...The Escalation of Gamer Gate The Gamer Gate controversy is a polarized debate that occurred between many individuals, many of whom are associated with the video game industry. Initially sparked by feminist criticisms of video gaming, Gamer Gate eventually escalated into a fiasco of hateful tirades, threats, and violence. In this paper, we hope to illuminate the factors which contributed to Gamer Gate evolving into its final form and Gamer Gate’s ultimate impact onto the industry that birthed it. To objectively describe the components of this extremely polarized conflict, we must sift through the bountiful amounts of opinionated material related to the matter, until we can depict Gamer Gate’s progression in an unbiased manner. What is Gamer Gate? The phrase Gamer Gate can refer to multiple things. The overall controversy known as Gamer Gate, in essence, is a polarized debate that began with criticisms of the videogame industry's misogynistic culture. In response to these claims, individuals amassed under a Twitter campaign of the same name to slander critics of the videogame industry and those that spread those claims. Eventually, slander became threats and these threats metamorphosed into a fiasco of indistinguishable muckraking that shook the video gaming industry to its core. Advocates of Gamer Gate and its crusading supporters rally against a supposed unethical reporters. They engage in a variety of extreme actions against anyone or anything they deem to be...
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...Nintendo COMPANY NAME: Nintendo INDUSTRY: Gaming COMPANY WEBSITE: (www.nintendo.com) BACKGROUND/HISTORY/COMPANY TIMELINE: First, we will look at the Nintendo Corporation’s timeline. Before home games systems were even created kids used to have to go out to the arcade and bring plenty of quarters to play games. Parents used to be worried because anything could happen to their kids on the way to, at, and coming from the arcade. With this threat gamers came up with an idea to make a home game system, “Introduced in 1985, the NES was an instant hit. Over the course of the next two years, it almost single-handedly revitalized the video game industry. Selling over 60 million units, people brought games like Mario and Zelda into their homes for the first time on the NES (Corporate, 2011)”. With the success of that game system Nintendo picked it up a notch and came out with the Nintendo game boy in 1989, that system sold 150 million systems worldwide. With the success of that game system they dropped the Super Nintendo in 1991 which sold 49 million worldwide. Then with five years to develop, with 3D graphics they dropped the Nintendo 64. Since they were seeing so much success they produced the game boy pocket, “It was smaller than the original Game Boy and came in a variety of colors (Corporate, 2011). The in 01’ the game boy advance came out and it brandished better graphics than all the rest of the other game boy’s. The same year Nintendo disrespected the competition...
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... they make a public profile online. This is becoming more and more common, and happens a lot to online streamers, Bloggers and politicians. The fact that this happens mostly to women, it makes is very discriminating. Anita Sarkeesian posted her speech on the website ‘’ Feminist Frequency’’ in December 2012. She launched a campaign where the object was to look at how women outstand in the world of video gaming. A bunch of male gamers weren’t too exited about this. They took it further and created an online hate campaign against Anita Sarkeesian. The issue of online harassment of women is pretty big. In an other article, ‘’Online harassment of women is a problem. Here’s what to do about it’’1, written by Timothy B. Lee, he writes about a woman who has experienced online harassment. A woman named Amanda Hess has got a lot of tweets from angry men. ‘’(…) Someone...
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...are also going to compare them in the above mentioned spheres, with the help of a competitor analysis. Conclusions are going to be derived after every paragraph. In order to do that we are going to use different methods including- SWOT analyses, PEST analyses etc. There were two different variants how to structure the text- first to include the PEST and SWOT analysis in the text for every firm or second variant to add it after the analysis. The second way was chosen because we decided that using this method it will be easier to compare the firms. Additionally we are going to present the information in the most understandable way by a PowerPoint Presentation. Content: 1. Introduction page 2 1.2 Profile of the gamer page 2 2. Microsoft page 3 3. Nintendo page 4 4. Sony page 6 5. Competitors analysis page 8 6. PEST analyses page 9 7. SWOT analyses page 10 -Microsoft page 11 -Sony...
