...The History of the Video Games The world of video games has played a part in several generations and they have always been entertaining for everyone. They have consistently evolved over the years keeping up with the times always offering gamers the best quality that is available. What started as mainly being played on televisions now is being played in hand held versions in addition to cell phones. Video games are evolving again with the games allowing the chance for everyone to get involved with the fun. From little toddlers to grandparents, there is a game out there all genres. I will explain each next-gen platform and its differences. The first system is the Nintendo Wii, Wii standing for we meaning that this console was built for everybody to play. This is the smallest console to date weighing in at only less than three pounds, over six inches tall, and it plays 12” inch discs in addition to eight inch discs from its predecessor the Nintendo GameCube. This console is motion censored based meaning that you have to move your body with the controller. This is the only that requires a memory card since there is not a lot of internal memory. This console is for everybody and it became instant hit and sold millions of units in a few short months. Next console is the X-Box 360, the second system released by Microsoft offering a more detailed online experience. With the ability to play others online the 360 has a social networking feel where you interact...
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...Videogames: A Consideration of Their History and Their Roles Videogames: A Consideration of Their History and Their Roles 3.A: Narrative Videogames have been and continue to be a great part of my life. Ever since the tender age of three I have been fascinated by the interactivity and the captivating graphics displayed by videogames. Furthermore, I have developed and retained an appreciation for the capacity that many well developed videogames have to blend competitiveness, the need for intellectual dexterity, and pure entertainment. I have long understood the task of producing a game with such comprehensive quality as both an art and a science. In any case, my videogame passion has slowly but surely charmed me into learning much about the philosophy of videogames, their design and development, and especially the history of videogames. Despite my life-long passion with videogames, I began a true self-propelled academic investigation into the world of videogames only a few years ago. I remember quite vividly that this intellectual journey into the world of videogames was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of videogames. During those days I was much younger and consequentially much more immature than now. Not only did I enjoy videogames, I spent a great deal of the few funds which I had on purchasing new games, much of my free time playing games, and a lot of time also discussing videogames in general...
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...To fully understand the importance of video games you need to take a look at all angles. Video games have been around for years and have impacted us more than you can imagine. From the very first prototype, to the futuristic simulations we have today, video games have changed the world as we know it. The video game industry is at an all time high. Video games are no longer a form of entertainment for few, but a world-wide phenomenon for people of all ages joining in on the fun. Consoles have a very long history; from the very start passionate people have been hard at work to make the industry what it is today. There are also guidelines that all video game companies must abide by as well, so it’s not all fun and games. A video game is defined as a game that involves direct input from a user to generate visual feedback on a device. The systems used to play video games are commonly known as platforms. These devices range from home consoles such as the PlayStation 3, Xbox 360, Wii to the personal computer, and all the way to the arcade system, where the video game was born. Video games were first made as a form of entertainment but have since evolved into a worldwide cult following. They are now used for entertainment, learning tools, and even training. The video game industry was first introduced as a commercial entertainment medium in 1971. This is where it all started. After the collapse of video games in 1983, there was a rebirth 2 years later which set in motion the events...
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...Skills Paper : “The importance of using Video/Photo Reference in 3D Animation” By: Jeremy Smith Using Video/Photo reference in 3D Animation is the most accurate way to produce high quality Animations. Getting up and actually physically acting out and recording a few scenes or taking pictures of yourself blocking out poses is very beneficial when animating. Being able to convey what you see in a video or in a photograph into a pose or a full-fledged animation is a great skill to have when animating. “Free handing” animations or animating without reference is not just tricky and hard to do, but is a poor way to animate. Not using reference when animating can lead to many problems and difficulties when making animations. Personally I extensively use reference when animating. The majority of the time I will actually get up and physically record myself walking around or doing certain poses in front of a camera. . Doing this is not just good reference, but allows you as the animator to kind of walk in the shoes of the character and get a certain feel for what the animation should look and feel like. Most of the time animations are done at a frame rate of 24 FPS (Frames Per Second). Lets say you are animating a simple walk cycle – having a character walk a distance – and say you want the walk cycle to be 3 seconds long, recording yourself doing the walk cycle will tell you the timing of the animation and what poses should be at what frames(the pose at second 1 of the recording...
