...Do you consider playing video games as a sport? Gamers dedicate most of their time training and practicing to try to be the best. Some even go all the way and make a full time activity to hope one day they become a professional gamer. Have you ever thought of getting payed for playing video games? Professionals earn huge salaries for playing in competitive gaming tournaments. I believe that playing video games should be considered a sport. There are many reason why gaming should be considered a sport, one of them is the competition. When the professional players compete against each other in tournaments, they compete in huge arenas. Each team have their own fans. People travel just to see their favorite team compete, and the arenas fill up...
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...about gaming being a sport or not can be heated at times and every person has a different perspective. However, I believe that it should be a considered a sport because, video games play a big part in the entertainment industry, there are already hundreds of professional teams and they already have huge tournaments and events resulting in the winning team will millions or more, and to finish with it takes lots of time to get to the professional level.First, 44% of the world play video games (geekwire). That is almost half for reference only 4% of people in the world play soccer that is 11 times the amount. This is why video games a leader in the entertainment industry.This supports my argument because people want to play them...
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...Should playing competitive video games be considered a sport? Should video gaming become a sport? Many people may ask well, what is a sport? People say it’s an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment. Which means that you need to be physically active. A sport can also be a competition between two opponents. Is video gaming a sport? Yes but we call them Esports, where there’s an arena full of people waiting to see the battle between extreme gamers. In this day and time technology is being used everywhere all over the world. We have kids and adults who love the gaming system, they love it so much that they have their very own competitions such as Major League Gaming Tournaments. At these tournaments you’re witnessing talent and effort, but you’ll also see that eSports have fans and11.2 million viewers. Not only that but, when you’re at home playing the game you have the chance to compete or play with others all over the world? Their two types of sports physical and mental. For example basketball which is the physical sport and Chess which is not a sport but has to do with your...
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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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...large amount of money to the United States such as other sports like baseball, football or soccer. Some gamers from the Esports industry have even turned the system into a profession such as bringing in millions to view their favorite games at a professional level. But what has been questioned within the Esports franchise is should it be considered a hobby, profession or even a real sport. Since gaming has come up in 1958 it has taken a straight turn towards the profession side of life. A YouTuber named Felix Kjellberg also known as Pewdiepie makes from in between seven to eight million dollars’ year making videos with a total of nine billion views from his carrier of YouTube. From the outrageous amount of money, he makes...
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...Nintendo Wii, Xbox, and Sony’s Playstation 3 are the top three video game consoles in the U.S. market. In order to become more competitive, and gain a larger share within the video game console market, Sony must make some changes within their marketing mix. In an industry with a value of over $450M and $670M, the U.S. video game console and video game software markets, respectively, are rapidly growing and highly profitable markets. The largest segment of the market (over 56%) for video game consoles are men ages 18-34. These young men are purchasing action/adventure games (39% of the video game market) and sports games (36% of the video game market). In order for Sony to capture a larger share of the video console market through their Playstation 3, Sony should adjust their marketing strategy to market towards men 18-34 and use the sports video game market to assist their marketing for the console. Current marketing techniques are designed to increase anticipation, video clips/trailers for the video games, and the utilization of humor and dramatization. Sony can use current techniques to their advantage by focusing their efforts towards men aged 18-34. Differentiating the Playstation 3 against Wii and Xbox, Sony can gain more appeal for the targeted demographic. One of the biggest interests and of young men aged 18-34 is women. Using women and perceived sexuality, Playstation 3 can create differentiation within the market to generate a greater appeal within the targeted...
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...Shining a New Light on Video Games More often than not video games are viewed in a negative light by society. These negative views are reinforced on a regular basis by the media through news stations, television shows, and movies. They are often used as a scapegoat for being the cause of some of the violence happening in recent times such as mass shooting etc. Video games are also often blamed for other problems such as causing obesity, leading to anti-social behavior or leading to aggressive behavior. In spite of the stereotypes gamers face, there is research that shows that video games can have many positive effects such as promoting positive youth development. When watching television shows and movies, people who play video games are often stereotyped as obese kids and young adults who live off of energy drinks and potato chips and never leave their computers or consoles. One example of this stereo type can be found in the television show South Park. In the episode Make Love, Not Warcraft, the four main characters have become addicted to playing the popular...
