...such as a cab company and a love hotel.[7]}} Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion.[8] Also, Nintendo of America is the majority owner of the Seattle Mariners Major League Baseball team.[9] The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.[11] Contents * 1 History o 1.1 As a card company (1889–1956) o 1.2 New ventures (1956–1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4.4.2 PAL regions o 4.5 Environmental record * 5 See also * 6 Notes * 7 References * 8 Further reading * 9 External links [edit] History Main article: History of Nintendo Former headquarters plate, from when Nintendo was solely a playing...
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...As the United States searches for answers to alleviate the suffering citizens receive from sending their children to school everyday, it is quite simple to believe that the very games children are allowed to play are one of the reasons schools and public places are being attacked. The games that majority of children play are games that contain shooting, killing, and other forms of violence. Therefore, it is considered number one on the list of objects to get rid of to demolish the violent acts done by mass shooters. However there has been lots of research done to determine if there really is a correlation between videogames and violence, and the different researches done are not consistent. For this reason, it is to be said that video games is the “fall guy” for various acts of violence such as mass shootings and more. Many believe that violent video games creates psychopaths. They gain this idea from the constant search for massive shooters and other violent people’s motive for carrying out with their violent acts. Each time someone commits an act of high-level violence , such as public or school shootings, investigators and society is always one the look out to see what motivated them to act that way. Investigators look upon the person's history and tries to find a pattern between their behavior and their at home life. As Christopher Orlet suggests that elements that produce violent people with violent actions are, “abuse, neglect, hopelessness, ignorance, laziness, absentee...
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...THE VIDEO GAME INDUSTRY By Team 1: Nintendo TABLE OF CONTENTS History of the Video Game Industry P. 3 - 7 Twenty-First Century Trends P. 7 - 8 United States Market P. 8 - 10 Regional Markets P. 10 Industry Players P. 10 - 13 Consumers P. 13 - 15 Regulations P. 15 - 16 Overall P. 16 Exhibits P. 17 - 19 Appendices P. 20 - 33 Endnotes P. 34 References P. 35 - 36 The video game industry includes a broad spectrum of operations including: gaming consoles, games made for consoles, and online games which make up the retail segment of the industry. The majority share of the market is the development and manufacturing of games, consoles and accessories. This report goes through a history of the video game industry; trends to look for in the 21st century; the United States markets and the four segments (games and software, consoles, online games and software, and accessories); regional markets by segment; the major competitors in the video game industry; consumers of the industry, and the minimal regulations that affect the industry. The Appendices provide profiles for the major companies in the video game industry including Nintendo Co. Ltd., Microsoft Corporation, Sony Corporation, Electronic Arts Inc., and GameStop Corp. History of the Video Game Industry Though the history of video games goes back to the 1950s with...
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...------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry that influences the leisure and livelihood of many people (O’Holleran, 2010). There is power in having that standing, an any attempt to curtail that power would likely encounter a great deal of resistance. That means censorship of the video game industry would pit the real and perceived First Amendment rights of commercial...
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...published June 22, 2005 Journal of Economic Geography (2005) Page 1 of 30 doi:10.1093/jeg/lbi001 Video games production networks: value capture, power relations and embeddedness Jennifer Johns* Abstract This paper has two main aims. Firstly to conceptualize the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Secondly, to use the video games industry to demonstrate the utility of Global Production Network approaches to understanding the geographically uneven impacts of globalization processes. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organization of production is manipulated as a result. It is argued that while hardware production is organized by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions: Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred. Keywords: video games, global production networks, value, power, embeddedness JEL classifications: L14, L23, L82 Date submitted: 4 October 2004 Date accepted: 12 April 2005 1. Introduction The video games industry1 was born during the early 1960s and has rapidly, and almost continuously, grown in size and...
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...League of Legends (LoL) is a multiplayer online battle arena video game developed and published by Riot Games for Microsoft Windows[1] and Mac OS X. It is a free-to-play game supported by micro-transactions and inspired by the mod Defense of the Ancients[2] for the video game Warcraft III: The Frozen Throne. In League of Legends, players assume the role of a "champion" with unique abilities and battle against a team of other players or computer-controlled champions. In the most popular game modes, the goal is to destroy the opposing team's "nexus", a building which lies at the heart of a base protected by defensive structures. Each League of Legends game is discrete, with all champions starting off each game fairly weak and progressing by accumulating gold and experience over the course of the game.[3] League of Legends was generally well received at release, and it has grown in popularity in the years since. By July 2012, League of Legends was the most played PC game in North America and Europe in terms of the number of hours played.[4] As of January 2014, over 67 million people play League of Legends per month, 27 million per day, and over 7.5 million concurrently during peak hours.[5] League of Legends has a large, active competitive scene. In North America and Europe, Riot Games organizes the League of Legends Championship Series, which consists of 10[6] professional teams in each continent. Similar regional competitions exist in China, South Korea, Taiwan, and Southeast...