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...The console video game craze started off in November 1977, the year the Atari 2600 was released. It sold for 200 dollars and was an instant hit. The killer app for the system was the game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stoppedlisting to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video gamesbecame the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two controllers...
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...Nintendo is a multinational video game company located in Kyoto, Japan. Founded on September 23, 1889, it began as a playing card manufacturer, followed by a trial and error phase in which the corporation experimented with several niche businesses such as a cab company and a hotel, before settling into video games in 1974. Today, Nintendo is synonymous with innovation and a family friendly gaming atmosphere. [Nintendo Logo] Released in 2006, Nintendo’s “premiere product,” per se, is the motion-sensing video game console Wii. [Wii Image] Using a remote and camera combination to detect player arm movement, the Wii has a large game library ranging from the traditional Mario games to Sports games such as golf, baseball, tennis, and bowling that have the player using realistic motions (swinging, throwing) to control the game. [Wii-Mote] [Wii-Camera] The Wii was originally released at the US $299.99 price point, which was a calculated decision considering Nintendo’s competition, the Microsoft Xbox 360 and Sony Playstation 3, were at least $100 more expensive at the time. Today, The Wii is priced at $199.99 US and comes with one Wii-mote/Motion camera set. [Xbox 360] Wii Xbox 360 Playstation 3 Release Price $299.99 $399.99 $499.99 Current Price: $199.99 $199.99 $299.99 [Playstation 3] Known for colorful, fairly simple, easy to understand games, the Wii quickly emerged as the leader in the current generation of gaming consoles with its family friendly appeal and lower...
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...uncommon to find one if not more gaming consoles or computers within a household this day and age; they have become apart of our modern society and look as though they are here to stay for the long term. But what effects does the up and coming gamming culture have on our society? After taking a closer look at the topic it could be argued that those who are apart of the B. Allen 2 gaming culture are susceptible to possible violent behavior, but are also inclined towards academic success, and health benefits. “Bring on the guts, bring on gore, bring on the mayhem!” Unfortunately video games that contain content such as this are seen as possible scapegoats for exemplifying violent behavior in teens and adults in our society. For example when it was found that Eric Harris and Dylan Klebold were fervent players of the games Doom and Wolfenstein3D (CNN 4/22/99) many people blamed the games for the massacre to an extent. Some people even tried to file...
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...Washington, USA that develops, manufactures, licenses, and supports a wide range of products related to computing through its product division. Microsoft Studios (formerly Microsoft Game Studios) is a brand owned by Microsoft to represent the company as a developer and publisher of video games. Founded in 2002, Microsoft Game Studios to coincide with the release of the Xbox, it develops and publishes exclusively for Xbox, Xbox 360, Games for Windows and Windows 7 platforms. Launched in November 2010, the Xbox 360 Kinect is a great new concept in which the user does not need a controller at all. The camera recognizes human movements, gestures and voices and then performs actions on the screen. It may look funny to see a person playing on the Kinect, but it is an exhilarating new experience that few other devices can match (Buzzle, 2007). 1.1 Market The Kinect, which is Microsoft’s “most ambitious, risky and innovative move in years,” is the company’s attempt to appeal to a broader audience, and get casual and non-gamers to purchase the Xbox 360 (The New York Times Online, 2010). Most of the software titles that use the Kinect are family-friendly or party games, much like the games consumers purchase along with the Nintendo Wii. Significantly, industry observers are calling the Kinect a “game-changer”, with technology that is clearly ahead of that of its rivals. In March 2011, more than 10 million units of the Kinect had been sold, making it the fastest selling consumer device...
