...The video game industry is the economic sector involved with the development, marketing and sale of video games. It encompasses numbers of job disciplines and employs a lot of people worldwide. It includes video game consoles, game software, handheld devices, mobile games and online games. Console is the largest segment in the industry. In recent years, the video gaming industry has been growing rapidly and it may grow in the future. The three main competitor companies in this industry are Microsoft, Sony and Nintendo. Microsoft is a multinational computer technology corporation that specialize in software such as Microsoft Windows operating system and the Microsoft Office suite. But what is more important they are best known for their consumer products Xbox. Sony is one of the biggest manufacturers of electronics, video, communications, video game consoles, and information technology products for the consumer. The latest generation of its console game products is the Playstation 3 which replaced Playsation 2.Finally Nintendo is one of the largest Japanese technology companies well known for its console games. Its latest and the most successful console Wii was able to outshine Microsoft’s’s Xbox and Sony’s PS3. Analysis of the competitive industry Organizations view competition in an industry as a crucial issue that needs to be analyzed. In terms of economic theory (cited by Johnsons et al.) industry may be defined as “a group of firms producing the same principal products”...
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...[pic] MKT 4100 Strategic Marketing Management Module Handbook Academic Year 2012/2013 Dubai Coordinator: Dr. Doug Young School of Business |Student Name: | | | OR |Student Number: | | | |Seminar Class Details: | |Name of Seminar Tutor: | |Day: | |Time: | |Room: | Lectures: Tuesday from 6:30 - 9:30 PM in KV Block 17, Room 009 ...
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...Critical Argument Analysis Rhoderick H. Mejares ENG/215 February 01, 2014 Suzann Connell Critical Argument Analysis Fear takes control of a person when place on certain circumstances that they are not ready to face. The three essays that I will analyze has their own identity of fear about something. The author of “Do We Fear the Right Things” talks about different fears that people have. On the “Bang, You’re Dead" article, the author’s argument is that the fear of what people see is what people do is not always true, and fantasy is just what it is. The third essay “Parents Need Help”, talks about how parents are the only ones responsible for their own children when it comes to violence on video gaming. The question is do the authors supported their arguments and how clearly they proved their essays. On the essay, "Do We Fear the Right Things" the author used facts, statistics and other fears in life in general to prove his argument. I think the author discussed his thesis well by using his own opinion and theories of people's fear in general. The facts and statistics that he used got my attention and made the essay an interesting one. There are really other threats that we should worry about, because no matter what we do risk will be there. He also said that it is normal for people to fear other things than fear itself. The author on the essay “Bang, You’re Dead” talked about how fantasy violence is good for a child rather than bad. He argued that...
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...Merveille I. Kazimoto June 28, 2015 English Writing 112: College Writing Prof. Fadia Hasan Gender and Video Games The contemporary society has grown to be more liberal, offering women more freedom than ever before. One of the 21st century’s instrumental defining medium—video games—is experiencing sharp growing pains. Whether video games are a technology product or a cultural experience, one thing that both video games developers and enthusiasts vividly agree upon is that the way we talk and write about video games has gradually changed over the last few decades. Female representation (or should I say: underrepresentation) in video games has, for a long period of time, been a heavily debated and controversial issue, with the most trending argument being that the portrayal of female video game characters, as well as the treatment of female gamers, is frequently sexist. One of the prominent literatures that keenly scrutinizes the culture of video games and its effect on the social construct is Maja Mikula’s essay “Gender and Videogames: The Political Valency of Lara Croft”. In her essay, Mikula accuses video games of poor portrayals of gender and being extraneously violent. She writes, “Her body is excessively feminine-her breasts are massive and very pert, her waist is tiny, her hips are rounded and she wears extremely tight clothing (9)… she is clearly shaped by the desire to embody male sexual fantasies… (15)”, questioning whether “Lara Croft is a (genuine) feminist...
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...Name: Institution: Analytical Essay on Game-Playing Game studies involve the practical analysis and studying of a game, its subculture, players, as well as, its wider culture from variety of various academic viewpoints. Games are played as source of entertainment and hobby. However, the analysis of how it works to achieve this is important. Games are analyzed using concepts from anthropology, sociology, psychology and literature. This paper aims at providing a detailed cogent analysis of video games as a game preferred by many, especially kids. The essay will also answer some obvious questions such as how the game is played, how the players interact with the game, how the players interact with one another and the relationship of the game to real life. Virtually, all video games are defined by their various limitations. Like any other games, the most open video games have incentives and boundaries that help in directing the actions of the player. The boundaries are the essential rules defining the game. Rules aid in the provision of the objectives and structure dictating the basic form or nature of the game and ensuring the provision of policies regarding minor issues within the game’s framework. The other important element of the game is for each player to have a given degree of control within the limitation of the game dictated by the game’s formative reset. The rules must be agreed upon by all the people participating in the game. A balance of boundaries and freedom serves...