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... Today computers are an integral part of everyday life in America. There's hardly anywhere you can go without seeing a computer in use. It has simplified the hard task of everyday life and left more free time. Many people spend that free time playing video games. Video games are a good way of stress relief, a way to get away from the realities of everyday life and into a virtual world. Some will say that video games have lead to kids being more obese because they don't get outside and play. They say that video games contribute to violence, because acts in games are reenacted by individuals. Video games have also lead to addiction like those from drugs and alcohol. Games have done more to benefit society, than harm it. Video game simulations are used in many fields from the military, education, medical, and the science field. What was once just a break from tedious task on the job has now turned into a billion-dollar industry that doesn't have any signs of slowing down. Some of the negatives of gaming are now being overshadowed by the overwhelming positives. With introduction of the Nintendo Wii we now have interactive video game system that requires users to interact with the game. Gamers no longer sit back and play games but now they are required to interact with them. With games becoming a more integral part of everyday life, the real potential and benefits are now becoming realized. Games are being put into use as educational training aids, that making learning...
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...Public Relations Plan Ogden City Golf Courses Public Relations Plan Ogden City Golf Courses 1787 Constitution Way Ogden UT 84401 Phone Number: 801-629-0699 Mt. Ogden Golf Course | | 1300 Valley Drive Ogden UT 84401 Phone Number: 801-629-0694El Monte Golf Course | | For more info visit:www.ogdencity.com | 1787 Constitution Way Ogden UT 84401 Phone Number: 801-629-0699 Mt. Ogden Golf Course | | 1300 Valley Drive Ogden UT 84401 Phone Number: 801-629-0694El Monte Golf Course | | For more info visit:www.ogdencity.com | Table of Contents Executive Summary 2 Four-Star Rating History and Legends Lessons and Clinics Mission Statement Keys to Success Planning for the Future 3 Goals Target Audience Key Messages Strategies Executive Summary Mt Ogden Golf Course is a city owned public course perched high on the East Bench overlooking the city of Ogden and surrounding communities. The golf course is well known for its elevation changes and its fantastic course conditions. It is a very challenging but playable layout with views that are second to none. Mt Ogden Golf Course offers a wide variety of services that include catering, corporate events, men’s, women’s and couples golf leagues, annual tournaments, charity events, and golf teaching and instruction. El Monte Golf Course is a nine-hole layout located in the mouth of beautiful Ogden Canyon. Featuring gentle terrain changes, mature trees, and outstanding greens, this secluded...
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...PLC Case Study: Sony Computer Entertaiment Inc. Nestor Herrera October 30, 2015 Sony Computer Entertainment Inc., is a multinational company that serves as a subsidary of Sony Corporation, with main head quarters in North America. Sony is responsible of delivering some of the most innovative and best selling products in the electronics market. For this case study, the main focus will be on one of Sony´s most successful brand, the Playstation, and how the company have manage the product life cycle of its Playstation products, putting an emphasis on the PLC of its first product, the Playstation 1. The case study will also evaluate the effectiveness of the strategies used to mantain the Playstation brand among the leaders of the market share by effectively managing their PLCs. The Playstation 1 - the Introduction process The irruption of Sony into what was then a very primitive video game market came in 1995 when they relased the Playstation 1 (PS1) in North America. The PS1 definatly had a huge impact in the whole video game industy as it was one the pioneers that helped the industry become what is now a multi-billion dolar industry that dominates modern entertaimet. Sony manage to differiante its new console from Nintendo, (who by far were dominaning the market at that time) who marketed themself as a more family-friendly entertaiment console. Nintendo has always provided Sony with some fierce competition, from the PS1's introduction untill the more recent years (2013-)...
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...President uses TV to broadcast current events from the White House. Due to the introduction of cable and satellite, people shop on TV, keep up-to-date with the stock market, get live news coverage from CNN, and even the NFL draft is broadcasted live on TV. We know when to buy and sell stock, what natural disasters are headed our way and what latest fashions to wear. TV has been one of the biggest influences on American families today. It is stated by the Department of Education that children/young adults watch as much as 4-5 hours of TV a day. Influencing their lives in not such a good way. They have less time to interact with others resulting in poor social skills. It also has introduced many different trains of thought into the houses of America, which can be a problem because some TV channels negatively influence the youth when drugs, sex, and violence are shown....
