...Video games are a rising venture in the entertainment industry. Thought to have been started in 1972 with a game known as Pong, video games have been improved on and polished until modern times and continue to increase in quality. “Video Games Can Never Be Art”, a blog post written by Roger Ebert, poses the argument that Video games will never evolve to the point where they could be considered an art. This argument does not possess an easy answer. To answer the argument with either an agreement or a reasonable disagreement, the term art must first be defined. Defining what can and cannot be art turns out to be quite a difficult task however. Throughout history, art has common aspects that go into its creation: passion and creativity. Video games are a pastime yes, but if they possess the same aspects that are included in artwork, I believe they too can be considered a form of art....
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...Ever since film critic Roger Ebert stated that video games were not art, there has been much debate regarding the issue. According to Ebert, art provides instruction about “life, love, disease and death, principles and morality, humor and tragedy” (Reese). Therefore, I believe that games can be art because they can apply to someone personally and emotionally. For example, a very simple game called Passage could make people cry. It uses the freedom of choice and the interpretation of life to make the game very personal. Because it illustrates aspects of life such as “emotional devastation” (Reese), life, love, etc., it fits Ebert’s definition of art. Not all games are art, but those that incorporate the processes of life are art. Another reason...
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...Flint Institute of Arts Social Media Marketing Plan Executive Summary This is a social media marketing plan put together by a group of students for the upcoming exhibit The Art of Video Games. The plan looks to address and enhance the use of social media marketing. This exhibit is coming to the Flint Institute of Arts starting on October 26, 2014. We will lay out a four step plan using various types of social media that will bring attention and buzz to a great event. Following our blueprint will allow the FIA the opportunity to increase its customer base and marketing methods, not only for this exhibit but for future events it looks to host. A Brief Overview As stated, the Flint Institute of Arts already uses traditional forms of advertising and promotion when it comes to upcoming exhibits and events. However with the help of social media advertising they could see their attendance at these exhibits increase. Social media offers the FIA a cheap and effective way of reaching new customers. The exhibit in question The Art of Video Games is the product we are looking to promote. The current market condition for this exhibit is quite strong, based on the fact that videos games have never been this popular amongst the greater population. Our marketing plan looks to show the different forms of social media that can be used to promote this exhibit. We will provide the goals of this plan, our target market, the various forms of social media being used, the strategies used...
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...Careers in video game development Work for play: V ideo games aren’t only for play; they also provide work. The workers, known as game developers, make a living creating the games you enjoy playing. Making video games is a serious—and big—business. According to the Entertainment Software Association, in 2009, the video game industry had sales in excess of $10 billion and employed more than 32,000 people in 34 states. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many different devices, including console systems, computers, and cell phones. This article covers career options in video game development. The first section provides an overview of the development process. The second section describes four groups of video game occupations: designers, programmers, artists, and others. The third section covers the skills and training workers need for these jobs. The fourth section discusses the benefits and challenges of working in the video game industry. And the fifth section provides jobseeking tips for a career in video game development. Suggested resources for additional information are at the end of the article. Full-featured games, such as those made for consoles, have more complex programming and, therefore, take longer to develop— usually between 18 and 30 months. By comparison, most...
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...Video Game Design Career Essay I was a kid, maybe six or seven years old when I first played one of those small portable video games, the famous Nintendo gameboy advance. Since that day I became a lover of video games, dreaming of becoming a creator or game designer, as it is called today. As I play more games, more grew in me the dream not only to play the game, but Also to create them; in fact I have come up with many nice thoughts about video games from what I have played and I believed one day my dream will come true when I will create my own game, hoping such game will become a famous game. After doing researches, I found that in fact, the video game industry it is a huge business managing billions of dollars, and that in order to create video game from just the game’s idea until the end step, a lot of different People with different educational background and training is needed. So, the questions now are, what part of this long chain of different positions I am interested for? What position within this multi-billions of industry will give me a major satisfaction? What position will give me the better income? Are universities or colleges in Puerto Rico offering courses for all these positions? Well, I think that I will only find answers researching more about the video games industry and those college in Puerto Rico teaching related course of study. I hope the next paragraphs will provide more information that helps to find answers about doubts in this field of video...
