...Instructor Date The role of the e-sport tournaments activities in increasing customer engagement in video game industry in China E-sport tournaments E-sport is basically, competitive gaming that involves computer games and other related forms of games that can be addictive. Many people who involve themselves in the sports can get addicted to them in the case where there are structures that enhance their engagement in the games and tournaments. The customer can easily be engaged when the sports have aspects of addiction that can come as a result of elements of reward. The Chinese video game industry is worth millions of dollars and needs to keep the customers in order to enhance the flow of profits and growth of the e-games through addictive tournaments. E-tournaments do engage customers and make the games addictive because of the continuous engagement in the same and the rewards that come from customer performance. Gaming is a popular TV sport in Korea with channels, leagues, teams, superstar players dedicated, adoring opportunities of multinationals and female fans have ignored. Ongagemenet, the first cable TV channel solely devoted to online gaming, celebrated the 10th anniversary of the Star League, which was a testament to the popularity and longevity of a phenomenon of TV gaming that is popularly known as e-sports. The popularity of a single platform of a game, Starcraft has swept the Korean nation through first forming gaming leagues that are private in PC rooms...
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...July 22, 2012 Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them. The functionalist perspective would emphasize the way in which the parts of a society are structured to maintain its stability. (Schaefer, 2011) A functionalist may point out the manifest functions of video games as a facilitator of social interaction among friends, or the function of educational games in younger children. The functionalist may also observe latent functions, such as improving hand-eye coordination, or even unintended educational aspect of video games not intended for children (such as police coming and arresting the player character when crimes are committed in games, mirroring the real-life consequences of one’s actions) A functionalist can also characterize video games as a dysfunction I n society, with individuals neglecting other responsibilities in favor of playing the games, or stating that the games encourage violent or antisocial behaviors. The conflict theory would focus on tensions between groups (Schaefer, 2011), so someone analyzing video games from a conflict perspective...
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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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...Final Exam Questions Course 62.601 (Customers and Markets) Fall 2014 / Professor Tao (Tony) Gao Question 1: I recommend CDT to introduce accessories for music, movies and video game fans as a new category of products. These accessories include posters, clothes, cups, and so on. These accessories related to a specific movie or famous star, for instance, a T-shirt with a theme of Star Wars. As CDT is a store for music lover and movie lover, this new category can attract these customers’ attention when they looking for their entertainment products. Based on the customer survey, 56% of customers are between 18 and 36 years old, these young customers more like to purchase the accessories for collecting. The accessories for music and video are a new trend that more and more famous singers and movie companies like to release some accessories about their music and movies to earn more money. It provides a new way for CDT to compete with these mass merchandise stores. These merchandise stores are only sell CDs and movies, they do not sell these accessories. In addition, these accessories are high profit products. If CDT introduces this new category, it will bring high profits to CDT. It is a good category for CDT’s long-term business. The digital downloading and piracy significantly affect the sales for CDT’s traditional business. However, the new category will not affected by digital downloading and piracy, so it may be a good way for CDT to focus on it. Question 2: 1. Introducing...
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...big draws are midnight releases of games and selling used games (at near new prices, sometimes, with only a five dollar difference in price for certain games that are still considered popular). GameStop has a strong presence in the niche of electronic home entertainment selling, buying, and trade-ins of new and used videogame systems and accessories GameStop also offer a rewards program to its customer that provides them with more incentives to encourage customers to trade in used games and electronics, which GameStop makes more money off of when they resell compared to new merchandise. There is not a lot of specific information available for GameStop. The primary fixed costs of GameStop are probably just rent they pay to the property owners where their stores are located. The primary variable costs include employee wages, utilities, and the costs of the products they sell (including goods bought from customers and trade-in values), which vary with demand and expected demand. Variable cost are probably the most important factor in the company’s performance. A new game can go from sixty dollars down to thirty dollars in just a few months after its release if there is not a high demand for it, whereas a more popular game may maintain a fifty or sixty dollar price tag for a year or two if the demand for it is high. This correlates directly to the elasticity in this market. For big name franchises such as Call of Duty there are dedicated fan bases who will buy whatever bears the...
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...Video Games and Sociological Theory July 22, 2012 Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them. The functionalist perspective would emphasize the way in which the parts of a society are structured to maintain its stability. (Schaefer, 2011) A functionalist may point out the manifest functions of video games as a facilitator of social interaction among friends, or the function of educational games in younger children. The functionalist may also observe latent functions, such as improving hand-eye coordination, or even unintended educational aspect of video games not intended for children (such as police coming and arresting the player character when crimes are committed in games, mirroring the real-life consequences of one’s actions) A functionalist can also characterize video games as a dysfunction I n society, with individuals neglecting other responsibilities in favor of playing the games, or stating that the games encourage violent or antisocial behaviors. The conflict theory would focus on tensions between groups (Schaefer, 2011), so someone analyzing...
