"Video Game Industry Case Study" Essays and Research Papers

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Video Game Industry Case Study

going to discuss how different cultures view video games. I will also determine whether they see video games as beneficial to their culture. Video games can be a powerful learning tool according to Daphne Bavelier a researcher at the Unversity of Rochester. He did a study on the first-shooter game "Unreal tournament" found that players were able to increase there perceptual and atention skills by playing that game. Since this game is a pro-social game which means communcating with other people online...

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Violent Video Games Case Study

playing violent video games do increase aggressive behavior in children and adults alike. My reasoning for this is unlike violent movies, violent video games require input from the player. By aggressive behavior, I am specifically talking about verbal and emotional behavior, not physical behavior because juvenile crime has decreased in the last decade since games were introduced. My theory on this is that the violent video games give the player to get physical aggression out in the game versus on someone...

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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...

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Case 11 - Video Game Consoles Industry Discussion

Case 11 - 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...

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Video Game Industry: An Argumentative Analysis

The video game industry has been under repeated attack by accusations that the material in their best-selling video games has harmful effects on children and on society as a whole. With $10 billion dollars in annual sales the gaming industry has an interest in any policies that may hinder business and produce false information to the public. In the search for answers an examination of medical findings from groups such as the American Medical Association (AMA), American Academy of Child & Adolescent...

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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...

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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...

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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)...

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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...

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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...

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