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...Dylan Weber Kim Priest English 101 Rhetorical Analysis During the beginning of this article, Tom Bissel has a back and forth comparison of his opinion about the video game Fallout 3, and telling his imaginary children, Kermit and Hussein, what he was doing the day that Barack Obama was elected to be our first African-American President of the United States. He tries to make an argument that even though there was a widely-known national, and even global, event that took place, he felt like playing the open world game of Fallout 3 was just more important. He goes on to say, “And so, my beloved Kermit, my dear little Hussein, at the moment America changed forever, your father was wandering an ICBM-denuded wasteland, nervously monitoring his radiation level, armed only with a baseball bat, a 10mm pistol, and six rounds of ammunition, in search of a vicious gang of mohawked marauders who were 100 percent bad news and totally had to be dealt with. Trust Daddy on this one”. This analogy of two events shows that beating a video game like Fallout 3 was just as important as watching the election of the 44th President of the United States. And while the excruciating detail of the game makes it seem like there was a lot of responsibility on his hands and he makes it sound like an assertion, it wouldn’t matter in the end, because we all know it was just a virtual world, and he missed out on reality. His anecdote was very detailed, however, and I’m sure if there was anyone who was skeptical...
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...become necessary for enhancing the performance of athletes. Firstly, one of the most dramatic revolutions in sport completion is caused by the developments in new technologies of mass communication, especially the development of Internet and satellite television, which are allowing the sport competitions to be publicized around the world much more quickly. As an example, mega-events such as the Olympic Games can be regarded as a 'media-events (D. Rowe, 2004, 166). According to Roche, the 1936 Berlin Olympics was the first Olympic Games to be radio broadcast to the world; and it was also the first major sport event to be televised, although it was only available in the city of Berlin at that time due to the limited local cable system. Nowadays, the universality of the Internet and television are most effective to the globalization of the sports competition, however, turning the sport competition into global event. Referring to the television, Horne and Manzenreiter indicate that the estimation of 3.9 billion television audiences had watched parts of the 2004 Athens Olympic Games, and 40...
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...Five Forces Analysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an attractive industry for Sony. The video game industry has high entry barriers because of its high research and development costs, and capital investment needed to start a business in the console industry. The cost required to develop and manufacture a product that could be a decent competitor in this market is too great for a non-established company in this industry. The technology that is needed to be successful is too advanced for new competitors to achieve. For this reason, the threat to Sony, Microsoft and Nintendo of new entrants, was not very high in 2008. Additionally, Sony’s PlayStation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The prestige of these products was so strong that it...
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...With the video game industry being the fastest growing sector of the growing entertainment industry, the industry's revenue has now reached $26 billion in annual revenue and there is currently no indication of decline in the industry. So, in order to identify how the revenue is distributed, it's essential to look at the supply chain of the entire PS3 business. As seen in the supply chain, there are opportunities in many aspects of the console business, coming from the actual console sales as well as extras such as games. The customers, as identified by our segmentation analysis table, are at the end of the supply chain, and their consuming of video games are distributes across several actors. Additionally, the most known among the actors are of course the hardware manufacturers, which include Sony, Nintendo and Microsoft. Except for the revenue coming from the console sales, they also get about 20% of the market price for the games, which are mostly sold in the growth level of the product life-cycle. The additional revenue in the supply chain is split among the other actors. Looking more closely at the publishers and developers, we realize that the publishers are likely to take a large portion of the revenue. Those are the large international companies that have sufficient funds to build a distribution network and employ developers to pull off new best-selling games for the consoles. Hardware manufacturers usually try to pull off deals with these companies when they identify...
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...Submission: (26th July, 2013) Word count of your essay (1,265) Internet is a fast developing technology and the popularity of video gaming had been growing in recent years as well. Many people or institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or aggressive language, people often think that video games lead to violent crime such as robbing, bullying and so on. However, Video games do not have direct impact on teenagers’ criminal behaviour because it is not proven that it leads to any criminal activities. This essay will examine the relationship between video games and teenagers’ aggressive behaviour and argue that video games do not assist to any criminal activities. Furthermore, video games also influence teenagers in a positive way. In recent years, many researchers found that teenagers tent to be more violent in behaviour after playing video games which might lead to crime for instance. Bösche (2010) states that video games lead to both aggressive behaviours and positive cognitions simultaneously. One of the positive effects of video games is securing players' attention and it can be implemented in education. Ferguson (2010) suggests that the violence and excitement of video games can draw players' attention easily, therefore video games can be used as a medium for spreading positive information. For example, educational tasks can be included in a first-person shooter game which appears to be a life saving mission...
