Changing and ever evolving, technology has impacted everybody’s lives in an irrevocable manner . Beginning in 2003 with MySpace, social networking is one aspect that has completely revolutionized people’s everyday lives. The empire created by MySpace was then further expanded by a new generation of social networks such as Facebook and Twitter. This era was marked with innovative new features including video chat and increased commercialization of businesses, leading to increased popularity and growth which is intangible. The change in social networking over the past several years has modernized the daily lives of the common people through the development of groundbreaking features connecting people better than ever across the globe.
Print. Boots-Faubert, Chris. “The Psychology of Video Games: It’s a Spatial Thing.” Video Game News Blog and Community – GamingUpdate.com. 17 Aug. 2011. Web.
Nielsen, H. S. “The Compter Game as a Somatic Experience.” Eludamos. Journal for Computer Game Culture. 2010; 4 (1), p. 25-40. Web 7 June, 2011. Schmidt, Aaron.
Microsoft set to lose $126 on each Xbox 360 console. Retrieved November 20, 2006, from Xbox380info.com database: http://www.xb360info.com/xbox/news/233 Terdiman, D. (2006, November 13). Game on: PS3, Wii finally hitting stores. Retrieved November 19, 2006, from CNet database: http://news.zdnet.com/ 2100-1040_22-6134711.html Terdiman, D. (2006, May 8). Newsmaker: PlayStation 3 playmaker.
Super Mario Brothers, Zelda, Halo, and World of Warcraft are familiar names to nearly all of us. They are all best selling games of major video game consoles. Over 19 billion dollars were spent on video games in the United States during 2009 alone (http://vgsales.wikia.com). Video game consoles are present in 65 percent of homes in the United States (http://www.geeksaresexy.net)! With the increasing amount of time that people are spending on video games, one is left to wonder, is possible to become addicted to video games?
(http://www.businessweek.com/magazine/content/01_30/b3742142.htm) Electro Lobby. “E-Sport: Gaming Goes Pro – Interview.” Unknown. October 28, 2003 (http://www.tnc.net/el/el01/progaming.html) Related Links: http://www.worldcybergames.com/ - home site of the World Cyber Games http://www.ncsoft.net/ - NCsoft, makers of Lineage http://www.blizzard.com/ - Blizzard Inc., makers of Starcraft
http://gamespot.com/gamespot/features/video/hov/index.html Williams, Tim “the greatest Xbox games of all time”. 2004.web.2004 Powerhouse museum-game masters “asteroids”. Web.2001.2001
Microsoft met another challenge from the rapid rate of new technology. Specially coming from competitor such as Apple, Google, IBM, AT&T corporation, and cable giant media ONE. The Internet also allowed for new growth, because companies can get their message out in second anywhere in the world. However, the management of Microsoft was able to fully utilize the skills, expertise, and wisdom of its employees to remain successful. Microsoft continues to be successful with its creativity and innovation by producing new product such as windows and Xbox.
Introduction This paper will address the principles of strategy and marketing. Xbox 360 is a gaming console produced by Microsoft, Inc. The marketing plan will discuss the various phases for marketing the Microsoft Xbox 360 and the anticipated success. The success of Microsoft’s first Xbox gives hope to the likely success of the Xbox 360. The Xbox was a huge success selling millions of units around the world.
ERIC. November 1998. http://www.ed.gov/databases/ERIC_Digests/ed365477.html Choi, Suzanne. "Computer Games and Violence: A Child's Friend or Foe?" University of Calgary http://www.ucalgary.ca/~dabrent/380/webproj/sue.html Rattiner, Marlen. "Video Game Violence."