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...firm to continue to expand in the video game industry; while defending itself from rivals (Sony and Microsoft). Our analysis is based on various analytical tools, including SWOT (Appendix A), segment analysis (Appendix B), competitive strength assessment (Appendix C) and financial ratios (Appendix D). Overall, Nintendo has several opportunities and strengths of which they can take advantage to stay competitive in the market. However, their competitive threats and weakness pose significant financial challenges for the firm. Based on our analysis, we considered the following alternatives: 1. Continue to focus on the existing marketing strategy by differentiating itself from the competition; 2. Expand the video game product line to include games with improved graphics and functions for the current Wii in an effort to expand their customer base; 3. Invest aggressively in research and development to create a new video game console that takes into account the requirements for both the non-gamer and traditional gamers; and 4. Continue to differentiate itself from the market by expanding into gaming through social media and mobile devices. For Nintendo to maintain a...
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...Nintendo Wii Marketing plan Table of Content 1. Situation analysis 1.1 Macro analysis 1.2 Micro analysis 1.3 SWOT analysis 1.4 Bowman’s strategy clock 1.5 The Product Life Cycle 2. Target Market 2.1 Positioning 2.2 Segmentation 3. Marketing Mix 3.1 Product 3.2 Price 3.3 Promotion 3.4 Place 3.5 People 3.6 Physical 3.7 Process 1. Situation analysis 1.1. Macro environment The PESTEL analysis describes a framework of macro-environmental factors. It is a useful strategic tool for understanding market growth or decline, business position, potential and direction for operations. 1.2.1. Political The video game industry is influenced by factors such as taxation policies, foreign trade regulations and social welfare policies (some games have sexual/violent content). Video games tend to play with the emotions of people. Governments have the authority to control the content of the video game frames. 1.2.2. Economic The income of the consumers in the video game industry have an effect on their buying behaviour. If people fall under a low-income range, they might not be able to buy a video game because they are relatively expensive. 1.2.3. Social Factors that can influence the video game industry are: income distribution, lifestyle changes, level of education, population demographics, attributes to work, consumerism, etc. Nintendo’s action to open World of...
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...2011 TABLE OF CONTENT EXECUTIVE SUMMARY iii SWOT ANALYSIS 1 Strengths 2 Weaknesses 3 Opportunities 3 Threats 3 SEGMENTATION AND TARGET MARKET 4 Overall Positioning Strategy 6 THE MARKETING MIX 7 Product 7 Price 8 Place 9 Promotion 10 SOCIAL RESPONSIBILITY 10 FUTURE SUCCESS 11 REFERENCES 13 Executive Summary Innovare is a new innovative company that will provide a multi-functional music, movie, gaming and internet device known as the Core. The Core is a revolutionary product that integrates all current gaming platforms into one. By penetrating the market with this revolutionary new system, Innovare strives to be a corporate giant and set precedent for all other companies. This marketing plan illustrates our market segments and the strategies we are employing to gain customers and create a solid revenue stream. The Core is not just any gaming system. Our unique focus of creating customer value and benefits gives us an advantage over our competitors by giving customers a new outlet to simplify the technological devices used in their homes. This fills a real need for not just traditional gamers but expands our reach to people who would normally utilize a gaming system. Areas of discussion are as follows: (1) SWOT Analysis; An organizational audit outlining the strengths, opportunities, weaknesses and threats of the organization. (2) Segmentation and target market; A breakdown of consumers distinct needs based on geographic...
