Video Game Industry Essays

  • Rivalry in Video Game Industry

    1662 Words  | 4 Pages

    Rivalry in Video Game 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

  • The Video Game Industry

    1647 Words  | 4 Pages

    The Video Game Industry The video gaming industry has come a long way from the first home based gaming system since the Magnavox Odyssey. Through the decades, the video game industry has rapidly improved the technology to home gaming, and made arcades nonexistence. The major video gaming titans of today are Nintendo, Microsoft Xbox, and Sony Playstation. These three have been in war with each other the past ten years, and neither show signs of defeat. However the two leading competitors of high

  • Video Game Industry and Violence

    1359 Words  | 3 Pages

    Video Game Industry Should Restrain Violence In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown).  Not bad for an industry that didn't exist 25 years ago!  Yet despite its continued growth, all is not well in the video game industry.  School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm).  Understandably, grieving parents and sympathetic citizens are searching

  • The Gaming Industry: The Growth Of The Video Game Industry

    1288 Words  | 3 Pages

    The video game industry frequently connotes and restricts itself to the hotbed of console gaming. However, this segment, while quite large, fails to accurately represent the gaming industry’s economic, social, and interactive structure. And the game (or gaming) industry refers all to often to gambling rings. Thus, the “industry of games,” as a collection of interactive media, provides a more robust, inclusive notion of play that transcends platforms, roots of origin, and digital versus non-digital

  • The Pros And Cons Of The Video Game Industry

    1458 Words  | 3 Pages

    continued to fuel one of the most successful industries of the present day: the video game industry. Many people have been eager to blame the video game industry for the violent acts that are committed throughout the world because the video game industry has continued to target an audience that seemingly craves an increasing amount of violence, and they criticize the video game industry for its complete lack of restrictions on the sale of violent video games to teenagers. However, although some experts

  • Underrepresentation Of Women In The Video Game Industry

    1935 Words  | 4 Pages

    is what nursery rhymes have been telling their readers (Bury, n.d.). Women are not expected to be involved in activities and fields that are perceived to be masculine and one of which is the video games industry. The question “Why are there so few lady game creators?” was asked on Twitter by Luke Crane, a game developer. A lot of answers were provided by netizens and one of which was “Because conventions, where designers are celebrated, are unsafe places for me. Really. I've been groped.” Another

  • 1970s: The Birth of Video Game Industry

    1712 Words  | 4 Pages

    Introduction 1970s was considered as the birth of video game industry, the phenomenon of gaming was growing and home gaming console Home-Pong which was a one-game-only console was invented by Atari, since then, the gaming industry has become very profitable, and more and more genre of video games were created. Although video games have become more and more popular as time changes, it still has to face the criticism, ‘media panic’. Meida panic happens when a new media appears; people will have a

  • Internal Analysis Of Nintendo In The Video Game Industry

    1366 Words  | 3 Pages

    Internal Analysis) BUS 400- 003 Name: Hamda Eissa ID: 201004785 Each company in any industry especially the one that has many competitors that compete each other to be the leader in that market, has to analyze its internal performance. This analysis could help the company to enhance its strengths and to know its weaknesses to take any actions that the company needs. Nintendo; in the video game industry, has two main rivals which are: Sony and Microsoft, so it has to improve its performance

  • Key Changes in the Video Game Industry

    1672 Words  | 4 Pages

    Key Changes in the Video Game Industry The first wave of home video games was launched nearly 30 years ago. By the early 1980s, this electronic entertainment medium had emerged as a cultural phenomenon, thanks to classics such as Asteroids, Centipede, Donkey Kong, and Pac-Man. The world of video games has, of course, changed drastically since then. For starters, Microsoft, Nintendo, and Sony are now the key players in the console industry, having replaced Atari, Coleco, and Mattel for those

  • Electronic Arts and the Global Video Game Industry

    2078 Words  | 5 Pages

    Electronic Arts and the Global Video Game Industry 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

  • The Use of Agency and Interaction in the Video Game Industry

    573 Words  | 2 Pages

    In the videogame industry there are many terms and processes. The latest term in class discussion was player agency and interaction. Now, from a general perspective the two terms seem similar but have different meanings in the field. In the following paragraphs allow me to explain what these terms mean and how they relate to the videogame industry. To begin with, Interaction is defined as reciprocal action, effect, or influence. When it comes to videogames players get a sense of being interactive

