...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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...Do violent video games cause changes in children’s behavior? A Research paper about video games Marino Tamberella ITT TECH INSTITUTE This paper was written for GE117P Composition 1 taught by Professor Jared Kornblat Introduction The question is do violent video games cause changes in a child’s behavior? For many people video games are a way to pass time or to have fun when there is nothing to do. Today’s video games have better graphics and are very realistic do to the fact game developers have better software. Due to the realism that video games have become there has been many more critics that believe that videogames do in fact cause children to act a lot more violent. You may ask yourself what is considered to be categorized as a violent video game. What makes a videogame violent is to beat up characters or causing harm to characters in order to get rewarded. There is a video game called, “Grand Theft Auto” and you are a part of a gang and the objective of the game is to go around and do missions. These missions ask for you to go around and kill mob bosses or blow things up. Some parents believe that violent video games do cause their children’s behavior to change. Since some parents believe this they have been pulling their kids away from the video game consoles and making them part take in other activities. Some of the things the parents believe the games to cause are: problems in school, bullying in school, violence against women, and school...
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...industry and about gamers are wrong most of the time. Some of these are just plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing shops due to some effects of gta (grand theft auto) .These are of course due to speculation the papers have no proof that this is the case they say that games are the problem when they are not the problem it is mostly due to the fact that the children have access to a gun in the first place or their parents our bringing them up in a rough way or getting peer pressured into doing theses certain acts. This is a prime example of the papers speculating: The study is called “violent video games do not cause teens to become aggressive” ‘An 8-year-old in Louisiana shot and killed his grandmother. The incident has sparked new flames in the ongoing U.S. gun control debate, but the familiar scapegoat of violence in video games is also being connected to the murder.’ ‘With the release of Grand Theft Auto V, discussions of the impact of video games on minors will certainly be in the news for months to come. A study published this year, however, is contradicting common assumptions...
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... * Angoss Software Corporation (software) * Appnovation * Arc'teryx (outdoor apparel/equipment) * Atimi Software Inc * Aritzia (clothing) * Army & Navy Stores (Canada) * Arsenal Pulp Press (publisher) * ATI technologies (semiconductors) * Atmosphere Visual Effects (movie special effects) * AVI Sound International (audio/visual equipment manufacture) B * Ballard Power Systems * Banff Lodging Co * Bank of Montreal * Bank West * Barrick Gold * Bard Ventures Company * BBC Kids (television) * BC Biomedical Laboratories Ltd. * BC Hydro * BC Research Inc * Becancour Silicon (silicon manufacture) * Bell Canada * Bennett Environmental * Becker's * Ben Moss Jewellers * Big Blue Bubble (software firm) * BigPark (software firm) * Biovail * BioWare (video games) * Bison Transport Inc. (Transportation) * Black Diamond Cheese Limited * Black Hen Music (record label) * Black Photo Corporation * BlackBerry (wireless devices) * Blake, Cassels & Graydon (law firm) * Blackburn Radio * Bleeding Art Industries (special effects) * Blenz Coffee * Blue Water Studios (recording studio) * Bombardier Inc. * Bombardier Recreational Products spun off as an independent company in 2003 * Boeing Canada * Boston...
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...Video Games: Friends or Foes Individual Research Paper JRSB 311: Ethics Fundamentals Online Class Chaitanya Patel March 22, 2013 Table of Contents Introduction 1 Introduction to modern games 1 The history of gaming 2 1976 2 1985 3 Early 1990’s 3 1997 3 Modern gaming 4 Influence of violent games 5 Other Factors 6 Ethics Point of View 9 Government Policy 10 Conclusion 10 References 11 Introduction Introduction to modern games Everyone loves playing games, whether it is a two year old or a 20 year old; it is the kind of game they play is different. The younger generation has turned towards playing video games; with every generation of new graphics card comes out a new level of realism is achieved, and the developer tries to make more games that look like and has feel of a real life. We already spend hours out of our daily routine either killing zombies in walking dead, or killing other people and dealing drugs to become a crime lord in Grand Theft Auto, or sometimes just living a completely different life style in a role playing game like second life and World of Warcraft. We prefer to sit home and play video games rather than go out and play hide and seek. Most of us who are not good at physical sports like soccer or baseball, tries to play and be good at those sports in video games like NBA and Tiger Woods. We try to be a person that we are not or in some cases we cannot be, in video games. Someone tries to live their fantasy of...
