words | 7  Pages

  • Week 5 “Case Analysis: Video Game Console Industry in 2012”

    5 “Case Analysis: Video Game Console Industry in 2012” Grantham University BA490 Business Policy and Strategy Case Analysis: Video Game Console Industry in 2012 Page 1 Executive Summary The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is...

    Microsoft, Nintendo, PlayStation 3 1258  Words | 4  Pages

  • Video Game Console and Nintendo

    company,One of the most recognized names in the history of games. Even that was 120 years before and recent decades years, Nintendo begin company to making the playing card game,but creating video game.In the 60’s,Nintendo was going to produce video games, but after 1985 when Nintendo started to sell Nintendo Entertainment System (NES) and the famous game Super Mario Brothers. Nintendo began to as being the only dominatition in video games,and remained through many years,before Sony had take over...

    Nintendo, Nintendo 64, Nintendo DS 1563  Words | 4  Pages

  • Video Games Rivalry

    Rivalry in video games industry Introduction The video games industry faces an entirely new rivalry situation. After 11 years of leadership, Sony has nearly lost its strong positions on the market, which gives the other two players – Microsoft and Nintendo - the chance to compete for the leadership. While the goal of Nintendo is to stay in the industry, Sony and Microsoft aim to strengthen their positions on the home entertainment market, which is constantly growing. The key factors, the companies...

    Arcade game, Atari, Video game 1670  Words | 5  Pages

  • The video Game Console Wars

    MKTG6340 Contemporary Issues in International Marketing Case Study: Now underway in your living room: The Video Game Console Wars 1. Compare and contrast Nintendo’s marketing strategy for the Wii with Sony’s strategy for PS3. By the end of 2006, two game console industry giants, Nintendo and Sony had launched their respective new products; the Wii and PS3. Various marketing strategies were implemented by both rivals and this writing attempt to analyse common and differing elements. Similarly...

    Blu-ray Disc, DVD, History of video game consoles 2203  Words | 6  Pages

  • 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...

    Game designer, Game programmer, Gameplay 1852  Words | 6  Pages

  • Video Game Console and Nintendo

    Company Cases Chapter 19 COMPANY Case Nintendo: Reviving a Company, Transforming a Market In the world of video games, Nintendo has been a household name for nearly three decades. After all, it was one of the pioneers of home video game consoles with the Nintendo Entertainment System in the early 1980s. It continued as the market leader with its Super Nintendo and Nintendo 64 systems. But in the mid-1990s, all that began to change. Along came Sony with its Playstation and Playstation 2...

    Nintendo, Nintendo 64, Nintendo GameCube 2156  Words | 6  Pages

  • The Effects of the Video Game Industry on Japan

    influence can be seen all over the world—on television, in comic books, in video games, in electronics, in the film industry, and even in music. In fact, currently, 60% of all the cartoon shows being broadcast on television the world over are from Japan. (Croal) Indeed "Japanese anime characters have established a substantial base of fans in Europe and North America" (Shuhei). Similarly, the Japanese video game industry has been very successful in the world. It has proven to have many positive...

    Arcade game, Atari, Half-Life 2325  Words | 6  Pages

  • Home Video Game Industry

    Home Video Game Industry In 1972 founders Nolan Bushnell and Ted Dabney scrounged $50,000 from family, friends and local banks, formed their own company. They hired Alan Alcorn who created Pong and put a sample unit in Andy Capp's Tavern in suburban Sunnyvale to see if anyone would play it. Twenty-four hours later, the owner called Bushnell in a rage and demanded that he get over to the bar with his tool kit as soon as possible--the prototype game had broken down because it was being flooded with...

    Mega Drive, Nintendo, Nintendo 64 887  Words | 3  Pages

  • Ninendo’s Disruptive Strategy: Implication for the Video Game Industry

    the Video Game Industry 1. Evolution The video game industry has a history of over 40 years since 1970s. Over these years, the industry has undergone giant revolution in terms of competition and technology as described below. * Competition In the earliest day, major industry players of video game were Atari (from US) and Namco (from Japan).They introduced video game in the form of arcade game in 1970s. In mid-1990s, the notable Japanese industry player Sony introduced PS, a video game...