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... Lanham 19 November 2012 How to become a better sports player There are many ways to train and become a better sports player, no matter which sport it may be. There is weight-lifting, which will build muscles, running, to improve cardio and endurance, and even repetition to drill the body to remember certain plays. However, has anyone ever thought about video games as a way to improve one’s sporting talent? Well, it is true, no matter how absurd it may sound, there are many benefits from playing video games on the physical body as well as mental, so long as it is done in the correct manner. Some benefits include hand-eye coordination, faster response time, and quicker brain stimulation. The only hard part is figuring out exactly where the line is between benefiting and damaging the physical body. The first step to take in furthering one’s athletic ability through video games is finding the right kind of video games. There are video games that can help you, yes, however there are many out there that prove to be unbeneficial and instead tend to kill brain cells. Certain games to look for include first-person shooters (depending on the age of the person playing, make sure it is age-appropriate), adventure games with a moderate amount of puzzles and brain-teasers to figure out, and even just straight-up puzzle games. This step can be broken down into even more categories with today’s technology and can be separated into motion game systems, including Wii, Xbox 360 Kinect...
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...“Violence in Video Games” Video Games are something that are on the rise in today’s world. They are increasing economically and politically. Video games are something that can be enjoyed by all ages. They are a fun, fantasy TV station you get to create for yourself. Even though they are for everybody, they are targeted more towards teens. The most popular games out today are shooting and fighting games, which incorporate violence. The definition of violence is behavior involving physical force intended to hurt, damage, or kill someone or something. People may say that these video games incorporate this term called “violence”. Sometimes they do, sometimes they don’t. Violence is visible in Video Games, but may not fuel teens to be violent in reality. First, Violence is something that has been in this world a long time. It is something that, no matter what, will continue to happen in this world we live in. Like before, violence is a behavior involving physical force intended to hurt, damage, or kill someone or something. There have been a lot of instances of violence in history. Not just any kind of violence, but violence that people could not imagine happening. The Columbine Shooting is a great example of this so-called “violence”. This horrific event involved two young teens that had previously been bullied in school. The bullying they went through caused a built up anger that they eventually had to release. These two teens unleashed their built up frustration...
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...umbrella of the movies and home entertainment industry. The company has been part of the wave that is taking this industry into the future in terms of how consumers are interacting with home video entertainment in particular. In general, we can observe that consumers are increasingly demanding more instant and personalized experiences when watching video entertainment as well as more mobile availability. There seems to be a “when I want it, how I want it” type of movement among consumers with declining interest in DVD’s and scheduled television programming and increasing use of online streaming or rental alternatives. Netflix is catering to these trends with its streaming service and seems to be well positioned, at least for now, to be successful in the future if it can manage to avoid more strategic “missteps” along the way. It is important to note how the public perceives and values films as an entertainment source here in the United States, something that directly affects Netflix’s business. Standard & Poor’s industry research for 2013 noted that “movies remain a cornerstone of the U.S. entertainment industry.” In 2012, about 1.36 billion movie tickets were sold in North America, adding up to about $10.8 billion in box office revenues. Consumers also spent about $18 billion on various home video formats in...
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...DISRUPTIVE STRATEGY: IMPLICATIONS FOR THE VIDEO GAME INDUSTRY Summary and Analysis by Aris Metin Burning 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...