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...ANDROID GAME To the Faculty of College of Information Technology and Computer Studies Pamantasan Lungsod ng Muntinlupa NBP Reservation, Brgy. Poblacion, Muntinlupa City Presented by: Casugay, Darryl John B. Matala, Jessie C. Piacedad, Julito Jr. F. CHAPTER 1 INTRODUCTION Many of us are familiar to the videos games like Sonic, Donkey Kong, Space Panic and very famous Super Mario that become a part of our childhood that we used to play with our neighbors or classmates. Way back 1980’s or 1990’s playing videogame is very expensive, you need to buy first a specific game console for the game that you can only when are inside your house, today mobile games are very in demand because of the production of smartphones, we can now play anytime we want and anywhere we want. The goal of this thesis is to developed a 2 – Dimensional Android Game that will satisfy the user expectation that we offer in our application. A gameplay that will interact to the user eye – coordination and finger reflexes and a Game design that will make you reminisce that old videogames that we loved. Gameplay is the framework of a game, this is where player interact to the game. It is the responsible for player experiences to the game world. Good game design is one of the reason a game should play. It determines the form of gameplay, user experiences to the virtual world, choices that will made, the story – line used and the whole function of it. Richard Rouse III wrote once that game design...
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...online sites, and direct sale. Apple Inc. is recognized for product differentiation and will continue to do so with the introduction of Apple Inc.’s I-Magine (video game console). In creating a marketing plan, Apple Inc. intends to consider various factors, such as geographic availability, product mix, and transmission of product description. In addition, phase I of Apple Inc.’s marketing plan will consider an effective SWOT analysis to determine strengths, weaknesses, opportunities, and threats, or trends to creating this latest product. Furthermore, marketing research and analyzing consumer factors, such as demographics, psychographics, behaviors, and geographic considerations will ensure I-Magine’s success. The function in Phase I of Team B’s marketing plan is to consider industrial analysis in relation to competition and differentiation from other competitors in the video gaming industry. To pursue this strategy in Phase II, Team B undertook data-based synopsis from different online resources to gather information on the organizational strategy of Apple Inc. Findings from research information pertaining to the video game industry’s products and services will be used to quantify (gathering from structured questions) the quality (answers to questionnaires, surveys, interviews, and responses) of the proposed video game console. A closer look at Apple Inc. products, customer needs, prices, and market trends will be used to implement a successful marketing strategy. The strategy...
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...popular subcategory among 3D applications is considered to be computer games. In 2007, the video game industry revenue was approximately $60 billion; that almost equals the size of the US Department of Defense expenditures on research [17]. Furthermore, the game industry is so innovative that in many cases, the hardware and software technological advancement, are applied to games before being adopted by other scientific domains [12,14]. Additionally, among the young game playing hours surpass television watching and listening to music. Finally, concerning open-source communities, games appear to be thriving [15]. Creating computer games is a very complicated task that requires the involvement of extremely skilled professionals from a wide spectrum of computer science [4]. Typically, computer games demand real time high quality performance. The main performance aspects are related to display frame rate, real time audio playback and processor response. Programming a game in low level is so complex that hundreds of thousands of code lines are required in order to implement a commercially viable game. The size of such programs, in combination with the evolving nature of the software, demands flexible design, maintainable implementation and straightforward documentation, in order to improve understanding among the development group and facilitate future developments. Consequently, game developers must employ specific software engineering techniques in order to achieve...
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...Virtual Gaming Video games are a universally part of almost all children’s and adolescents lives. And most of the research done by Psychologist is on its negative impact and has less information regarding its possible positive effects. And still, after decades of research into the negative effects of video games, the result remains controversial (Vitelli, 2014) but is video game playing necessarily harmful? Now, multiple of reviews suggest that we need to look at the positive aspects of virtual games, as well as the negative. Granic, Lobel,& Engels (2013) agreed that in order to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed, one that considers not only the possible negative...