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...Contents Introduction of the Alphabet Games 2 The four forces for change may impact upon Alphabet Games 2 Political factor 2 Economic factor 2 Social culture factor 3 Technological factor 3 The SWOT analysis for the Alphabet Games 3 Strength 4 Weakness 4 Opportunities 4 Threats 4 A set of guidelines to conduct an Effective SWOT Analysis 6 Step 1 6 Step 2 6 References 7 Introduction of the Alphabet Games Alphabet Games is the game company which is providing the software and games apps. Alphabet Games is established in 2001 at Scotland. The company began three friends pursing a passion for the software development has grown into multi- million pound nosiness at the cutting edge of the games development market. The rented office that housed three students has been replaced by a custom built facility that houses research development and production which ranks alongside any of its comparable competitors. This report is going to claim about the PEST analysis and SWOT analysis of the Alphabet Games according to the case. Firstly, PEST analysis will be claim as follow. The four forces for change may impact upon Alphabet Games The four forces for change may impact upon the Alphabet Games in the fact of PEST analysis. PEST means that the Political factors, Economic factors, Social culture factors and Technological factors of a country which is the target market of the company. Political factor Political factor of a country means that the law, rule and regulation of...
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...Contents Introduction 4 Company’s profile 5 MISSION 5 VISION 5 VALUES 5 SWOT ANALYSIS FOR SONY CORPORATION 6 INTERNAL FACTORS 6 Strength 6 WEAKNESS 7 EXTERNAL FACTORS 8 Opportunities 8 THREATS 9 PEST ANALYSIS FOR SONY CORPORATION 9 Political Factors 9 ECONOMICAL FACTORS 10 SOCIAL FACTORS 10 TECHNOLOGICAL FACTORS 11 GAP ANALYSIS 11 Porter’s five forces model of competition analysis 12 Threat of New Entrants (low) 12 Bargaining power of suppliers (low) 12 Bargaining power of Buyers –High 13 Threat of substitutes –High 13 Threat of competitors –High 13 Conclusion and recommendation 14 References 15 Introduction Sony is a global manufacturer of audio, video, communications and information technology’s consumer and professional markets. According with Rebort S.Kaplan and David P.Norton (2007), to measure strategic readiness, identify the intangible assets you needs to perform the internal process most critical to your strategy. Then assess your current capabilities in all these areas, identifying changes needed to improve alignment. Thus, applying the above mentioned approach the Sony Company is uniquely positioned to be one of the leading digital entertainment brands, offering an outstanding portfolio of existing multimedia contents. This approach is known Balanced Score card. Balanced Scored Card doesn’t treat strategy from only a financial perspective; it augments financial measures with objectives and metrics in three additional ’’perspectives’’-Customer relationship...
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...When looking at two different reviews of the same game, how do audiences know which review to read? What makes one review better than the other? On the surface, both reviews provide ample information about the plot and gameplay. To fully analyze and compare the two reviews, we must look deeper into the structure of each, and from there we can decide which is a better review. After looking at various aspects of each review—paying attention to sentence style, readability score, and literary devices—we will be able to see differences between the two reviews. In this essay, we will look at two reviews of the video game “The Walking Dead: The Video Game” by The Telltale Series. Each is an online review written for game review websites; one of them was published by IGN Entertainment and written by Greg Miller, and the other published by GamesRadar+ and written by...
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...which females become “domesticated women”, or workhorses for men. Rubin wrote her influential essay The Traffic in Women in 1975, yet her definitions of sex, gender, and sexism are still applicable today. The issues that Rubin addressed are demonstrated in particular in today’s media, which reinforces gender inequality and objectification, through the depiction of women as hyper-sexualized, weak, and unskilled. This negative depiction of women exists especially in the gaming community, in which many have criticized the negative portrayal of women as sexist and severely problematic. Video games like Grand Theft Auto and Red Dead Redemption portray women in an almost exclusively violent and sexualized manner, which serves to reinforce the never-ending sexism and gender biases that society has upheld for centuries. Society as a whole can change the perception of gender and how women are perceived, but leaps towards progressive ideas need to be made first, starting with the video game industry as a whole. Throughout history, women’s roles have primarily been domestic – staying home and being responsible for the care of her husband and children. As Warnke points out (4), this is not a result of sex but, rather of gender. Society, culture, and especially economics have been the primary driver behind the reinforcement of gender stereotypes particularly for women. Joan Wallach Scot’s analysis of French garment jobs during the 1840’s serves as an example of the historical gender identities...
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...I’m happy with the way I started these blogs out. However, I would like to improve the quality of these blogs by improving the subcategories i'm being assessed on. Specifically, I want to create blogs that are stronger in analysis and clarity. I often start doing these blogs 1-2 days before the blogs are due, in order to give myself to think and reflect on what I should do. So far my planning for these blogs have been watching VODs of the games or livestreams of the event, and taking notes on a notebook. I use these notes and start to think about how i’m going to organize my blog and what structure it should have. I used some resources but I think I can use them more effectively. I used classmates, such as Alejandro and Nick to generate new ideas. Since Tommy from our class also plays League of Legends and follows esports, I can sometimes ask for his opinion to see what he thinks. From a feedback suggestion by you, to get someone to read my blog before posting it to fix the flow of the paper, I’m starting to to...
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