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...and achieving profitable growth for the company. 1. Marketing Mix Product - The new Wii Fit game and Balance Board with a virtual trainer Presence - Through large retailers for better penetration Price - Affordable bundle pricing which was cheaper than the other console games, e.g. Sony’s PlayStation 3 and Microsoft Xbox 360 Promotion - Demo kiosks and social media online network 2. Ansoff Matrix - Growth Strategies Present Products - Wii console game New Products - Wii Fit & Balance Board Present Market – gamers and teenagers New Market – non gamer, women, seniors, health-conscious peple including who used to have outdoor sport activities Product Development - Modified the present console game with the new Wii Fit game and Balance Board to making more sales to the present customers who have already had the Console. Market Development - Identified and developed new markets with the new Wii Fit game and Balance Board, who have already had the Wii console games for the teenagers (Present Market) in the family. Diversification - Penetrate the new Wii Fit game and Balance Board to the new market who do not have any console games in the past. It also changed the outdoor sport activities to indoor. 3. Product Life Cycle Strategies - Prior to the launch of Wii Fit, the Wii console game was in the period as Maturity of the Product Life Cycle, that means the sales growth was slowdown and the...
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...Blue Ocean Strategy Shovanda Davis MKT/421 July 13, 2015 Nnamdi Osakwe Blue Ocean Strategy Introduction This week we will discuss Blue Ocean Strategy in detail. We will provide a description of blue ocean strategy and its importance. We will also discuss a product or service that might be considered a blue ocean move and why. We will also talk about an alternative red ocean move for the same product or service along with the pros and cons of that strategy. Description of blue ocean strategy and its importance Blue Ocean Strategy is a term that describes how companies customarily work in "red ocean" conditions, where businesses viciously fight against each other for a share of the marketplace. Instead, according to the blue ocean strategy, organizations should find a way to work in a marketplace that is free of competitors (Arline 2015). Blue Ocean Strategy is where leading companies will prosper not by fighting competitors, but by creating "blue oceans" of recognized market space ready for growth (Arline 2015). Blue Ocean Strategy is important because it is easier for many companies to produce more of their product because of technology advances. It is also important to companies to enter the blue ocean to find new opportunities. Blue Ocean Strategy makes the competition irrelevant. Product or service that might be considered a blue ocean move and why There are several products and services that might be considered Blue Ocean. Cirque du Soleil is an example...
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...remember your first love? Well mine was video games B. Today, I will be informing the class about communication in video games First I'm going to start with Media II. Effects of Video Games on Media A. Video games started off as TV, books, movies 1. Prof. Jack Lule, Lehigh Univ. Understanding Media and Culture: An Introduction to Mass Communication 2. Star Wars, E.T were movies before the game came out B. 80-90s Cartoons/Movies became developed from video games 1. Pacman, Pokemon, Super Mario Bros., Zelda 2. Mortal Kombat, Tomb Raider C. Video Game effects Mainstream Culture 1. Cartoons became video games, youth culture popularity increased, Arcades and Consoles. Companies rebooted older characters to draw in adults 2. Became a phenomenon and widely accepted worldwide III. Social Aspect, Online/Multiplayer Gaming A. Called Communities, encourages interaction between players 1. Online multiplayer gaming is a playground which can give us clues about the future of social and technological developments, Dr. Marko Siitonen 2. A single game can support communication based on text, image, and sound. B. Online multiplayer games enable the formation of lasting relationships 1. Members of multiplayer communities may keep in touch face to face, over the phone, via email 2. Bonds are built, competitive gaming brings teammates together IV. Music in Video Games A. Nintendo 64, Sega Saturn, and...