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...Index Introduction ………………………….……………………………………….……3 Industry analysis ……………………………..………………….……...…......4 Competitors strategy ……………………….……………………………………. Microsoft – A differentiator………………………….…......7 Sony – A differentiator ……………………….…………………9 Analysis of competition………………………………………………………11 Nintendo’s strategy …………………………………..……………………….14 SWOT ………………………….…………………………………………………….17 Recommendations …………….………………………………………………18 References ……………………………..………………………………………….20 Introduction The first video game was created in the 1960's. Half a century later, the industry of video games represents a 42 billion Pound industry. The recent significant increase in this industry is due to the growth of broadband, the adoption of more robust wireless networks and phones, and the consolidation of game developers and publishers. This global turnover is divided in two parts: the software component is worth (32 billion pound) and the hardware component is worth (10 billion pound). Some recent analysis shows that there is about 300 millions of players in the world. It is quite difficult to find the exact number because a game or a console can be used by more than one player. The Video Game Hardware market is dominated by three main competitors: Nintendo (49%), Microsoft (30%) and Sony (21%). While the video game software market is dominated by four companies: Nintendo (19%), Activision (12%), Electronics Arts (11%) and Konami (5%). These figures indicate that Nintendo is the leader...
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...interface with the Wii remote. The remote’s motion sensor capabilities allowed the user to interact and manipulate objects on the screen by moving and pointing the remote in various directions. It really changed the way games were played. In 2010, they were the market leader of that generation of video console sales growth, ahead of Microsoft and Sony. By the fall of 2010, Sony and Microsoft were starting to gain on Nintendo’s competitive advantage when they came out with their own gaming systems that had innovative controllers along with much better graphics. If Nintendo wants to keep their competitive advantage, they will need to reevaluate their strategies. External Environment If a company does not keep up with changes in the external environment, it becomes difficult to sustain competitive advantages. There are two components to the external environment to analyze. The general environment, which consists of demographic, sociocultural, political/legal, technological, economic and global conditions; and the competitive environment, which includes rivals, suppliers, customers and other factors that may directly affect a company’s success. Nintendo used the Wii to expand their target demographic audience. While the competitors gaming systems were designed for the hard core gamers, Wii was marketed as a gaming system for everyone. Nintendo’s goal was to create games that everyone could play and a system that would appeal to women and people who had never played video games...
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...of Wii in 2006 brought back Nintendo’s former glory and is now the company’s best-selling console. Wii focused on two things to transcend their competitors, PS3 and Xbox. First, as a low-price leader, they have a more favorable benefit-tocost ratio and second, they focused on “the fun of playing rather than cold tech specs”. With Wii being an instant smash hit in the market, how will Nintendo sustain this momentum and secure the future full of uncertainties? Point of View: Nintendo Management, year 2008. II. Issue Identification: How will Nintendo sustain the demand for its product, Wii, from non-traditional users while at the same time targeting the hardcore gamers into the brand? III. Situational Analysis Social: Escape from reality. Video gaming let the users stray away from reality, making them feel like they are really in the game having fun and not worrying about the harsh realities of life. Fun and sense of accomplishment. For some, gaming is a way to relieve stress and to have fun during leisure time. For others, video games are played seriously with aims of accomplishing the game successfully. Media for socialization. Video gaming usually involves not only one person. It is a catalyst of socialization, giving the users some bonding time. Alternative from physical activities. Friends or families who like to have fun consider video gaming as an alternative to other physical activities like sports or other games. Technological: Fast-paced technological developments. Constant...
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...Questions: 1. Has Nintendo really disrupted the industry and changed the name of the game? 2. Would this disruptive transformation of the video game industry leave the competitors in the cold? 3. What course of action was available to them? Disruptive Technology – coined by Clayton Christensen, a Harvard business professor – leading companies , despite having followed all the right practices, still lost their top positions when confronted with disruptive changes in technology and market structure. – Failure to meet the technological demands of customers in the future – An innovation that used a “disruptive strategy’ rather than a “sustaining strategy” or revolutionary strategy KEY PLAYERS IN THE VIDEO GAME INDUSTRY Sony (Playstation), Nintendo (Wii) and Microsoft (Xbox) SONY – introduced Playstation (PS), attracted late teens and young adults with disposable income, offered more sophisticated and more violent games; backward compatibility (PS1, PS2 and PS3), can also play CDs and DVDs. Also launched Playstation Portable (PSP) 1. PS3 – a multimedia entertainment hub; allows users to chat online, listen to music, view HD animations 2. results were disappointing because of Supply problems and the high price tag SONY produced 40% of its components in-house. Massive costs of investing in the game console equipped with Blu-ray and Cell chip MICROSOFT – a diversification move, addressing a potential threat the video game market was posing...
