"Pestel Analysis Of Video Game Industry" Essays and Research Papers

  • Pestel Analysis Of Video Game Industry

    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

  • 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

  • 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

  • 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

  • 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

  • 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

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

    Week 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...

    Microsoft, Nintendo, PlayStation 3 1258  Words | 4  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

  • 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

  • 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

  • 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

  • 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

  • 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

  • Case 11 - Video Game Consoles Industry Discussion

    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

  • Electronic Arts and the Global Video Game Industry

    Environmental Analysis Demographic trends Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145...

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

  • Video Game Violence analysis

    Do video games have any kind of effect on young children and youth? This is a question that has been asked by many. There have been few studies and there are a few professional opinions that believe this is true. The problem is the negative affects of video games on the children and teens. Take the shooting at Columbine for example; some say that the idea for the way it was carried out could have been taken from a video game. This is not an unreasonable assumption. Video games, especially violent...

    Columbine High School massacre, Entertainment Software Rating Board, Game 2002  Words | 6  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

  • analysis essay video games

    Do violent video games cause behavior problems in teenagers? Would an age restriction help decline the controversy that violent video games cause behavior problems or have parents associated the aggression because of the many massacres and deaths related to teenagers who have played violent video games. Aggression could be defined as “feelings of anger or antipathy resulting in hostile or violent behavior; readiness to attack or confront,” in other words, aggression causes violence, but what causes...

    Aggression, Anger, Columbine High School massacre 992  Words | 3  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

  • Video Games

    Bernard Do English 101 11/03/12 Rated M: for Misunderstanding Do video games really need to be censored by the United States’ Government? Over the past several years there has been a controversial court case under discussion to censor video games. This case is trying to get the United States’ Government to prohibit the selling of all video games that may include graphic violence, virtual sex, violent and gory scenes, partial or full nudity, and portrayal of criminal behavior or other provocative...

    Entertainment Software Rating Board, First Amendment to the United States Constitution, Nonviolent video game 1918  Words | 5  Pages

  • Video Game Industry Market Research Reports, Statistics and Analysis

    Global Video Games Industry   [pic] The world video gaming industry is predicted to record 9% yearly growth through 2013, to exceed $76 billion, according to Business Insights. Mobile and online gaming formats will fuel the market, with customers taking advantage of wider, faster and more mobile internet access. Console gaming, the market’s current segment leader, will see its rate of sales decelerate.   Since the first video game was launched on the market around 45 years ago, the video game...

    Arcade game, Atari, Massively multiplayer online game 685  Words | 3  Pages

  • Positve Effects of Video Games

    Video Games How They Positively Influence Us Moosa Baquie Mr.Cronin Thursday, April 26, 2012 ENG 2DR Analysis Ever since, the birth , video games have received a negative reputation in the media and by our society. However they do not deserve the common stereotypical reputation it has in the present day. President Obama has stated in his response to video games in our society with " Put them away...". Video games are a medium of communication and education they can be used in both a positive...

    Arcade game, Atari, Game 1782  Words | 5  Pages

  • Video Games

    Kiana Mims November 7, 2013 Critical Thinking T/TR 2:00-3:15p.m A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration...

    Columbine High School massacre, Game programmer, Nonviolent video game 1140  Words | 4  Pages

  • Video Games

     Video Games: An Analysis of Violence in the Medium Cynthia Livingston ENG 1000 Capella University March 2015 Introduction Violence in the media has always been a hotly debated topic, but with the rise in the popularity of video games in recent years it has become a nationwide debate. The unfortunate string of school shootings in the 1990’s only fueled the fire as news slowly leaked of the attackers’ frequency of video game use. Suddenly psychologists and scientists everywhere...

    Aggression, Game controller, Learning 1314  Words | 6  Pages

  • SWOT and PESTEL analysis of the automobile industry

    SWOT and PESTEL analysis of the automobile industry At the beginning the gas price and economy were stable, this create conducive environment for car manufacturers, Vehicle sale has become stronger in the market, than it was anticipated due to expected economic growth, where by industry marketing expenditure were flat at $ 1,505 million and later increased $39 ml to 1544 ml due to aggressive advertising and promotion increase despite growing sales, oil prices were doubled in the December, and raise...