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...SWOT Analysis on Electronic Arts Sports [] [Name of Instructor] [Course Title] [Date] Background of the Company Electronic Arts (EA) are an international organization that deals with the development, marketing, publishing and distribution of video games all over the world. US census bureau identified electronic arts as software publishers industry. EA is well-established and independent producers of video games and according to the study by Thompson (2007), EA made global market up to $35 billion. In 2005, it was observed that the US made sales up to $7 billion along with the video games made by EA, and this amount was predicted to grow more in order, to set a record. The prediction was made on the analysis that retailers would be purchasing an Xbox 360, Sony’s new play station and Nintendo Wii in bulk. But, unfortunately, the originality of new consoles tapered off and a decline in sale was observed by 2010. There are various factors that contribute to progress the popularity and demands of video games among masses. Likewise, these video games were made, themed and styled to satisfy needs of all age groups specifically youth. Secondly, graphics play an important part in expanding the fame and demand of video games. EA showed a tremendous growth in the global market by meeting the needs of customers and by marketed the items properly, exactly according to the increasing budgets, sale promotions and advertisement levels. The growth of the company is evidenced...
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...COMPUTER AND VIDEO GAME INDUSTRY © 2010 ENTERTAINMENT SOFTWARE ASSOCIATION WHAT’S INSIDE WHO IS PLAYING 2 4 5 6 Who Plays Computer and Video Games? How Long Have Gamers Been Playing? Parents and Games Parents Play Games AT PLAY 7 7 8 9 9 9 9 2009 Computer and Video Game Sales by Rating What Were the Top-Selling Game Genres in 2009? What Were the Top-Selling Games of 2009? Who Plays Games Online? How Many Gamers Play Games Online? What is the One Type of Online Game Played Most Often? How Many Americans Play Games on Wireless Devices? THE BOTTOM LINE 10 11 11 Recent Sales Information (2008 and 2009) Historical Sales Information (1996 – 2009) How Many Americans Plan to Buy Games in 2010? WHO WE ARE 12 12 About the ESA ESA Members OTHER RESOURCES 13 ESA Partners ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2010 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2010 Essential Facts About the Computer and Video Game Industry at the 2010 E3 Expo. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software. WHO IS PLAYING GAMER DEMOGRAPHICS WHO PLAYS COMPUTER AND VIDEO GAMES? 67% of American households play computer or video games. The average...
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...SurSaleS, Demographic, anD USage Data 2014 eSSential FactS aboUt the compUter anD ViDeo game inDUStry [i] “our industry has a remarkable upward trajectory. computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —michael D. gallagher, president and ceo, entertainment Software association [ ii ] What’S inSiDe Who iS playing 2 4 Who plays computer and Video games? Who buys computer and Video games? at play 5 5 6 7 7 9 What type of online and mobile games are played most often? how many gamers play on a phone or Wireless Device? how many gamers play games With others? parents and games parents control What their Kids play top reasons parents play With their Kids the bottom line 10 11 12 13 What Were the top-Selling game genres in 2013? What Were the top-Selling games of 2013? Sales information: 2003–2013 total consumer Spend on Video game industry in 2013 Who We are 14 14 about eSa eSa members other reSoUrceS 16 eSa partners the 2014 Essential Facts About the Computer and Video Game Industry was released by the entertainment Software association (eSa) in april 2014. the annual research was conducted by ipsos mediact for eSa. the study is the most in-depth and targeted...
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...named Amazin’ Software, Electronic Arts (EA) is an American developer, marketer, publisher, and distributor of computer and video games. The company was established in 1982 by Trip Hawkins and the company was a pioneer during the early home computer games industry. Hawkins has asserted that he had a goal to produce “software that makes a personal computer worth owning” (Hawkins, 2006, P.N.A). EA was solely a publisher for the first few years and exclusively published for home computers. They began developing games in the late 1980s and started supporting consoles in the early 1990s. (Wolf, 2012) The early years as a publisher proved difficult mainly due to the fact that retailers were interested in well known brands like Atari. Many of Amazin' Software's internal employees disliked the name of the company, and so following multiple meetings, the new name Electronic Arts was established. Another change within the company came after nine years as CEO Hawkins left Electronic Arts and formed 3DO. (Henderson, 2009) Also in the 1990s, EA began to expand buying multiple developers. Then early in the 2000’s, EA became one of the world's largest third-party publishers. Currently, the company's most successful products are sports games published under their EA Sports label; they also develop games based on popular movie licenses and games from long-running franchises like Need for Speed, Medal of Honour, The Sims, Command & Conquer and the later games in the Burnout series. (Wolf, 2012) ...