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...he collapse of one of the world’s most striking and original game studios in late 1998 came as a shock to the industry. The precise circumstances of its collapse remain a mystery, but one fact remains. In an enigmatic 1992 press conference, Simon Bertucci used the phrase as he hinted at the development of a gaming technology well beyond the current state of the art. Following his death later that year, no notes or working prototype were found. Its lasting legacy includes four major game franchises: Realms of Gold, Clandestine, Solar Empires, and the Realms Beyond. REALMS OF GOLD SERIES FOLLOW the adventures of FOUR ETERNAL HEROES through INFINITE WORLDS, in the greatest INTERACTIVE experience ever forged. Realms of Gold I: Tomb of Destiny (1983) Realms of Gold II: War in the Realms (1984) Realms of Gold III: Restoration (1987) Realms of Gold IV: Foundation’s Edge (1990) Realms of Gold V: Aquator’s Realm (1993) Realms of Gold Worlds of Intrigue: High Society (1993) Realms of Gold VI: Far Latitudes (1994) Realms of Gold VII: Winter’s Crown (1998) Realms of Gold RPG, 1st Edition Rules (1999) Realms of Gold remains Black Art's seminal contribution to the medium. Begun in 1983 as a high school class project, the series extended from the earliest, crudest text adventures to state-of-the-art 3D and sprawled across multiple genres and at least four revolutions in graphics technology. It starred four heroes—a warrior, a wizard, a princess, and a half-elven thief—and...
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...Society and Video Games Video games are still a very new form of media. Compared to other forms of entertainment like books, television, or movies, video games are still new and very misunderstood. As video games rise in popularity many people like to blame them for the problems of modern society, although other forms of entertainment involve common elements. Video games need to be seen just as equal to a fan of movies or books. They do not always have to be mindless entertainment and can also be helpful in your daily life. Just like how people do not judge all television shows based on The Jersey Shore or Teen Mom, video games should not be judged by popular games like Call of Duty and Grand Theft Auto which are at times just mindless entertainment but not harmful. If you do not know what these are then just think about the most popular things amongst your favorite form of media or hobby. A common argument that parents and people unfamiliar to video games like to address is how unhealthy they can be. In a sense this can be very true but enjoy it in moderation, too much of anything can be a bad thing. Other studies have found an association between compulsive gaming and being overweight, introverted and prone to depression. The studies didn't compare the benefits of gaming with such downsides. (Hotz. 2012) I come from a family of people who enjoy video games very often and none of us are considered overweight or have any signs of health problems but we may be...
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...------------------------------------------------- Video Games and Children Video games was introduce goes far back in the early 1940s-1950s when researchers, scholars and entrepreneur began producing and designing simple games, simulation and artificial intelligence (AI) as part of computer research programs and had become child hood leisure activities and even for adults. (Totilo, 2010) Video gaming didn’t reach mainstream popularity until the 1970s and 1980s. Adults and parents become concern on the possible ill effects on children but early research found out the results unclear. Back then in the 1980s video games sales boost up when the Nintendo system was first release and with its better and more colorful graphics. When Sega, Nintendo, Sony and other videogame console release bigger and better consoles in the early 2000 followed by Microsoft Xbox in 2001, video game skyrocket even more and there start what gamers called “console wars”. (Rice, 2013) As of today there are two consoles leading up the video game market; Sony Playstaion 4 and Microsoft’s Xbox One. Many of the fan boys(loyal to their console ownership) had a lot of arguments and debate which one is better with each consoles unique and fancy features it is still undecided which one is the best and it is all about the matter of taste of the people. (Rice, 2013) A lot of American children...
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...Stylized character concept art is an integral part of making video games and animated feature films that contain 3D forms. This may include characters and assets for the ambient in animated films or video games. They give the modeling team ideas on how it is supposed to look, and it provides them with ideas on realizing the drawing into the tree-dimensional environment. Many animation and game studio have their own concept artists. One of our favorite games that we loved playing growing up were, at the beginning were mere rough sketches but later on they were processed as illustrated concepts and later on realized in 3D form. My main interest will be providing more practical knowledge, so that is why I want to apply for a Bachelor of Arts degree. I think of that for several reasons. For one, I consider designing stylized characters is important part of my life. Each art design I make has a deep connection with my personality. I feel that each character design has its own story to tell. However, the competition is so intense that it gets quite overwhelming and sometimes depressing. There is massive stampede of talented people out there who have big aspiration at popular companies such as Dreamworks and Pixar. Nonetheless, there are people who produce high quality drawings and work for a low budget in smaller companies around the world. Concept art has taken off as a field of its own. Online you will find websites forums, and blogs dedicated to the aspect of visual development...