    Automobile, Economics, Emission standard 901  Words | 3  Pages

  • Game Console Industry

    that 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

  • 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 Games

    THE STUDY A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device.   The word video in video game traditionally referred to cathode ray tube (CRT) display device, but it now implies any type of display device that can produce two or three dimensional images.   The electronic systems used to play video games are known as platforms;   examples of these are personal computers and video game consoles .These   platforms...

    Arcade game, PlayStation, PlayStation 2 1635  Words | 6  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

  • Pestel and Porter's Analysis of Tourism Industry

    Competitive Forces in the Tourism Industry Page 4 Conclusion Page 6 References Page 6 Introduction: This paper will be dynamically examining the tourism industry during the 2000s. It will begin by using the PESTEL framework to analyse the macro environment and determine which factors drive the competitive forces within the industry. Following this, Porter’s Five Forces model will be used to analyse the actual competitive forces at work within the industry and determine the relative importance...

    Economics, Environment, Geotourism 1936  Words | 6  Pages

  • Aggression and Violent Video Games

    There is much controversy about whether violent video games affect a child’s behavior or not. Almost all game industries would say it does not make a child more aggressive, but of course it benefits them for this to not be true. I will provide information that will show this is true in most cases. I will talk about studies done to prove this and the results many scientists have come up with. There are cases that demonstrate how violent video games affect negatively a child's life. There are a...

    Columbine High School, Columbine High School massacre, Doom 1434  Words | 4  Pages

  • Pestel Analysis of the Motor Industry

    Assessment of the external macro-environment in which the firm operates can be expressed in terms if the following factors Political • In Britain political awareness of the importance of the motorsport industry has grown in recent years especially during the Blair tenure. Frank Williams was knighted in 1999. • Political pressure on Formula One has also strengthened abroad, with other countries gaining the right to host the races. • The Asian Countries: China, Indonesia, Malaysia...

    Bernie Ecclestone, BMW, Concorde Agreement 866  Words | 5  Pages

  • Video Game and Games Addiction Effects

    Video Games And Parents – Why So Much Hate? In a recent survey that was conducted, it was discovered that what parents fear the most is not that their children will get addicted to drinking alcohol or watching pornographic videos. Their greatest fear is that their children will get obsessed with playing video games. You may be surprised at first, but when you think about it the results actually makes sense. Just take a look at the gaming consoles available today. You have the PlayStation...

    Addiction, Maressa Orzack, Online Gamers Anonymous 1207  Words | 5  Pages

  • Opinion Essay - Video Games

    Writing Class Level 3 26 July 2013 Video games were made to be played Video games are usually considered an excellent electronic with the mainly purpose to propose entertainment. For different kinds of persons, from children that probably have more time to play it, until adults who usually have fun after their work. Technological advances in video gaming software have created a rapid evolution from 1970’s arcade game technology to today’s role playing games, featuring an almost life-like level...

    Arcade game, Electronic game, Entertainment Software Rating Board 1039  Words | 3  Pages

  • The Video Game and Sexist

    Video Game in the young popular culture Qiao Lu Video game characters are icons in youth popular culture; it is commonly use video game characters in some products’ marketing campaign when their target markets are young adults. Sometime, the video game will evolve other forms of media as well such as the film, the books and cartoons after the popular of video game. However, when the people enjoy the excitement of video game, there is serious sexism and stereotypes involve in it. How popular the...

    Female, Gender, Male 993  Words | 3  Pages

  • Video Game Exploration

    topic is trying to figure out the relationship between online game players and their real life. Through observing researches on various groups of game players, I bring forth questions for game players such as, what is the motive to play games? What positions do game players have at their work? What roles are game players playing in the society? Are they “losers” (in general meaning – at the bottom of social status) in reality? Does game assist them to be successful in the daily life? Many questions...