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...STRATEGIC MANAGEMENT ASSIGNMENT # 5 BLUE OCEAN STRATEGY October 24, 2014 Case Study Question 1 Critically analyze the case. Solution 1 In this case study, the author has discussed different methods and strategies which global firms are adapting to achieve success and to grow exponentially in their relevant industries. This article has focused on two strategies, Red Ocean and Blue Ocean particularly. These strategies are used to define the environment a firm is operating in and to figure out whether they are creating value for the firm or not. Blue Ocean Strategy is basically to create new uncontested markets solely through innovation and creativity where demand is created and derived from the market. Whereas Red Ocean refers to competing in the existing share of market with your rivalry firms within set boundaries to gain a bigger portion of the pie. Researches done on various firms following the Blue Ocean strategy have shown that firms which have invested and focused on areas which customers value the most have achieved huge profits mainly through cost leadership. Red Ocean strategy offers high value at a higher cost or can offer low value at a lower cost, this is a tradeoff where the Blue Ocean strategy has an advantage as its purpose is to create value and offer newer products/services which have not been previously introduced in the market or to a specific untapped market segment. Blue Ocean strategy not only requires technological advancements but also...
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...Video games have been and continue to be a great part of my life. Ever since the tender age of three I have been fascinated by the interactivity and the captivating graphics displayed by video games. I have developed and retained an appreciation for the capacity that many well developed video games have to blend competitiveness, the need for intellectual dexterity, and pure entertainment. I have long understood the task of producing a game with such comprehensive quality as both an art and a science. In any case, my video game passion has slowly but surely charmed me into learning much about the philosophy of video games, their design and development, and especially the history of video games. Despite my life-long passion with video games, I began a true self-propelled academic investigation into the world of video games only a few years ago. I remember quite vividly that this intellectual journey into the world of video games was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of video games. During those days I was younger and consequentially much more immature than now. Not only did I enjoy video games, I spent a great deal of the few funds which I had on purchasing new games, much of my free time playing games, and a lot of time also discussing video games in general. I was not officially addicted; I always knew when enough was enough and when I needed to spend time completing school work, saving, or spending money to make...
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...Introduction The first video game console created only cost $75 dollars. (Stahl, Ted. 2013). Video games are commonly recognized as a great source of entertainment, and according to some are better than television. Video games can be either expensive or inexpensive. They are viewed as having both negative and positive effects in our lives. For example, many parents blame video games for the increase in violence behavior amongst children and teens. They feel that violent games are the contributing factors as to why adolescents have develop more hostile feelings. On the contrary, there are those who view video games as an excellent educational tool. They feel that video games bring a different aspect of teaching that no human being can imitate. Whatever the reason video games are here to stay and are becoming more and more instrumental in our lives. The following report will provide readers with an overview of how pricing in the gaming industry has change over time, concentrating solely on the console system. The report will begin by introducing the different types of videos games that are available to us. Furthermore, the report will offer readers a brief history of the gaming industry. Moreover, the report will illustrate the effect both the life cycle and pricing wars have on overall pricing. Finally, the report will conclude by giving my opinion on the strategy of pricing in the gaming industry. The different types There are various types of video games available to...
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...Bringing Games to the Classroom by Emily Chiou WRTG101S What do you first think of when you're asked about video games? Most people instantly think of guns and explosions possibly with the added gore of flying body parts. But that's only one facet of games. Since the advent of video gaming, games have become more and more sophisticated; to the point of having surprising benefits. And what better place to pass those benefits on to the next generation but in the classroom, where we teach them? By adding video games to the school curriculum the school system will work with children by adding additional learning tools, encouraging social interactions, and creating an engaging learning environment. Even though most video games are played for recreation, they can be very effective learning tools. Professor Wainwright had immense success in his course History in Video Games by utilizing video games, primarily Sid Meir's Civilation IV, as “tool for teaching complex historical concepts to undergraduates and introducing even non-History majors to advanced theoretical arguments” (Wainwright 2014, p. 603) usually left to graduate courses. Civilization IV is a turn-based strategy games where you guide one nation from ancient times all the way to the modern era. The guidance involves what units, cities, and buildings to erect, what areas of science to research, and how to deal with foreign nations. All leaders of nations are based on actual historical figures like Ghandi, as are...
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