Video game developer Essays

  • Damsel In Distress: Part 1-Tropes And Women

    1021 Words  | 5 Pages

    Sarkeesian) I once believed video games were harmless entertainment and it wasn't until I watched Anita Sarkeesian's videos Damsel in Distress: Part 1 - Tropes vs Women in Video Games and Women as Background Decoration - Tropes V.S. Women that I realized video games impacted the real world. Not being a gamer, I failed to pay attention to how the objectification of women altered men and women’s attitudes and beliefs towards women in real life. 
Disempowering

  • The Controversy Of Sexism In Gaming

    572 Words  | 3 Pages

    advertisers market video games toward male gamers and ignores the female gamers, this form of sexism hurts the game makers' profits and creates an uncomfortable environment for the players. Sexism in gaming has not been around as long as people think. The first video game ever created, Pong, was advertised to the whole family (Lien 2013). Another game that would be equal to popular with females is the game Pac-Man. When it came time to renew the game for a sequel the developers of Pac-Man made a

  • Gender Representation In Video Games

    951 Words  | 4 Pages

    The plea for better LGBT representation in video games is not for video games to be “queered” but rather for the industry to recognize the place and problems surrounding gender representation in video games (Shaw, 2009). But since there is an evident lack of representation of the LGBT community in video games, there were also very few positive references to homosexuality. In a sense, this shows the oppression of the LGBT characters in video games. The characters tend to be boxed in the idea that

  • Video Games And Women Research Paper

    1611 Words  | 7 Pages

    Women and Video Games World Wide In the modern world of video games, it is clear that males dominate most of the industry today; they make the characters, they design the games and majority of those who play these games are male. This leads to a tough position for women and young girls alike. It causes them to have unhealthy and unrealistic body images. It leads to racial profiling and bases an accepted industry on the sex of women worldwide. In a world that is seen as led by man, women are slowly

  • Similarities Between Lara Croft And Princess Peach

    1260 Words  | 6 Pages

    The video game industry has had numerous controversies related to various topics, such as violence, explicit graphics, addictions and sexual themes. In this essay I am going to be exploring how women are represented in video games and in particular, I will be focusing on the contrast between Lara Croft and Princess Peach. Lara Croft appears in the Tomb Raider series and Princess Peach features in many Nintendo games such as, ‘Super Mario Bros’, ‘Mario Galaxy’ and her own game ‘Super Princess Peach

  • What About Their Popularity, Risks And How Did The Xgames Affected Extreme Sports?

    747 Words  | 3 Pages

    Select three potential topics for your independent research paper and record them below; How to create video games and how they are made. https://electronics.howstuffworks.com/making-a-video-game.htm Why do we sleep? http://bigthink.com/going-mental/why-do-we-sleep What are extreme sports? Evaluate their popularity, risks and how the X games changed all of that. https://www.extremesportscompany.com/list-of-extreme-sports http://time.com/46102/the-dangers-of-extreme-sports-and-other-fascinating-news-on-the-web/

  • Employment In Australia Essay

    1008 Words  | 5 Pages

    Job opportunities in the game development industry in recent years has been scarce, Several AAA developers which use to call brisbane home have now shut their doors, from 2005-2011 a total of seven high-profile video game studios shut down (Miller, 2011). Indie developers now dominate the Australian game development scene however studio's most of the time simply can't employ developers, whether that be financial struggle or just not needed. As a damaging result the talented and bright workforce within

  • Example Of A Meta-Analysis Essay

    533 Words  | 3 Pages

    violent video games may have on young people, I would venture to say that Bandura would support the findings, that violent video games can have negative effects on children’s aggression, among other things. Bandura’s belief that society’s/cultures are responsible for teaching children what appropriate aggression action is, and from this study’s findings, our society has clearly overlooked what is feed to our children through gaming. What I found interesting was that even non-violent games can/may

  • Activision Blizzard Case Study

    1200 Words  | 5 Pages

    Activision Blizzard is a leading video game developing and publishing company. Its games operate on gaming consoles, mobile devices and PCs and are sold through retail channels or digital downloads. 1.1.1/ History of the company Activision Blizzard was created in July 2008 from the merger of Activision and Vivendi Games (parent company of Blizzard). Activision (currently named “Activision Publishing”) was initially founded in 1979 by two former employees of Atari, David Crane and Alan Miller

  • Nintendo Research Paper

    857 Words  | 4 Pages

    The Nintendo Entertainment System Technology is becoming more advanced every single day. Children born in the new millennium are used to playing games with realistic graphics and stunning sound. That is why the creation of the Nintendo Entertainment System is very fascinating. Before they became widely popular across the nation, Nintendo actually had a interesting start up. Nintendo was founded on September 23, 1889 in Japan and started manufacturing playing cards (Leeuwen) This is very interesting