    Arcade game, Atari, Massively multiplayer online game 1363  Words | 4  Pages

  • Visual Language in Video Games

    Language in Video Games Visual language is a very interesting subject to study. Before I took my visual language class I really didn’t pay any attention really how or what people are trying to get across in there art. I knew that when an artist creates art of any kind there is always a reason behind it, I just never really took the time to figure it out. Now that I am at the end of my visual language class I can’t look at art and not try to analyze it. I believe this is very essential to video games...

    Communication, First-person shooter, Game 1455  Words | 4  Pages

  • Effects of Violent Video Games

    Effects of Violent Video Games Video games are getting advanced to the point where it has become graphic and where it looks all too real, revealing way too much for a child between the ages of 8-14. Some say that violent video games have little impact on young teenagers that most video game players live normal lives. The weakness in the argument is obvious because “some” not “most” not even “all” act out and run around taking people out with automatic rifles like they do in video games. As the years...

    First-person shooter, Game, Gameplay 996  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

  • Toys and Games industry

     1.0 Introduction Toys R Us is one of UK’s leading toy and game retailer. This report conducts an academic research focus on Toys R Us (UK) in toys and games retailing sector. In the first part of this report, we will discuss the toys and games industry background and the overview of Toys R Us. Then, the research will focus on Poster’s Five Force Model and Porter’s Generic Strategies. In the next parts, this report will concentrated on the potential strategies which Toys R Us might pursue in...

    Marketing, New product development, Nintendo 2117  Words | 7  Pages

  • Video Games

    The “Real” V.G.: Video Games or Violent Gamers “In 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "Mature" rating recommended for persons aged 17 and older.” However, violent video games are becoming a serious issue due to increases in bullying, violence toward women and school shootings. Although, many individuals will claim that video games are just an easy...

    Aggression, First Amendment to the United States Constitution, Nonviolent video game 2361  Words | 7  Pages

  • Pestel Analysis

    PESTEL Analysis In this part all factors, which influence the company as a whole but are out of their direct control including wider social, political and economic factors shall be explained. The analysis of those factors of the macro-environment is therefore often known as PESTEL analysis.3 PESTEL is an acronym for the six key strategic areas of change: Political, Economic, Social, Technological, Ecological and Legal and a technique for understanding the various external influences on a business4...

    Airline, Airlines, Avianca 809  Words | 3  Pages

  • Video Game Console and Pg

    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 (Low) ...

    Microsoft, Nintendo, Nintendo 64 1451  Words | 6  Pages

  • Analysis of the Home Vedio Industry

    Analysis of the Home Video Game Industry PLCY 399 Nintendo’s first success At the 1980s, home video game’s sales began to decline and people tend to believe that the home video industry has dead. But Nintendo managed to recreate the home video game business. First, the head of Nintendo’s United State subsidiary Arakawa had an excellent foresight. He noticed the industry’s further potential and believe in people’s interest in games. He then implemented the successful marketing strategy which...

    Marketing, Nintendo, PlayStation 1385  Words | 4  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

    unconstitutional, videogame companies take enough steps to already censor their products already, and censorship would impact the videogame industry tremendously. During the past years there has been the first ever videogame court case called Schwarzenegger v. Entertainment Merchants Association, trying to pass a law against selling or renting violent games to minors (Scholssman, Para 1). This case has been going on for several years and has recently escalated all the way to the Supreme Court. The...

    Censorship, First Amendment to the United States Constitution, Game 2209  Words | 6  Pages

  • Video Games

    Video Games Made Me Burn My House Down It’s finally the Thursday night. You’ve seen the advertisements on television and have been waiting for this night for months. You have heard all of your friends talking about it. Tonight, your favorite video game is being released at midnight. You’re getting fidgety just thinking about it. You started counting down the clock as it ticks its way to midnight. Though the clock just past eight, you can’t stand the anticipation. You get in your car, start the...

    Correlation does not imply causation, Crime, Game 1180  Words | 3  Pages

  • Video Games

    Matthew Wills Dr. Toby Beeny English 1000 April 17, 2013 Do Video Games Improve Cognition? In today’s society, video games are becoming ever more popular and the more popularity video games receive, the more research that will be done on the topic. Many years ago you may have heard of Pac-Man, Donkey Kong, and of course the “classic” Super Mario. Today we have better technology and millions of different games out there that can put gamers in tough situations and can lure them to play for hours...