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...TV commercials, movie theater pre-show trailers, and the actual casing and packaging of the product. A high quality 30 second commercial is estimated to cost $100,000 to $350,000 dollars. Movie trailer slides are estimated to start at $1500+ for a four week period. Casing and packaging redesign costs are unknown but estimated to be relatively small when spread over the number of units being produced. Total costs for the Nintendogs Pink DS promotion would be nearly $30 Million dollars over the span of four months. Strategy: By combining packaging and targeted advertisements in Television and pre-movie ads Nintendo will be able to attract young females age 5-17. This demographic has not traditionally participated in video gaming outside of cell phone games and digital “pets” however the interactive DS platform combined with female targeted software such as Nintendogs offers a winning strategy to tap into this...
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...9-508-076 REV: APRIL 14, 2008 ELIE OFEK Sony PlayStation 3: Game Over? [W]hen you look at the history of the video game industry since the PlayStation was launched back in 1995, we were able to take the leadership position very quickly with the PlayStation. With PlayStation 2 we have more than 110 million gamers and consumers enjoying the PlayStation 2 on a worldwide basis. And I think we have a very loyal following for the PlayStation family of products. So with the PlayStation 3, I believe that we are going to be able to quickly take the leadership position once again and maintain that position for a very long time. — Kaz Hirai, President and CEO, Sony Computer Entertainment of America, November 17 20061 It was a picture that was reminiscent of the launch of the original PlayStation nearly a dozen years before. Some eager customers had arrived as early as 6am and from as far as New Jersey to a video game store in Manhattan with the hope of purchasing one of the newest and most sought after video game consoles. By 9am, the number of customers waiting for entrance to the store exceeded 100 and the line extended down the block. One customer in line had been searching stores across the region for two weeks in order to find a console for her brother’s twenty-fifth birthday. A twelve-year-old and his grandmother were visiting their third store in search of the new console. “I just hate what you have to do just to get one,” the boy said.2 In one sense, long...
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...ability to play the game, offensively and defensively; however, they differ in their overall performances. Although sports fans attempt to compare the two players, many will agree that Michael Jordan carries the best offensive and defensive numbers, while Kobe Bryant holds the title of the youngest all-star to ever enter the National Basketball Association. Both Jordan and Bryant were offered huge endorsement deals, with Kobe Bryant taking the lead as one of the largest global brands, in basketball history. The game of basketball is a rewarding sport that allows its players to give back to the community. There is no competition, when it comes to giving back to the community, as each player is equally involved in charitable organizations. In the professional basketball world, sports fans will agree that Michael Jordan is the better player, while other fans are loyal to Kobe Bryant. When looking at offensive and defensive numbers, objectivity and a hard look at the facts leaves one conclusion without a doubt, that Michael Jordan is one of the greatest players in NBA history. He is famous for blocked shots, rebounds, and scoring an average of 30 points per game, during his career (Squidoo, 2012). As an offensive player, Jordan has the advantage. In his best season, his fans will count on him to average 37 points per game compared to Kobe Bryant’s best season of 35 points per game. Michael Jordan, a true team player, averages eight assists per game in his best season...
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...Censorship in America Welcome to America. The land of the free and the home of those all too willing to use that right to its fullest extent. The first nation truly founded on the right to speak one’s mind without consequence, America is now the most prosperous nation in the world, largely due to that very fact. We as Americans are blessed to live in a nation that is thriving both politically and socially, both as innovator and steady power, both as a community and as a collection of individuals. The marks of American society have spread far beyond the nation’s borders, with everything from the Big Mac to Steven Spielberg movies to democracy itself making it’s impact felt on this modern world. The name America has become synonymous with freedom, and through this freedom, great wealth, power, and success. And yet history has shown, through the example of democracies like Athens and Rome, that even the greatest of civilizations eventually swerve off course. After reading Patrick Garry’s “An American Paradox: Censorship in a Nation of Free Speech”, Marjorie Heins’ “Not In Front Of The Children”, and various statements from the Federal Trade Commission (FTC), I have come to believe that the unstoppable juggernaut that is America may too be in danger of losing its way. The principles of freedom and human rights that this country was founded and subsequently prospered on are often quickly abandoned in the effort to protect the general public from anything deemed even slightly...
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...for the teaching and learning of Colonial Williamsburg. The website’s creator used creative and artistic formats to express and to prompt learning. The website positively appeals to student of all ages, educators, researchers, or anyone seeking information about the history of Colonial Williamsburg, or deciding to visit the physical site. Overall, the purpose of the site is to promote history, education, publication, research, museum exhibits, and multimedia information. The layout is simple and the site is easy to navigate, which is great because younger students can...
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