    Arcade game, Atari, Innovation 1256  Words | 4  Pages

  • The Microeconomics of the Video Game Industry

    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)...

    Arcade game, History of video game consoles, Nintendo 1058  Words | 3  Pages

  • Nintendo, Sony, Video Game case

    Focus in the Video Game Industry The video game industry has gone through six generations of consoles, and the seventh is now underway with new consoles from Nintendo, Sony, and Microsoft. Atari led the first generation of the video game industry. They were able to create the first home video game Pong in 1972, and they were the first to develop the interchangeable cartridge and the joystick. The creation of the interchangeable cartridges allowed for third party independent video game developers...

    Atari, PlayStation 3, Sony 764  Words | 3  Pages

  • Video Game and Software Industry

    Introduction The video game industry is very broad in scope and continuously growing at a rapid pace (Exhibit 1) with billions of dollars to be made. Although the large potential for growth cushions rivalry amongst the existing competitors in this industry, video game companies constantly focus on differentiating their products and seize new opportunities to gain and secure their customers loyalty in order to continue in the business. Most of these new opportunities are created through advancements...

    Arcade game, Atari, Nintendo 1221  Words | 4  Pages

  • Video Game Technology

    Robert de la Rosa COSC 1301.W01 September 24, 2008 Video Game Technology Humanity has a driving need for entertainment. Writers are constantly coming up with new movies, designers and engineers are always on the hunt for the next big idea for roller coasters and theme parks, and programmers are always designing and improving the most widely available entertainment software, video games. The video game industry generates 6 billion dollars a year, and in a field as large as this, there is a...

    Nintendo, Nintendo 64, Nintendo Entertainment System 1787  Words | 5  Pages

  • Pricing Strategy in Video Game Industry

    Pricing strategy in video game industry Video Gaming industry has gone dramatic changes when more and more digital platforms emerge and improved technology in portable devices, mainly in social games(Facebook, Myspace) and mobile games. 27% of US online population play at least one game on social network, and Facebook gaming revenue hit $1.32 billion in U.S market in 20111. Also, as more than more people have smart phone especially apple’s iOS devices, gaming application becomes more and more popular...

    Arcade game, Atari, Game programmer 1239  Words | 3  Pages

  • Key Success Factors in the Banking Industry in Kenya

    KEY SUCCESS FACTORS IN THE BANKING INDUSTRY. A key success factor is the thing that most affects the ability of a company to succeed in the market. A company must develop competence on its industry’s key success factors if it has to remain successful. Sound strategy incorporates efforts to be competent on all key industry success factors and to excel on at least one factor. The key success factors in the banking industry include: 1) Management – Management plays a key role in ensuring...

    Bank, Customer, Customer service 569  Words | 3  Pages

  • Home Video Game Industry Analysis

    Subject: The Home Video Game Industry: Industry Analysis History In 1949 the video game was thought of for the first time by an engineer named Ralph Baer but it would be years before video games would enter the spotlight.1 In 1972 Steve Bushnell started the first gaming company Atari. Until 1978 there were very few games for the home system. In 1982 Atari releases a newer version and sales start to sore. In 1985 Nintendo enters the market with the NES. Nintendo still outsells both companies...

    Arcade game, Atari, Half-Life 870  Words | 3  Pages

  • Home Video Game Industry

    Home Video Game Industry From JIAN QU To Dr. Scott Kiker Date 6/23/2013 1. Why the rapid growth of Atari? Why the 1982-85 collapse? How did Nintendo rebuild the industry? What was its strategy? The reason of rapid growth is the Atari’s products are highly differentiation. Atari is the first company enters the market, although some companies enter the market later, but Atari already build the reputation of highest technology support and the popular games provider to the customers. In the...

