Video game industry Essays

  • Video Game Console Industry Analysis

    518 Words  | 3 Pages

    The gaming console industry is a constant change to be the best in the industry and to gain and maintain market share. The battle between Microsoft, Sony, and Nintendo has reached new heights with innovation and pricing wars. These companies have also offered differentiation to meet the industry competition. The industry is changing with an increase in PC and mobile gaming. The mobile market is up with 30% gain in revenue (Gaudiosi, 2016). Sony and Microsoft have an offensive strategy by creating

  • Video Game Industry Crash

    860 Words  | 4 Pages

    North American Video Game Industry Crash of 1983 Last summer, my older brother taught me about the North American video game industry crash. After doing my own research, I learned what caused this crash and how it impacted the gaming industry. Most people can agree that the first popular and successful video game was Pong, released in arcades in 1972. In 1976, a company called Atari released a home version of Pong. Atari was the first company to pioneer in home consoles, home game cartridges, and

  • The Video Game Industry: Gender Stereotypes

    2026 Words  | 9 Pages

    of video games in the homes of americans set new waves of entertainment that would continue to entertain us to this day, 45 years into the future. With the introduction to such an infamous piece of technology in our lives, there are bound to be some controversies down the line, one of which is the way the advertisement industry portrays the gender stereotypes created after the several events in the rich gaming history. As the introduction of video games arose, so did the advertising industry to

  • Killing The Big Video Game Industry Analysis

    1134 Words  | 5 Pages

    In “Big Game Studios are Killing the Video Game Industry,” Dann Albright calls out big video game developers for consistently failing to cater to their target market. Instead of making great games with a high replay value, these developers create games with several bugs and micro-transactions, while simultaneously serving countless injustices to their employees. Albright states, “It’s clear that major game studios have a big problem with their relationship with gamers,” and “indie studios are leading

  • Innovation And Evolution Of The Video Game Industry

    1299 Words  | 6 Pages

    aspects of how the video game industry has become increasingly popular over the past decade. Since its dawn, the video game industry has been a new way for people to express themselves and most importantly innovation and create as well. Innovation and evolution are the two major driving forces in the advancements of many technological inventions. The small time industry has turned from just a small group of people coding and designing small games to a multi-billion dollar industry in the past forty

  • The Sexualization Of Women In The Video Game Industry

    1232 Words  | 5 Pages

    Video games have become increasingly more popular with 58% of Americans playing video games(site) and with 51% of households owning a console (site). A once considered male driven hobby (it’s a boy thing) now has about 45% female players (site). Although it has been shown that there was an increase in female players, video game companies still used sexuality of female characters to sell video games (site, one or two). Sexist themes was a popular trend in video games. Females were often portrayed

  • Gender Stereotypes In The Video Game Industry

    279 Words  | 2 Pages

    Outside of television, males outnumber females in video games, a popular form of entertainment among teens and young adults. While the vast majority of America spends most of their leisure time watching TV, it is not the only source of entertainment. The videogame industry is becoming increasingly popular, and, like all other media, it has its impact on the people that use it. Most of the video game industry’s leading, successful mascots are males. For example, both Banjo of “Banjo Kazooie”, and

  • The Negative Effects Of Video Games And The Film Industry

    778 Words  | 4 Pages

    Video games can be described as electronic, interactive games known for their vibrant colors, sound effects, and complex graphics. The revolution occurs in video games patterns in the last ten years, they have changed from 2D arcade pattern to realistic 3D graphics that provide to play at home in front of a large TV screen and surround sound. Video games now allow the players to interact with characters and objects with more choice and a more interesting playing style. Now a day’s video games are

  • Shigeru Miyamoto's Impact On The Video Game Industry

    991 Words  | 4 Pages

    content in the video game industry and in the entertainment industry as a whole. Shigeru Miyamoto was an important and influential figure in history that had a positive impact on the world thanks to his work in the video game industry. He is considered the father of modern video games thanks to his work in the industry. He created Mario, Donkey Kong, and The Legend of Zelda, games that , to this day, bring joy to people all over the world. Without, him occupations in the game industry may never have

  • Controversy Over The Best Platforms In The Video Game Industry

    890 Words  | 4 Pages

    In the gaming industry there is an ongoing debate over the best platform for the best gaming experience! Millions of passionate fans voice their opinions arguing and justifying the way they have chosen to game, but which side is right? Is one truly better then the other, or is it completely subjective? What is the best way to enjoy video games, PC’s or consoles? It all depends on the player. The PC (Personal Computer) has been around since the early 1980’s and the birth place of gaming as we

  • Does The Video Game Industry Cause Decline In College Readiness?

