Building an Online Community Contents Vision and Mission Statement 3 Tagline 3 Background 3 Portal Outline 4 User Created Content 4 Web Portal Design 5 Discussion Forums 5 File Hosting 6 Search 6 Conclusion 6 Bibliography 7 Vision and Mission Statement The vision of Net Gamers Central is to become the paramount community web portal in the world of online gaming, providing large amounts of useful information as well as integral services to the online community. The Net Gamers Central wishes to cater to the needs of everyone in the online community and to become recognized as the forefront in all gaming news, tools and services. The Mission of Net Gamers Central is to organize the world's online gaming information and make it universally accessible to any user who may request it, as well as providing self service, collaboration, and information aggregation services in order to efficiently resolve all issues and queries that visitors have. The web community that is created should provide information and services that are useful to both current and potential subscribers, and the community within the portal should be founded on trust and honesty, promoting a close and friendly community that will offer further value to their interest in the online gaming world. Tagline "Think. Feel. Game." Background Net Gamers Central was created to cater to the large demand for an all encompassing web portal within the online gaming genre. It can be seen from reports that the online gaming community tend not to stick to one particular game, as they generally have shorter attention spans, therefore it is obvious that one huge portal that contained information regarding every online game available, as well as ser... ... middle of paper ... ..., No. 2 4. Fox Media Interactive. (1996). "IGN: Imagine Games Network". URL: www.ign.com [accessed: 5/8/07] 5. Pete Deemer, Vince Broady, Jon Epstein. (1996). "Gamespot". URL: www.gamespot.com [accessed: 5/8/07] 6. Fernando Bellas, Daniel Fernández, Abel Muiño. (2004). "A Flexible Framework for Engineering "My" Portals". New York, USA. ACM 7. Amy Jo Kim. (2000). "Community Building on the Web Peachpit Press". 8. Jeff Veasey. (1995). "Gamefaqs". URL: www.gamefaqs.com [accessed: 5/8/07] 9. Ravi Kalakota, Marcia Robinson. (2000). "e-Business 2.0: Roadmap for Success". Addison Wesley Professional. USA. 10. Ausgamers. (1999). "Ausgamers". URL: www.ausgamers.net [accessed: 5/8/07] 11. Randolph Hock. (2004). "The Latest Field Trip: An Update on Field Searching in Web Search Engines". Medford. USA. 12. Jennifer Tidwell. (2005). "Designing Interfaces". O'Reilly. USA.
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CanGo is an experienced company within the internet industry, books, videos and CD’s have proven well with consistent growth. In relation to CanGo’s fast growth, their motivation to expand and diversify into the online gaming industry would improve the company’s overall business opportunity. According to Park Associates (2010) their research has shown a steady growth of invested time playing online games through several media’s. This increase would support CanGo’s venture in the online gaming industry. Other companies are already operating successfully within the online gaming industry. CanGo’s competitive analysis will be needed to determine their strengths and weaknesses against their competitors. This analysis will assist CanGo on determining their best business strategies to become a large competitor in the industry. We at Reliable Consulting Inc. have researched three strong competitors within the industry Cango currently operates along with their future expansion of online gaming. Those three major competitors are Amazon, XBOX and STEAM, they all have established similar products in the industry that CanGo has interest in.
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There is no doubt that video games have become a major entertainment as important as cinema, literary and theatre for modern people. Nowadays, people tend towards spending more time on playing games than ever before. According to Nielsen’s report, gamers age 13 and older spent 6.3 hours a week on any gaming platform in 2013 around the United States, and the time people spent in 2012 was just 5.6 hours per week (The Nielsen Company, 2014). 12 percent, rising is a clear message to remind people that video games should be taken seriously. Because, as an emerging mode of entertainment, it is being a part of our culture and has a tremendous influence in our daily life. An increasing number of people are beginning to realize that games should and
Everyday life is increasingly being experienced through Internet-mediated activities and communication. In particular, online gaming has had an impact on how everyday life is experienced. Massively Multi-Player Online Role-Playing Games (MMORPGS), such as World of WarCraft or EverQuest, have millions of users that spend many hours a day in virtual environments, interacting, completing quests and earning virtual rewards. Users may create avatars, join guilds and communicate online with friends and strangers. Beyond the mere extensiveness of use and popularity of these games, there are a number of ways that online games impact on the experience of everyday life. As will be discussed
I aimlessly wondered the Internet trying to find a community suitable for me. I wasn’t sure what I was looking for. I have many interests, but I really don’t have a strong passion for something. So I decided to join a community in which I could express myself as a teen and talk about general issues. I joined the mtv.com community. There I expressed my thoughts on everything, ranging from music to daily events that shape our world. There I had a chance to share my opinions and beliefs, as others posted their thoughts and perspectives on certain subjects. Online communities are rather congruent to offline ones. They are both appealing yet displeasing at the same time.
The case study highlighted that the new game Wii introduced by the company had the ability to attract individuals considered non-gamers or casual gamers. The Wii was not as powerful or technologically advanced as the Xbox 360 and the PS3, but its success lies in its ability to provide a new means of playing video games. The innovative design of the Wii’s controller, which had built in motion sensors, created a whole new gaming experience for users - on...
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
Media technology tends to make its greatest advances by fulfilling the changing needs of consumers, as illustrated in the exponential increase we see in computer processing power every year. Many have argued that one of the driving forces behind this has been video games; a medium that requires more processing in terms of graphics and computational power than many other applications. Despite their impact on computer technology, and the pervasiveness they have in our culture, video games share much of the same stigma as television.
The advantage of playing online game is that it allows people to communicate to numerous numbers of others from different cultural backgrounds and countries. In the game, a gamer may want to exchange his item with someone. Therefore, he/she has to negotiate with others. Repetition of this negotiation can develop a gamer’s social skills. The disadvantage of online gaming is that spending most of free time in front of a monitor wills remove teenagers from their friends and society. Online games are not for entertainment purpose only.