    Arcade game, Marketing, Nintendo 1117  Words | 4  Pages

  • Video Game Industry

    Entry, Innovation and Long Term Evolution of the Video Game Industry Major Players Disruptive Innovation Model • An Incremental Innovation enchances the competences  Advantage for the Incumbent • A Radical Innovation destroys the previous competences  Advantage for the Entrant “Technologically Speaking” • The Video Game industry showed a quick evolution from a Shumpeter Mark I regime, to a Shumpeter Mark II regime. 1972 Shumpeter Mark I 1995 Shumpeter Mark II 2010 RADICAL INNOVATION...

    Dreamcast, Microsoft, PlayStation 2 672  Words | 6  Pages

  • Pharmaceutical Industry - Key Success Factors

    Pharmaceutical Industry - Key Success Factors There's a time for everything. For Dr Ramakanta Panda, it was time to build a 'modern hospital' in India. As a cardiac surgeon from the prestigious Cleveland Clinic, US, he was known for his super-safe hands. But his ideas proved too radical for the design team. Whoever heard of picture windows to ward off ICU psychosis? Or counselling areas for patients' relatives? How would cafeteria, convenience store, library, public booth, Internet access, and...

    Health care, Health care provider, Healthcare 2076  Words | 6  Pages

  • Ups Key Success Factors

    UPS Key Success Factors: The deliveries must be on time, there should be accuracy by way of deliveries, ownership of not only the land based vehicles but also airplanes are important for success. Key success factors include safe deliveries and an excellent reputation. Recently there are key success factors related to information. Accessing the UPS website gives critical information about the whereabouts of the parcel to any customer at a low cost. Information about the merchandise, customers and...

    Business terms, Financial ratios, First-mover advantage 912  Words | 3  Pages

  • Global Toys and Games Industry

    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...

    European Union, Game, Marketing 869  Words | 3  Pages

  • Ethics in the Video Game Industry

    Ethical Debates in Video Game Design Like any industry, the video game industry certainly has its fair share of ongoing ethical debates regarding the sort of content that designers should be allowed to place in their games. The issues themselves are indeed ethically questionable issues, with potentially consequential results. I have chosen four that highlight the importance and nature of some of these debates. One of these debates is about excessive violence in video games, and whether it's ethical...

    Atari, Ethics, Game 1112  Words | 3  Pages

  • Electronic Arts and the Global Video Game Industry

    ¡§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 occasionally...

    Activision, Console manufacturer, Electronic Arts 2148  Words | 7  Pages

  • The Evolution of Game Consoles

    of Game Consoles Gaming consoles have come a long way from where they started. There was many variations of the game Pong to 3D realistic environments. From the start as a simulator all the way down as way of exercising. There were many consoles at the beginning, and then through time it came down to a final three top selling companies. Every gamer, close to the age of thirty and over, has seen the generations of game consoles evolve. There are 7 generations total of game consoles. Game consoles...

    Nintendo, Nintendo 64, Nintendo Entertainment System 2732  Words | 7  Pages

  • Video Game Console

    Executive Summary & Introduction The Xbox 360 is the second video game console produced by Microsoft, and the successor to the Xbox. The Xbox 360 competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. We plan to launch a high-quality, it is slimmer than the previous Xbox 360 model and features integrated 802.11 b/g/n Wi-Fi, TOSLINK S/PDIF optical audio output, a 250 GB hard drive, 5 USB 2.0 ports (compared to the 3 from older versions)...

    History of video game consoles, Microsoft, PlayStation 674  Words | 4  Pages

  • 6 Key Success Factors of the Hospitality Industry

    6 Key Success Factors in the Hospitality Industry The hotel industry's recipe for success involves several different critical success factors. These factors decide whether or not a hotel will survive in the hospitality industry. 1. Location Location is the most important aspect when it comes to the success of a hotel. If you're not in the right location, what makes you think you'll attract customers to the wrong location? A hotel located on a highway that is rarely used is going to end up...

    Customer, Customer service, Hospitality industry 764  Words | 3  Pages

  • Video Games

    Video Games: Exploring The Influence of Gender Within Society Throughout this paper, I will be exploring the spectrums of femininity and masculinity within video games in the American pop culture. Since video games were first marketed, a theme has been prevalent till this day: the notion of masculinity (how to be a man) and the sexualization of females (sexist portrayals of women) in video games. This profound issue affects the younger generation within gender socialization, gender stereotypes...