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...Video Game Youth Violence Lorren Livingston RES/110 November 20, 2012 Dr. Helen Holt Video Game Youth Violence Many believe video games can majorly contribute to child violence [,] which have caused a great deal of controversy. With violent video game sales climbing, violent games have become a part of a child’s everyday life. Most video games depict some type of violence. One of the biggest selling games in XBOX history, Call of Duty: Modern Warfare 2 is a violent first person multiplayer game (Do Violent Video Games Contribute to Youth Violence, 2012). Given the amount of people that are playing this game, seventy-three 73-out of 100 players have stated they are between the ages seven to thirteen (See appendix A). There are also four different types of factors in video games that can contribute to violence. With children playing this game as frequently as adults, could a lack of video game restriction be causing more violence? Have retailers and parents turned a blind eye to this growing problem? Call of Duty: Modern Warfare 2 is, as stated before, a very violent military shooting game. There is no incapacitating of enemies or sneaking around a five man squad. It is kill or be killed. This is an obvious form of art, no matter how graphic it may be. Violence like this has been created for a long time now, even before computers. Sun Tzu’s The Art of War was a violent book. Humans have been created in a Darwinian manner, and each person has a want...
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...Electronic Arts Case Group D Monday and Wednesday 11:00-12:15 Anthony Allen, Laura Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on...
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...Electronic Arts Case Group D Monday and Wednesday 11:00-12:15 Anthony Allen, Laura Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on...
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...securities, nor do they purport to be. Members of UOIG may have clerked, interned or held various employment positions with firms held in UOIG’s portfolio. In addition, members of UOIG may attempt to obtain employment positions with firms held in UOIG’s portfolio. Activision Blizzard, Inc. BUSINESS OVERVIEW university of oregon investment group http://uoig.uoregon.edu Activision Blizzard, Inc. is located in Santa Monica, CA. They are responsible for creating and publishing video games and accessories. These games are distributed and available on a wide range of platforms across the globe. Additionally, Activision Blizzard maintains and operates Battle.net, a online-game service in which players can connect via the internet and play with each other online. Activision Blizzard has created some of the most recognized and successful game franchises including, Call of Duty, Guitar Hero, Tony Hawk, Spider-Man, James Bond, Starcraft, Diablo, Warcraft, and the #1 online subscription-based game in the world, World of Warcraft. Activision Blizzard,...
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...07-046 Rev: December 8, 2011 Sony's Battle for Video Game Supremacy John Sterman, Khan Jekarl, Cate Reavis As Sir Howard Stringer, CEO of Sony Corporation, settled in for his flight back to Japan from New York, a number of pressing issues occupied his mind about Sony’s future. At the forefront, Sony’s next generation video game console, the PlayStation 3 (PS3), was set to launch worldwide on November 17, 2006, a mere week away. Despite PlayStation 2’s (PS2) dominance in the last generation of gaming consoles, Stringer understood that past successes were no guarantee of future success in the intensely competitive game industry. Microsoft had launched the first volley in the last console war by releasing the Xbox 360 in the fall of 2005. Within one year, almost 4 million Xbox 360s had been sold worldwide, giving Microsoft a significant head-start in the race for market dominance. Meanwhile, Nintendo, a competitor thought to be dead due to the lackluster sales of its previous console, the Nintendo Gamecube, had generated significant “buzz” around its new entry, the Nintendo Wii (pronounced “we”). Targeting more of a mainstream audience than Sony and Microsoft, the Wii, scheduled to launch just two days after the PS3, posed a serious threat to Sony’s market share, particularly due to its $249.99 retail price, half the price of the PS3. Stringer also knew that there was much more at stake than winning the console war. The next generation of the DVD market was at stake as well...
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...Unit 69: Exploring concept art for computer games What is concept art? Concept art is a form of illustration used to convey an idea for use in video games and animation before it is put into the final production. Concept art can also be referred to as visual development or concept design. Uses of concept art in games development There are many different types of levels in the production process: • Initial concept art initial concept art can be started from verbally or visually the artist will sometimes receive a rough concept design and told to refine and develop the concept further. A concept artist is an individual who generates a visual design for an item, characters, or area for game levels i am going to focus on thumbnails but there are more like storyboards and quick illustrations Thumbnails With thumbnails you start by thinking about a character that you would like to produce. like what weapon, body shape and poses that you would like your charter to have. Once that has been decided you can start with some ruff sketches. Image 1 This part of the process is the main creative part as you have what you charter will look like. These images do not have to be clean just a loose guide to show you what they will eventually look like. Chances are that you will probably only like about 2 out off maybe 10 that you make. but you try to illustrate with black lines what direction that the body will take shape. Image 2 You can use pretty much any element of character...
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