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...Memorandum To: Joan Allatta- Corporate Managers of GameStop From: Helen Zhang, Section 001 Date: 12/05/2012 Re: How we can continue GameStop’s aggressive growth in the industry against the risk of emerging technology and the changing taste of consumers. Executive Summary: The objective of this analysis is to design a strategy that will continue GameStop’s growth as the largest retail gaming store in the industry despite threats from alternate methods of gaming and changes in consumer taste. Analysis will show that the retail gaming industry is an unattractive industry since the bargaining power of buyers and suppliers are high, barrier into the industry are low, and competitors are numerous. GameStop uses a broad differentiation strategy by offering a wide selection of new and used games and consoles. Its marketing strategy and reputation gives the firm a sustainable competitive advantage but its research and development give the firm a competitive parity. The environment of the retail gaming industry possesses the threat of technological and sociocultural risks. GameStop can address these risks by merging with online social media sites and contracting with its suppliers to increase barrier for new entrants in the industry. April 20, 2013 Introduction After the acquisition of EB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that...
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...1. A SWOT analysis would really benefited EA. A SWOT analysis includes strengthens, weaknesses, opportunities and threats of managing the company. Realizing and recognizing companies strengthen would have helped EA to improve their popularity in gaming market. The most important thing in their times was that EA was almost the only company that were making video games for all computer systems and game consoles and it was their most powerful tool. Finding weaknesses in their company would helped them to recognize problems and areas that must be improved in video games and in customer service as well. 2. In my opinion it easy to understand why EA lost their leadership according to Porter’s generic strategies. The theory states and features cost and uniqueness of a product. EA were producing their product for a lower price but were selling the product for a high price. And tried to focus on their product to make it better but they failed because they were selling products for a high price and still not solving the problems. 3. Concept of product life cycle is relevant to the video game market because video game companies has their product introduction to the market, and then it hopefully can grow, mature, and as it usually happens products decline and company must come up with something new to keep their business going up. 4. If I would open my small video game company I would try to use SWOT analysis chart and find out what strengthens I can offer to costumers, what...
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...Table of content Number of order | Details | Page number | 1 | 1.0 Introduction- background of the company1.1 Executive summary | 1-3 | 2 | 2.0 planning2.1 organizing2.3 leading2.4 controlling | 4-8 | 3 | 3.0 five ways to motivate the workforce | 9-10 | 4 | 4.0 environmental aspects | 11-12 | 5 | 5.0 conclusion | 13 | 6 | 6.0 reference | 14 | Introduction We, BOSEDK Inc., are a firm that produces game consoles for gamers and our main target are young teenagers within the age range 10-20. We work with many international and well reputed firms such as EA sports and UbiSoft and many other firms in order to create some of the best games and also in order to bring the firms together. Executive Summary Gaming industries has come a long way since their entry into the market in the early 1990's. Within the course of time, many companies have triumphed the market and made new technologies and innovations that would create revolutionary change to the world of games. Our company BOSEDK INC. is incorporation with EA sports and UBISOFT, combining and modifying their technology of games used throughout the years to build the ultimate gaming consoles that will satisfy users and attract customers to try the games and consoles of new age. Our unique gaming counsel feature includes Virtual Projector which allow users to project directly from the counsel. Throughout research, we have realized what the consumer wants and we have taken the initiative to make the dreams...
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...3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 Dhaka Racing 9 Chittagong Racing 9 Arunodoyer Agnishikha 10 Aerial Multi-Player Dogfight 10 Hatirjheel: Dream Begins 10 2.8 Labor Cost/Salary 10 2.9 How can Bangladesh Benefit? 10 2.11 SWOT Analysis for Bangladesh 11 Strength 11 Weakness 12 Opportunities 12 Threat 13 2.12 Special Government policies for Gaming industry in Bangladesh 13 3.Overall...
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