    Female, Gender, Gender role 2578  Words | 7  Pages

  • Violent Video Games

    domestic video game industry (Video Games ProCon.org). Video games have become a common household item in U.S homes. It’s become the norm to have some sort of gaming system, including PC’s at home. Yet according to some these entertainment devices are making people killers. 2012 was an unfortunate year in terms of mass shootings, as seven occurred with over 150 victims (Follman, Mark) and many more crushed people. This leaves a scared nation looking for answers, unfortunately video games are easy...

    Arcade game, Columbine High School massacre, Mass murder 1490  Words | 4  Pages

  • Competition in Video Game Consoles

    GBA 687 Hong-Chin Chen Competition in Video Game Consoles: The State of the Battle for Supremacy in 2008 1. What are the strategy-shaping business and economic characteristics of the console segment of the video game industry? What is the industry like? 1-1 Segmentation: The industry was segmented into console hardware, console software (both sales and rentals), handheld hardware, handheld software (both sales and rentals), PC software (both sales and rentals), broadband, interactive...

    Dreamcast, Nintendo, PlayStation 3507  Words | 12  Pages

  • The Wii: Nintendo's Video Game Revolution

    Background Information Nintendo was founded in 1889 as a card company initially. It moved into the electronic entertainment industry in the late 1970s. Nintendo went on to release its own console and dominate the video games market, both in home video games consoles and in handheld consoles in the early 1980s. The introduction of Wii in 2006 revolutionized the gaming industry by providing greater interactive gaming for all consumers beyond just gamers. In 2006, Nintendo won more awards than any...

    Game controller, Nintendo, Nintendo DS 537  Words | 3  Pages

  • Video Games and Time Wasting

    VIDEO GAMES ; TIME WASTING VIDEO GAMESt; TIME WASTING There is a fine line between using your time to your advantage and one of which you’re on a couch watching the latest Hannah Montana episode. I plan on explain how you use video games to achieve that maximum goal. Many adults over the age of 40 don’t take the classic controller or the player seriously and from that you get the hate and criticism you see today. From here on out I will take you on an in-depth tour of the latest video games and...

    Arcade game, Atari, Pong 1385  Words | 4  Pages

  • Home Video Game

    1982-85 collapse? How did Nintendo rebuild the industry? What was its strategy? After Bushnell settled on Atari, his first built was the simplest game, which people knew the rules immediately, and this game could be played with only one hand. Then, Bushnell talked his way into a $ 50000 line of credit from a local bank to start his business. By 1974, 100,000 Pong-like games were sold worldwide, and although Atari manufactured only 10 percent of the game, the company still made $3.2 million that year...

    Entertainment Software Association, Nintendo, PlayStation 1115  Words | 3  Pages

  • Advancement of Video Games

    Advancement of Video Game Consoles 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...

    Mega Drive, Nintendo, Nintendo Entertainment System 1697  Words | 5  Pages

  • The Wii: Nintendo's Video Game Revolution

    Case Study – The Wii: Nintendo’s Video Game Revolution Problem Statement: Mr. George Harrison, senior vice president of marketing for Nintendo of America has to create a plan to manage product shortages as part of marketing campaign for the 2007 holiday season. Situation Analysis: Objective and Goals * To deliver sufficient product supply to the market (distributors, then retailers and down to consumers) before the 2007 holiday rush Background Nintendo came into existence in 1889...

    Arcade game, Nintendo, Nintendo GameCube 1493  Words | 6  Pages

  • Key Success Factor

    about the low-cost airline concept, the Malaysia airline industry and AirAsia’s key competitors, Tiger Airways, Jetstar and Firefly. Ten marks (10) will be allocated for the technical quality of the assignment and students will be penalized if the answers exceed the maximum length requirements. QUESTION 1 Identify and briefly describe four (4) trends in the macro environment that will have an influence on the low cost airline industry. (20 marks) Structure your answer using the following...