    Argument, Attention, Attention versus memory in prefrontal cortex 1604  Words | 4  Pages

  • PESTEL analysis

    change and government policy changes are all examples of macro change. Managers can analyses these factors through the PESTEL analysis. PESTEL Analysis is one of the tools that often used by managers to analyze the broad macro-environment of an organization. It provides a comprehensive list of influences on the possible success or failure of particular strategy. PESTEL Analysis includes political, economic, sociocultural, technological, environmental and legal. (i) Political The government has...

    Bottle, Coffee, Consumer price index 1420  Words | 5  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

  • Video Games

    Argument Video games are healthy? “A nationally representative study found that the average American 8-to-18 years old plays video games for an average of 13.2 hours a week.” (Price-Mitchell, Marilyn) Can you believe that most teens spend that amount of time playing video games, which is more than the average civilian spends eating and drinking every week. Many people have heard, that some video games are developed in order to exercise your brain, but it is true that close to all video games have some...

    Better, Game, Mind 1361  Words | 2  Pages

  • Video Games

    LIVES: WHY VIDEO GAMES MATTER comes from an author passionate about video games, who has spent hours enjoying his passion He argues that while this is a 'golden age' for gaming - they could be even better. His critique discusses how video games dazzle and frustrate - and how they could be further revamped. This memoir offers a fine, lively discussion for any video game fan.  this book is about a writer who plays lots of console video games. He's not here to talk about how crisp games look in 1080p...

    Game, Game design, Gameplay 1338  Words | 5  Pages

  • Video games

    CCT 109 Tutorial #9 Fall 2013 Essay: Video Games ”Hazardous or not?” November 28, 2013 Name: Luk Timothy Email: timothysamir.luk@mail.utoronto.ca Student Number: 999260552 Introduction “FIFA”, “Battlefield”, “Grand Auto Theft”, these are some popular video games from the last decade. If you are born after 1990s, you definitely have heard or played one of these games. Video or computer games have rapidly growing for the last decade, especially for teenage...

    Game, Mass media, Nonviolent video game 1586  Words | 4  Pages

  • Video Games

    has turned for the worst. Specifically speaking, video games. Video games in its early years were meant for a positive use, much like any other type of game; to simply act as a fun activity to pass time. That is not the case anymore because of how dangerously advanced and addicting video games can be. In fact it’s so dangerous nowadays that countries like South Korea are contemplating whether or not to ban video games. Why is it dangerous? Video games influence a type of negative social behavior, has...

    Game, Nonviolent video game, Obesity 1159  Words | 3  Pages

  • The Danger of Violent Video Games in Children

    Danger of Violent Video Games in Children The links between increased aggressive and violent behaviour and the content of video games is a controversial subject. Increased scientific evidence demonstrates that violent video games are linked to increases in aggressive cognitions, feelings and behaviours (e.g., Anderson and Bushman, 2001; Anderson, 2004; Anderson, Gentile & Buckley, 2007) However, there is still much resistance to the evidence among the public and by the video game industry (e.g., Entertainment...

    Aggression, Nonviolent video game, Video game 2279  Words | 9  Pages

  • Video Games in Pop-Culture.

    Video games in pop-culture. Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham, their popularity didn’t occur until the seventies with the appearance of Pac-man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game consumers would take a look at what was out...

    Arcade game, Atari, Half-Life 1522  Words | 4  Pages

  • Video Game

    “videogames” to that question. ’ Granted, video games often appear harmless, but they can be very damaging to children and teens who are lacking in self-control. The dangers of video gaming can be summarized into one word: addiction. What is video games addiction? According to Wikipedia “Video games addiction is an excessive or compulsive use of computer games or video games, which interferes with a person’s everyday life. Causes What are the causes of video games addiction amongst teenager? With the...

    Addiction, Electronic game, Personal computer game 842  Words | 3  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

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