    1502 Words  | 7 Pages

    the video game industry causes the decline in college readiness by comparing the economic growth of the video game industry and the decline in SAT scores to see how this growth affected the national average of college readiness. The analysis of the video game market was used instead of the reported hours spent by students playing video games due to hours not being publicly released by the video game companies such as Microsoft and Sony. Other data on average hours spent playing a video game by high

  • Grand Theft Auto V: The Role Of Violence In The Video Game Industry

    1706 Words  | 7 Pages

    attention on computer games containing violence. In response to this, the theoretical relationship between violent game play and aggressive behaviour has been a centre of psychological research and such attention is unlikely to decrease over a short period of time as the massacre is believed to be associated with adolescents who play violent computer games (Granic, Lobel & Engels, 2013). The term ‘computer games’ which is used substitutionally with ‘video games’, refers to a game that can be played

  • Elder Scrolls And Fallout: Bethesda's Video Game Industry

    1094 Words  | 5 Pages

    Known for their popular video game series, the Elder Scrolls and Fallout, Bethesda Games Studios (often shortened to ‘Bethesda') is an American video game development and production company that was established in 2002 (Wikimedia Foundation, Inc.). This paper employs a ‘political economy' method to investigate, analyze, and explore the ownership structures that are characteristic to this media company. To draw upon the work of Timothy Havens and Amanda D. Lotz "media do not fulfill essential human

  • Taking A Look At Activision

    1360 Words  | 6 Pages

    California, Activision is consistently among the largest video game publishers in the world. The company reached the top of domestic charts in 2007 and has been an industry leader in subsequent years. (Jenkins, 2007) (Figure 1.) The company currently owns the rights to many of todays most popular video game franchises, including: Guitar Hero, Call of Duty, and World of WarCraft. In 1979, Activision was founded as the first independent video game software developer and distributor. The company first

  • Oligopoly Paper

    1040 Words  | 5 Pages

    George Walker (25010673) In 1972 the first commercial home video game console was released, The Magnavox Odyssey designed by Ralph H. Baer starting the Home TV Game Market (Baer, 2014). Since then, generations upon generations of new consoles have been brought to a growing market now worth $91.5 billion that is projected to reach $107 billion in 2017 (Newzoo). The gaming industry produces profits through two main sources, hardware and software. Hardware comprises of mostly console sales themselves

  • 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

  • Final Essay

    977 Words  | 4 Pages

    The gaming industry is huge. Billions and billions of dollars huge. In fact, according to the latest statistics for 2014, the gaming industry is projected 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

  • Blockbuster Case Study

    712 Words  | 3 Pages

    I. Introduction Blockbuster is a provider of home movie and video game rental service through video rental shops, DVD-by-mail, streaming, video on demand, and cinema theater. This United States of America (USA)-based company had more than 9,000 stores in 2004, with more than 2,000 stores overseas. Blockbuster started with the retail film and video games in 1985. After the first few stores successfully seized customer demands, Blockbuster had been approached by many bigger companies and corporations

  • Marvel Research Paper

    936 Words  | 4 Pages

    4: Electronic Arts Plc: A world leader in the video games industry. It has such sub sectors like EA sports, EA challenger and EA collaborations. It has recent had a huge increment in its stock price and as a result has allowed for diversification into the film production industry. EA is responsible for games from franchise like The Harry Potter series, however it owes most of its success to the football theme FIFA series which has been in flow since 1990. The company became incorporated in 1982 by

  • Harvard Business Case Study Nintendo's

    1359 Words  | 6 Pages

    their ability. Nintendo is a company that has had great success in the last 150 years in the gaming market. They have prided themselves in keeping their cultural traditions alive, while producing competitive games and software devices for gamers around the world. The game console and video game market is changing rapidly as technology advances. Companies such as Apple and Microsoft have introduced new platforms of gaming that allows users to participate on-the-go, and also involve a social media aspect