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...Final Paper 100% Biswajit Panja WEBD311 Date What is there to Web Games? In this day and age, there is a web game that is either on every page on the internet or at least an advertisement to direct a person that is exploring on the internet to a web game. Since, there are so many web games on the internet, not very many people know what really happens behind the scenes of the web game. This essay would go into details on making the web games, how long it is to make a web game, who the targeted audience is, and what are the pros and cons of playing web games or video games. The first paragraph would be explaining on how long it would take to complete a web game with a team of experts and how many personal it would take. What I have found out from the internet that some companies have upwards of 5,000 personal to help create web games and video games. “The Epic has a total of 160 employees. Blizzard actually has a total of 4,700 employees to create games. Bungie has 500 people to help make the games. Turtle rock has anywhere from 50 to 200 personal that work on games. Valve has 300 programmers. Finally, Riot has a total of 1,000 people.” (forums.unrealengine.com) Most of the web game developer companies have a certain way of making games. These specializations of the people are there to complete the web game in the most professional way. They are the animators, digital video-sound editor, game programmers, producer/director, technical artist/3D artist, and testers. I could...
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...Forrester Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists and often have regressive views on women and their position in society. Women make up 20% of console video game players and 46% of computer and mobile game players in this 20 billion dollar a year industry, meaning they are contributing a large amount of profits (ESA). Despite their significant purchasing power, they are not represented equally as characters in games, and continue to be used as a plot device or sexual being to attract the male target audience. Neither are they allowed to be a compelling character with a story arc and personal growth as we see with the male protagonist. Female characters, when included, tend to be one dimensional and only valued for typically how they fit into traditional gender roles by being submissive and innocent. This narrow portrayal of women comes from the fact that the developers of video games are predominantly men. Only 11% of game designers are women and only 3% of programmers, even though it is one of the fastest growing...
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...The rising of the E-Sports and the influence to our society Submit to: Robb.W.Hanson (Instructor of NAIT) Submitted by: Jeffery Ding August 15, 2015 Attention: Robb.W.Hanson NAIT Business Department 11762 106 Street Edmonton, AB T5G 2R1 Dear Mr. Robb: As a request to compose an elementary report I found huge interest on E-Sports. Please allow me to do the research about E-Sports. My report will mainly cover: 1. Explanation/meaning of the E-Sports 2. History of the E-Sports 3. Influence on society I hope you can approve me to do search on such area and help me with the problem may come up with. Thanks, Jeffery Ding Acknowledgement Thank Brendan McGee AKA “Mcscarg” pro player of Dawngate for providing some vital information and his personal experience Table of Context: The origin of the word E-Sports and explanation---Page.1 History of the E-Sports---Page.2-3 Forms and major activities of the E-Sports---Page.4-5 Influence of the E-Sports---Page. 5-6 Personal opinion& conclusion and the future prediction of the E-Sports---Page.7-8 List of the Figures Figure1 (The International, an annual Dota 2 tournament, n.d) --- Page.1 Figure2 (Attendees of the 1981 Space Invaders Championship attempt to set the highest score, n.d) --- Page.2 Figure3 (Esports tournament prize amounts, 1998–2014,n.d) … Abstract This report will show you the origin of the E-Sports...
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... not in school. What about our younger children not old enough for school. Many take their children to the park in the morning time, while the school-age children are at school. “Why do we need to save money at a city park, anyway?” City parks are free for the children to play anytime during the day. I think we need to protest the city council’s decision. “Don’t you think so?” Next on discussion today is that Whitney Houston has died. They found her body in a full bathtub at a motel. At this moment, we believe she may have hit her head or fell asleep and drowned. She will be dearly missed by many fans. I will publish these stories on Facebook. They will be viewed by the community more than they would in the newspaper. I will also broadcast it...
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...adopted: 15 Conclusion: 17 Sources: 18 Executive summary: It is clearly going to be “cliché”, but as most part of guys, I like Video Games. Being a soldier, killing the bad guys, or being the new star of European soccer fields scoring in the final of the UEFA Champions League, every men “normally” constituted has dreamed at least once to be in that situation, and video games can procure that kind of excitement. This is the reason why I choose to make my final e-business assignment on video games. Concerning my choice for the company, for me it was obvious to choose Steam. In my point of view, they have been the precursor of many things in e-business, or at least they were one of the first that used “e-novations”. Through the years, they have succeeded in being one of the most important company in this sector. Many factors have to be pointed out. First, the fact that they have created one of the best games ever made which is Half-Life. It allows them to have a world-wide recognition. Secondly, the Valve platforms, with its large numbre of games available, the exchange of data and information between players and users, have made them the first online retailer for video games. But Steam is not only benefic for players and users. It is also a way for small companies, small producers and developers to launch their game. The process is simple, quick, and less expensive than other distribution channel. In effect, they don’t have to produced CDs, they don’t have...
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