Half of gamers prefer to play video games on computers and the other half choose gaming consoles over their personal computers. Today, it is the biggest subject of dispute between all gamers. The gaming industry has become popular, starting in the 1980s and has only gained momentum since that time. Back then, the personal computer was the only device you could use to play video games. The first console was released on the world market at the beginning of the 1990s and it made a big change in the gaming industry. Gaming consoles instantly gained popularity and became an alternative device for gaming and competition with personal computers in the gaming market. Today, we have plenty of consoles to choose from, with the most popular ones being Microsoft XBOX, Sony Playstation, and the Nintendo Wii. There are also lots of handheld consoles, such as PlayStation Vita, which are slightly more limited, but with an advantage of being portable.
A few years ago all of the game-making companies were making games available for all of the gaming devices in order to sell more copies of the game. In 2008 consoles became more popular, when Sony released PlayStation 3, and Microsoft released XBOX 360. Back then, gaming piracy was the big problem for game-making companies and some of the companies, such as Rockstar and EA Sports, lost a lot of profits. Therefore, most of the game-making companies started releasing games earlie...
... middle of paper ...
...erms of its performance and graphics on the computer. There are a lot of game settings available for users; therefore, they can adjust graphics and resolution in order to get the best image in the game. Users are able to connect all kinds of input devices, such as a steering wheel and touchpad which make the game seem more realistic. Games are cheaper for the personal computer, and if the game is outdated users might be able to download it for free. There are lots of popular online games, such as Dota 2, Counter-Strike, and World of Warcraft that were only released for personal computers. All of the cyber sport tournaments are played on the personal computers. The most popular cyber sport tournament is "The International"
Spencer, Phil. "Xbox Interview: Phil Spencer on Halo, the Future of VR, and Being Nice." Interview. Game Spot. Randolph Ramsay, 23 Sept. 2015. Web.
Need Writing Help?
Get feedback on grammar, clarity, concision and logic instantly.Check your paper »
- Gamers, designers, developers, marketers, feminists, parents, researchers, government, media, and distributors would all stakeholders related to the gaming industry. The most impacted by the issue would be for the designers. If the gamers do not like the characters then unfortunately the designers must reconstruct their design quickly, if not, then the gamers will find another company to play with. Gamers are perhaps the most vital investors in the firm´s existence. Gamers are the ones that play video games, whether they buy it themselves or not.... [tags: Video game, Video game industry, Arcade game]
1007 words (2.9 pages)
- This case study will be focusing on the key topic of sexism within the gaming world. It will focus on two very important aspects; sexism against women within the gaming industry and community, and sexism against women in games. Within the gaming industry, whether it is within the PC gaming industry network or the general gaming industry network, sexism exists. This is supported by the findings discussed within this case study. One such example is: “60% of women in the game industry have experienced sexism...... [tags: sexism, gaming industry, video games]
2265 words (6.5 pages)
- There has been quite a bit of controversy concerning the real effect video games are having on teenagers. Numerous studies have been done to show both positive effects, as well as negative effects on the rising generation. Furthermore, the increased sales of smartphones and, in effect, apps or video games on your phone, have led to an increased use of games. This in turn, has raised the level of force that these video games have. However, some say this increased power video games have is good, others say they are bad.... [tags: Controversy, Gaming Industry, Video Games]
963 words (2.8 pages)
- If the readers are familiar with video games, then ripping someone’s heart out right in front of their eyes and beating them to death with it should obviously ring a bell. Due to realism in today’s video games, many gamers are immune to strong language, blood, death and violence shown. As video games evolved, many critics believe that the strong content in video games are making gamers aggressive and lazy. There is an on going debate between many that critics are video games the gateway to violence.... [tags: grand theft auto,video games,gaming industry]
1738 words (5 pages)
- In our society we have many issues that plague our youth. Problems such as substance abuse, teenage pregnancy, and verbal bullying are just a few of the issues. There is one issue that has been on the rise for many years, and is relatively new to the world; and that is violence due to exposure to violent video games. Research done by a panel of scientists led by Professor Rowell Huesmann found “Unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts” (qtd.... [tags: Video Games, Gaming Industry, Addictions, Teens]
1313 words (3.8 pages)
- For any fan of video games today, they may have realized a certain breed of game that has risen to prevalence over the years after a large period of time languishing in the “underground” of conventional games development. These games have become more prominent due to the fan bases which support them, and also due to the constant attention from mainstream gaming media and larger gaming companies. These are independent games - games that are created without the boon of a publisher’s funding. Usually crafted by smaller teams of designers, artists and programmers, the independent gaming movement is looked upon as the “punk era of gaming culture” (as explained by indie developer, Rami Ismail).... [tags: Video Games, Gaming Industry, Game Developer]
1272 words (3.6 pages)
- Video game violence has no effect on teenagers becoming violent in the real world, although the Entertainment Software Rating Board (ESRB) has raised lots of controversy because of the rating of recent games. The difficulty of games has more of an effect on teen’s aggression than the games’ violence itself. These days there have been many games that have caused many heads to turn due to the violent contents. But in some cases video games teach children things and raise hand eye coordination. In some cases playing violent video games help children develop problem-solving skills.... [tags: Gaming Industry, Teens, Violence, Video Games]
1441 words (4.1 pages)
- Call of Duty, also known as “Cod” has, as many know it as, has become one of todays most popular video games. So popular, that Cod has raked in more money than the highest grossing movie in America. However, despite it’s popularity, Cod is killing the gaming industry. Many may be puzzled why a game so popular could possibly be ruining the gaming industry, but it is. Cod is affecting the gaming industry through it’s popularity and influence. First however, One must know the reasons for Call of Duties popularity and how it achieved it’s fame.... [tags: CoD, video games, popularity, FPS]
2312 words (6.6 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 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games.... [tags: Video Games Computer Gaming Essays]
2078 words (5.9 pages)
- An analysis about the effects of video games on children behavior Effect of Video Games on Children’s Behavior Introduction Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high.... [tags: Social Scientists, Gaming Industry, Violence]
1750 words (5 pages)