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...Process of Development 7 2.3 Testing video game before release. 9 3. Game Marketing 11 3.1 Marketing Strategy 11 3.2 Your media channels 15 3.3 Distribution Platforms 16 4. Bibliography 17 1. Introduction Interactive entertainment industry (sometimes referred to as the video game industry) is the economic sector involved with the development, marketing and sales of video games. It includes a tremendous amount of different job disciplines and employs thousands of people worldwide. This industry exists since 1970-s when the first arcade games appeared, like space invaders and pong. Today, the video game industry transformed into vast and high-growing market. According to data compiled by the “NPD Group”, a global market research company, and released by the Entertainment Software Associations, the computer and video game industry sold over 273 million units in 2009 leading to an astounding $10.5 billion in revenue. The statics of United States of America shows how great is the consumption of video games is. There are 67% of gamers in this country with average age of 34 years old. This is very inspiring that people keep playing games in their conscious adulthood. It will be correct to assume that the result of this statistics tells us how video games have penetrated in life of peoples. I took the US as example because this country has a great influence on other nations. In other perspective if we will consider video games as the product, which is not only,...
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...Microsoft’s Xbox Student’s Name: Glen F. McGregor Institution’s Name: Northwood University Microsoft’s Xbox This research paper presents the marketing strategy and philosophy used by Microsoft in selling their gaming console, the Xbox. The paper will evaluate and describe in depth the marketing of Xbox gaming and system. The research and assessment has been conducted by the developing company, Microsoft Corporation. Xbox comes in a variety of versions. One of the most popularized consoles is the XBOX 721X, a system upgrade that will be released to the market in 2015 (Lacher, Roth, Keller, & Schumacher, 2004 ). The earliest Xbox was in the market in 2001. It was marketed as being one of the leading gaming systems of the time. As technology advanced, the Xbox advanced too. The Xbox360 was brought to the market in the mid 2000’s. A new year calls for new surprises. In 2015, Microsoft will release the Xbox721x. The question then is, what strategy has Microsoft adopted in marketing the Xbox gaming console? Advertisement A new gaming system always comes with a lot of the excitement from the users. However, to know that a new product has been released to market, a company has to invest in advertising. There is a need for good advertising. Microsoft’s advertising has never disappointed its clients. It always meets virtually all consumer expectations. Generally, when Microsoft’s name is on a product...
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...double-digit figures in growth on most IT sectors, the gaming sector not among them. Bangladesh is far behind most of its neighbors in the gaming industry. There are several reasons to this, as well as probable causes. Based on interviews and focus group discussion, we have come up with several problems and prospects, as well as reasonable solutions to the problems, of the game development sector. In the aftermath, appendices and a bibliography would assist our honorable readers to better understand our methodology and enable them to refer to and compare this study with similar pieces of work. Contents Page no. Letter of transmittal i Executive summary ii 1. Introduction 1 1.1 Origin of the Report 1 1.2 Objective 1 1.2.1 Broad Objective 1 1.2.2 Specific Objectives 1 1.3 Literature Review 1 1.4 Scope 2 1.5 Limitations 3 2. Background of the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 Dhaka Racing 9 Chittagong Racing 9 Arunodoyer Agnishikha 10 Aerial Multi-Player Dogfight...
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...LAS 432 is a capstone course that allows students to show the relationship between society and technology through reading, research, and a course project report. This report included a historical timeline and predecessor assessment section, analysis of impact section, and an ethical considerations section. Discussion and oral and written reports draw together students’ prior learning in specialty and general education courses. The course also included an approximately five-minute presentation on my chosen technology of 3D printing. My career goals now that I completed my program of study have not changed a lot, I am still wanting to work with either a large video game company like Blizzard, Ubisoft, Electronic Arts, or an independent company creating new and exciting games. Where I can work on the levels and in-game interactions in the games, working on a small to medium sized team. Starting as either an Intern or basic level designer then work my way up to Game Director or Senior Game Designer. With a clearly defined career gaols I will be able to not only get myself motivated to achieve my dreams, but I will also greatly increase my likelihood of achieving positive job-interviews....
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