    AirAsia, Airline, AirTran Airways 825  Words | 4  Pages

  • Key Success Factors for Amazon

    (ASSIGNMENT) Discuss the key factors for Amazon.com Amazon .com is an online merchant that was founded by Jeff Bezoz in 1995 and has entered into many businesses beyond books (e.g toy, music, auction, electronic and video). The company has used acquisitions, alliances and strategic partnership to grow some improved services and bring in new customers. Those competitive capabilities, market achievement, competencies and strategic elements that made amazon.com to be a success will be discussed below ...

    Amazon.com, Customer relationship management, Customer service 1118  Words | 4  Pages

  • What Is the Defining Business and Economic Characteristics of the Video Game Console Industry?

    What is the defining business and economic characteristics of the video game console industry? ① Intensity of competition: the competition in the video game industry is dramatically fierce.There are three largest companies in this industry, which are Nintendo, Sony and Microsoft. Additionally, lots of companies have relatively high level of strength, for example:high technology and meet the social trend, which are able to compete in the market place. ②Market size; the target market for the products...

    Business cycle, Economics, Marketing 568  Words | 2  Pages

  • Key Success Factors

    Key Success Factors of PSO: • We believe that excellence in our core activities emerges from a passion for satisfying our customers' needs in terms of total quality management. Our foremost goal is to retain our corporate leadership. • We endeavor to achieve higher collective and individual goals through teamwork. This is inculcated in the organization through effective communication. • We are an Equal Opportunity Employer, attracting and recruiting the finest people from around the...

    Business ethics, Corporate social responsibility, Environment 712  Words | 4  Pages

  • Speech to Inform on Video Games

    For almost a century, video games have shaped not just our country, but the whole world. An entire industry was developed and it continues to thrive, even in our rough economic times. Some people fall into the clutches of games’ $60 (or more) price tags, while others wait for titles to drop into the bargain bin. But no matter how you purchase them, video games have become much more than just ways to pass the time. They make us laugh. They make us cry. They make us want to scream in anger and punch...

    Mario, Nintendo, Nintendo 64 1112  Words | 3  Pages

  • Five Forces Analysis of Video Game Console Industry

    Analysis of Video Game Console Industry Threat of Substitutes: The main substitute for a video game console would be a personal computer. They can both be used for playing different types of video games and be used for entertainment. The threat of this substitute edging out video game consoles is very low, because they are not completely similar. If anything, video game consoles are edging out personal computers in the gaming industry. The threat of substitutes in the video game is not very...

    Microsoft, Nintendo, Pong 760  Words | 2  Pages

  • Video Game

    violent video games on the manifestation of aggressive behaviors in young people is controversial. The objectives of this research project were as follows: (1) to review scientific studies of the effects of violent video games on aggressiveness; and (2) to examine the evidence that playing violent video games plays a role in the behaviors of school shooters. Video games occupied a large amount of my time as a child, and I found that the experience of playing largely nonviolent games was a...

    Arcade game, Atari, Columbine High School massacre 1110  Words | 4  Pages

  • The History of Video Game Development

    History of Video Game Development Presented by: Caleb Arbaugh The First Video Game • Creator: William Higinbotham • Year: 1958 • Where: Brookhaven National Laboratory en o f s i n o w rT The First Video Game Console • Creator: Ralph H. Baer • Year: 1967 All six games released, resembled Tennis for Two in some way. w o Br x o B n First Licensed Home Game Console • • • Company: Magnavox Year Licensed: 1972 Modified Version of The Brown Box (1967) y d O y e ss Who Played Video Games? • • ...

    Game development, Magnavox Odyssey, Nintendo 512  Words | 18  Pages

  • Gaming Console

    Although the first computer games appeared in the 1950s, they were based around vector displays, not analog video. It was not until 1972 that Magnavox released the first home video game console which could be connected to a TV set—the Magnavox Odyssey, invented by Ralph H. Baer. The Odyssey was initially only moderately successful, and it was not until Atari's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By the autumn of 1975 Magnavox...