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...Should Parents Allow Their Children to Play Video Games? Video games can best be defined as an interactive electronic game that requires players to control the movement of the character by using a controller and gain points and money, to say the least. Almost all video games require a medium for it to process the movements and actions of the player. The medium can be in a form of a game console, a disc where the game information is stored, a computer and sometimes both disc and console put together. For example, the Xbox or the Playstation require both the console and disc where as some games can be downloaded through the internet. The first form of video game that appeared on departmental store shelves was ‘Pong’ where basically the game was ping pong in an electronic appearance. The game had 2 straight lines that represented the paddles and a dot that represented the ball. The rules of the game was similar to its real counterpart, of that if one player did not hit the ball, the other player would gain one point. Before the game was introduced in a home version, the game was in arcades where children and adults would come and play (Winter, 2010). And ever since the video game was created, it would be surrounded by controversies where people always pointed out the negative effects of it just to get their kids off video games. Today, the video game has evolved rapidly and there are games developed for adults and games are played worldwide. Game consoles have evolved through...
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...Main Stream Media Violence and the Effects on Society Violence can be found in almost every form of media from television to video games. Violence exists in sports, news, movies, and games. This violence has many implications on society. The impact of this violence is different from one person to the next and from children to adults. There are many forms of violence in the media today. Violence is most prevalent on TV and in movies, video games, and the daily news from around the world. Violence can be found in sports such as boxing, mixed martial arts, hockey, and football. The news reports of murder and other forms of violence every day. News about foreign wars or news of violence in your local inner city, bet your bottom dollar you will hear something new every day. It seems like every day there is a new and violent video game coming out. Games about war and games about crime life, even games about fantasy violence are all over the market. Children are affected by violent media more so than adults. Studies have shown that on average, American children watch no less than 4 hours of TV a day. Studies have also proven that violent programming can have some very adverse effects on children. Children can become emotionally numb to violence and develop a lack of empathy for victims, as noted by the American Academy of Child and Adolescent Psychiatry. Children have been known to imitate the violence they see on TV. Some children may even learn to use...
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...Do video games make children and teens violent? Many feel that violent video games are affecting our children and teens. Are video games really a factor in children and teen violence? I think not. Video games are definitely not to blame for children and teen violence. A factor that could cause violence is poor parenting. Violence is the expression of physical or verbal force against self or other. It is also a form of control that includes emotional abuse (Oxford Dictionary). Violence goes back to ancient times. In Roman times a popular form of entertainment was gladiatorial combats. Gladiators fought either to the death, or to first blood, with different weapons. They also used animals, where they combined them with gladiatorial combat. Video games first came about in the 1970s, but it was during the 1990’s that violent games truly came of age. Starting in the 1980s video game producers experimented with what the public would accept in video games. It became clear that games sold better if they contained more violence. In the mid 1980s, children averaged about 4 hours a week playing video games, (Media Violence-Opposing Viewpoints Series) including time spent playing at home and in arcades. By the early 1990s, home video game use had increased and arcade play had decreased. While some studies claim that violent entertainment may be linked in some way to violent behavior, many other studies contradict that assertion. There have been approximately 200...
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...The use of video feedback as a performance analysis coaching tool in amateur level ice hockey. Martin Lee Bachelor’s Thesis Degree Programme in Sports and Leisure Management. 2011 Abstract Date of presentation 11.5.2011 Group or year of entry DP VI Number of pages and appendices 48 +2 Degree programme Author or authors Martin Lee Title of report The use of video feedback as a performance analysis coaching tool in amateur level ice hockey. Teacher/s or supervisor/s Mika Vähälummukka, Kari Savolainen With the advancement of digital video and computer technology over the past ten years there has been a considerable increase noted in the use of video analysis as a coaching tool in ice hockey. This has been especially noted in the greater Montreal area of Canada, where coaches are often under pressure to develop emerging talented players who aspire to a pro hockey career. The purpose of this research was to investigate how much performance analysis through video was being used and what it was being used for. The focus area was on amateur teams from midget level through to college and junior pro, such as the QMJHL. To collect data a questionnire was used to survey the coaches and players views on using video analysis as a tool for coaching. The study was done in Montreal Quebec, Canada with coaches that ranged from midget grade, through junior to college and men’s pro. The survey covered what video analysis is currently being used for, what both the coaches and players...
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