  • History Of Violent Video Game Violence

    678 Words  | 3 Pages

    97% of kids from the ages of twelve through seventeen play video games. More than half of the 50 best selling games are considered violent. This shows that more than half the amount of kids that play video games, play one that is considered violent. (ProCon.org) Violent video games are harmful to society because there is a history of violence linked to them and they cause addiction, they increase aggression in players, and they also teach immoral behaviors. There has been a recent run of very

  • Swot Analysis Of Ubisoft Entertainment

    1520 Words  | 7 Pages

    and development of computer video games, head office is located in Montreuil, France. The company includes studio in over 20 countries, including Russia, Canada, Spain, China, USA, Germany, Bulgaria, Ukraine, Romania and Italy. Ubisoft is one of the largest game publishers in Europe. It has 6010 highly skilled and well-trained employees in programming, modeling, animating etc. Ubisoft Entertainment is positioned at the top of the market, selling high quality video games on different platforms and

  • Nintendo Research Paper

    533 Words  | 3 Pages

    are many video game companies to choose from, but the one that stands out the most in my opinion is Nintendo. Overall they were the ones to sky rocket the video game market and video game console success. Nintendo was founded in 1889 and is the oldest video game company (Mäkinen). It originally started out as a game cards company. In the 1970’s they chose to go down a different route with the video game market and come out with their very own console. They started out with arcade games such Mario

  • Competitive Analysis Of Video Game Store

    1457 Words  | 6 Pages

    EXECUTIVE ANALYSIS The objective of this analysis is to analyze the internal and external environment of the video game store industry and consequently provide the best and most suitable business-level strategy for video game store business through analyzing different strategic tools with regards to Michael Porter’s Five Competitive Forces. Business-level strategy discusses the means a company uses to contest against its rivals in a specific business industry. These strategies indicate a company’s

  • Oculus Evolution Case

    915 Words  | 4 Pages

    Facebook’s perspective because they are not profitable or do not fit into the current business model. Manufacturing for example devices at cost or below cost with the expectation to generate enough volume and revenue through the sales of content and games is a decision that normally comes with several years of negative cash flow and / or profits. This strategy could be seen as not very attractive for Facebook management but might be an important decision for Oculus on the long run. Keeping Facebook

  • Swot Analysis Of Gamestop

    1315 Words  | 6 Pages

    American video game retailer. It operates primarily in the buying and selling of video game, gaming consoles and sometimes in electronics. The company sells both new and previously used video game hardware; physical and digital video games, pre-owned and value video game products; personal computer (PC) entertainment software in various genres, such as role-playing games (RPG’s), simulators, adventure and many more; digital merchandises, including PlayStation Plus and Xbox Live subscriptions; video game

  • Reaction Paper About Video Games

    1462 Words  | 6 Pages

    The Research Essay As a growing trend, video games mirrors society’s characteristics: from the use of societal topics such as inequality and violence that stems from the implicit prejudices found in today's culture. Whether video games are merely perpetuating the stereotypes of racism and sexism or providing social commentary on burgeoning social issues remains to be discussed. Despite the game developers or artists’ intent on such issues, there is an ongoing trend of negative portrayals upon

  • Why Do Violent Video Games Cause Violence?

    849 Words  | 4 Pages

    love to use outrageous reasoning when trying to blame them on something. Politicians love to blame video games for these tragedies for being “too violent”. This has been a problem ever since mature rated video games were introduced to the world, and since videogames are still a relatively new form of media, everyone likes to blame video games instead of the real reason: the people playing these games. Although people might think violence is caused by videogames, people need to blame the real reason

  • Super Nintendo Research Paper

    1626 Words  | 7 Pages

    with Super Mario Bros. on the Nintendo Entertainment System. This was at a time where video games were definitely not as big as they were today, as the infamous Video Game Crash of 1983-1984 just happened prior to the game's release. The market still reeked of buggy, unfinished products, such as the Atari 2600 versions of E.T. and Pac-Man. There wasn't a single company who wanted anything to do with home video games anymore in the Americas. Until, in 1985, just a few short years after the crash, a company

  • Final Essay

    977 Words  | 4 Pages

    to make an astounding $82 billion in video game sales through 2017. A portion, no doubt, will be spent on products from a video game company called Nintendo. The early days of Nintendo weren’t profitable or diverse, but one man managed to change not only the trajectory of the company, but the entire gaming industry. Hiroshi Yamauchi orchestrated a gaming revolution. Before Sony’s Playstation and Microsoft’s Xbox, there was a more dominant video game system on the market. This gaming console