    Mega Drive, Nintendo, Nintendo 64 1406  Words | 4  Pages

  • Fighting the Online Video Game Wars in China

    Fighting the online video game wars in China 1. Introduce case: Definitions 2. Information about China: Country profile: China has a tremendous market for video games. With close to 40 million gamers, China was commanding $1 billion in revenue in 2007. Putting these numbers into perspective: 40 million gamers equals the total population of Switzerland, Israel, Austria, Honduras and Bulgaria combined. Today, China‘s gaming public, meaning people that play on a regular basis, exceeds the population...

    Arcade game, Browser game, Massively multiplayer online game 1734  Words | 7  Pages

  • DFC Intelligence Forecasts Global Video Game Software Industry to Reach $100B in 2019 Core Gamers Expected to Be Biggest Driver of Growth

    Intelligence Forecasts Global Video Game Software Industry to Reach $100B in 2019 Core Gamers Expected to Be Biggest Driver of Growth (1888 PressRelease) New DFC Intelligence forecasts for the game industry are being released and indicate that the industry will grow significantly over the next five years. A series of new reports from DFC Intelligence examine growth prospects for the worldwide video game software industry. The reports forecast that the global video game industry will reach $100 billion...

    Arcade game, Business model, Nintendo 606  Words | 2  Pages

  • Video Games and Violence

    Abstract Video games are electronic games, used for entertainment, that involve human interaction with a user interface to generate visual feedback on a video device. There are variety forms of video games: arcade, computer, console, handheld, mobile, online and flash games. Video games were created for varied purposes, to inform, entertain, persuade or stimulate. These video games can have varied types of gameplay, from puzzle to action to adventure. Action games have been the most popular type...

    Arcade game, Electronic game, Entertainment Software Rating Board 1545  Words | 4  Pages

  • The Impact of Video Games on Society

    The Impact of Video Games On Society. Video games were first developed in the 1960s but for them to work they needed mainframe computers to run and were not available for public use. In the 1970s commercial games began to be developed it was around this era that home computers are the first generation video game consoles were created. The law costs and capabilities of computers meant that a single programmer would develop a game. Although, when the 21st century approached the increased processing...

    Addiction, Arcade game, Atari 2155  Words | 6  Pages

  • What Are the Key Success Factors in the European Airline Industry?

    6. What are the key success factors in the European airline industry? ---When addressing this question we find it worthwhile to remind students that a KSF is what any firm in the industry must do to be successful. Based on this definition, the following KSF’s apply to the European airline industry: (1) A reputation for safety – This is a fundamental KSF for any segment of the airline industry. If a firm is not viewed as safe by potential passengers, they will not use the carrier. (2)...

    Aer Lingus, Airline, Airlines 1663  Words | 5  Pages

  • An Overview of the Digital or Video Gaming Industry

    An Overview of the Digital or Video Gaming Industry A Walk Down the History Lane Not only the words games and gaming are self-explanatory, the practice of using games both as a source of entertainment as well as learning is almost inherent to humans and the practice dates back to ancient civilizations as old as 3200 BC. Although, games have been used for gambling and learning strategies of war and concepts of ruling for thousands of years, the use of video games as a source of entertainment as...

    Arcade game, Atari, Half-Life 1562  Words | 3  Pages

  • Benefits of Video Games

    Video games today are most commonly viewed as a way for students of high schools and colleges to slack off and procrastinate on homework and studies. What most people are not aware of though, is the social benefits that video gaming has on individuals. Video games can have positive effects on a gamers social life when it comes to teamwork, helping people, multitasking, and communicating efficiently. Educational Benefits for Students A recent study from the Education Development Center and the...

    Exergaming, Game, Game programmer 1637  Words | 5  Pages

  • the effects of video games on children

     The Effects of Video Games on Children: What Parents Need to Know The home video game industry is now over 30 years old. In that time, computer technology has improved at a geometric rate. A high speed elevator now has more computing power than the Apollo spacecraft that landed on the moon. The promise of computers and video games as teachers was clearly recognized in the 1980s when there was a nationwide push to get computers into the classrooms. In the years that have followed, researchers...

    Aggression, Arcade game, Nonviolent video game 1026  Words | 3  Pages

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