  • The Video Game Industry In The 1980's

    1284 Words  | 3 Pages

    In 1984 the video game industry was reeling from a market saturation crash. During the 1970’s and the beginning of the 1980’s the main form for video game entertainment was to go to a local arcade with a roll of quarters and wait your turn. The home gaming console was still getting off the ground with a handful of proprietary systems. Atari and Intellivision controlled 80% of the market, an estimated 2 billion dollar market(1). These home systems where building up market share but had a problem because

  • Xbox One S.: Brand Loyalty In The Video Game Industry

    1015 Words  | 3 Pages

    III. SWOT ANALYSIS A. Strengths 1. Market: Currently, billions of dollars are spent in the video game market every year (Video Game Industry, n.d). With that much money being circulated, the demand for video games is evident and the Xbox console is in a very strong market. 2. Customer loyalty: Brand loyalty in the gaming industry has a history that dates back to the first video game console and usually plays a role during the launches of new consoles (Ford, n.d.). Xbox implemented the “Gamerscore”

  • How the 1970’s Sparked the Video Game Industry

    2193 Words  | 5 Pages

    How the 1970’s Sparked the Video Game Industry Would it not be awesome if we could do the things one can only dream of doing? Imagine a world where you can be a running back in the NFL, a powerful sorcerer, and Batman, all in the same day. This world does exist and its the world of video games. Video games allow us to escape reality and the stress that comes with it. It is a world of infinite possibilities with something for everyone. You can slay huge aliens with your friends in a virtual reality

  • Research Summary on Improving the Sony PlayStation Video Game Industry

    1342 Words  | 3 Pages

    The Sony PlayStation has stable ground in the video game industry, but needs to evolve more. The lack of networking capabilities and limit of software offerings has kept the PlayStation from controlling the market. Sony must also market better and make the people aware of what the Sony PlayStation and PlayStation Network have to offer. Through research and interviews, we have discovered that the general public is uninformed of the network’s capabilities. Sony needs to focus on customer needs

  • Gender Bias In Video Game Advertising

    1964 Words  | 4 Pages

    Video games are a multi-billion dollar industry. Playing into both the cost and profit circulating within the industry is the advertising content disseminated to consumers. Like other entertainment media, advertising derives from the content itself—film trailers tout some of the best moments of the picture, for instance. However, the content of video games is uniquely tied to the industry’s advertising goals and whom the industry deems to be part of its target audience. In essence, AAA games—those

  • Essay On Importance Of Video Games

    1203 Words  | 3 Pages

    Professor Crenshaw 3 November 1 Importance of Video Game In The Society Video games have offered the society a platform to interact with electronic devices through a visual user interface as a form of entertainment. Video games not only occupy our thoughts but also enhance our creativity in problem-solving. Video games have been designed to reflect on our lives in the community, but our society is concerned which innocent children will derive from violent games. This is legitimate concern, but we cannot

  • Analysis Of Anita Sarkeesian's Feminist Frequency

    715 Words  | 2 Pages

    sad state of women in the video game industry and community there is no platform better than the internet, specifically YouTube. The internet is the home of many in the gaming community and has immense potential to be a source of societal change due to the capability of spreading information around the globe in a fraction of a second. In choosing this platform, I draw inspiration from YouTube content creator Anita Sarkeesian’s Feminist Frequency, which is a web based video series that critically examines

  • Feminist Movement: Gamer Girls

    822 Words  | 2 Pages

    understand by members in many geeky, gamer or nerdy parts of today’s society. In the gaming industry women are statistical and cultural outliers. Gender stereotypes about girl gamers or ‘Gamer Girls’, the latter of which has begun to receive a negative meaning, keep many women from fully participating in the rich game industry culture. Female workers in the gaming industry get mixed signals from an industry that on the outside appears to desire gender diversity in order to attract the growing ranks

  • The World Of Mobile Gaming

    2106 Words  | 5 Pages

    The World of Mobile Gaming In an industry that reaches far and wide across the world mobile video games are constantly changing, as are the markets they are in. The gaming industry makes billions of dollars per year, but a new division of that industry has lately experienced a growth on a large scale. The 2014 revenue for mobile game revenues was forecasted at approximately twenty-five billion dollars, a forecast that changed from an estimation from a few months prior at twenty-one point seven billion