...Easter Bunny? All real. With out much life experience I would just trust anything I heard as true. So when my friend would tell me about his “uncle” who worked for Nintendo and how he got all the new games early, I believed him. It was the days where dialup was the only way to connect to the Internet and the computer was only used for learning games and paint. All that I knew was hear say. I had no idea that I could have searched to find reviews for games before I bought them, before I though to look up strategies for a puzzle I was stuck on, or even how to catch Zapdose, the last legendary Pokémon I needed. I remember buying a cord for my Gameboy Color that allowed me to trade with friends so that I could obtain a super rare “shiny” Pokémon. That was when I began to get frustrated with what I now know is called RNG. I would drive myself crazy as a child asking myself “how is it that he got a shiny Pokémon when I am playing the same game as him?” pseudo-RNG was the answer, but at the time I couldn’t even have fathomed a complex numbering system/algorithm that takes things like, frame rate, date and time, and battery life, and positioning to determine rather or not I would encounter a rare Pokémon or not. Which, in essence, is why I believe that pseudo-RNG should be done away with in game development in substitute for a more decipherable algorithm that rewards those who strategize instead of the luck of the draw. RNG is an acronym for Random Number Generator, which is essentially...
Words: 505 - Pages: 3
...A View of the Ways Mobile Computing Has and Will Affect the Nature of Humans in Our Future Theresa McCray INF 103 Computer literacy Denton Murray Jan 28 2013 Mobile Computing is evolving faster than lighting it would be wise to be knowledgeable about the subject. In this paper I will explain what mobile computing is and will give examples of present day devices and their used as well as give some examples of what the future may bring in the way we compute in the future. Mobile computing past, present and the future Over the past years we have evolved into a new era of mobile computing, one that guarantees a wide variety in application, improved usability, and faster networking. Apple’s iPhone 5 is a prime example for the trends were heading into, but there are plenty of other options on the rise. Google Android made its appearance in 2008, offering a great alternative to apple devices. Apple had control of almost all computing systems since it was the only platform that could be used in mobile computing. Google brought competition to Apple allowing people to have a choice and the competition caused by...
Words: 1182 - Pages: 5
...a decidedly tactic turn into the economic questions and considerations, exploring the aspects of economic growth, prediction of future growth in the industry, as well as showing there is a consistency in the overall economy of this industry, and then traveling into the various changes this specialty has changed the economy as a whole. Continuing further we explore the psychological considerations and sociological effects of this industry, summarizing that it all comes down to personal responsibility and accountability when it comes to making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society in all its cultural glorified context and media influence, proving that there is true and absolute value in utilizing this awesome tool we have available. This is resolutely followed with analyzing technology based strategies, and then reviewing the impact on this industry the media, in general, has had, plus further highlighting awareness and knowledge. Continuing on we analyze the...
Words: 20783 - Pages: 84
...Overview3 2.External Analysis4 2.1Global Trends4 2.2Porter 5 Forces4 2.2.1 Threat of new Substitutes5 2.2.2 Threat of new Entrants5 2.2.3 Bargaining Power of Customers6 2.2.4. Bargaining Power of Suppliers7 3.Internal Analysis8 3.1Core Competencies8 3.2. Financial Overview9 3.2Resources11 4.Strategy12 4.2 Corporate Level12 4.1. Business Level13 5.Conclusion13 Introduction If we remember a few years ago, everywhere you could see, if on the street, in a restaurant, on the train or at home. You couldn’t avoid meeting little children or even adults playing with a little portable hand-held console. What was that magical thing that seemed to fall just from heaven? And where did it come from? Nintendo DS launched in 2004 by the same titled company Nintendo Co. Ltd. That was the start of a new generation. The company already released distinctly consoles such as the „Gameboy“ where everybody is already supposed to know “Nintendo” all over the world, if this is not the case, now everybody does due to the Innovation of Nintendo DS. An innovation during the period due to the touch screen function who Nintendo has been the first corporation to use this technology in his line. Nintendo DS is able to utilize by both younger generation and elder because of the attached software which for example helped to train the memories of one’s brain. Shortly after 2004 a successful console was released on the market. Nearly each household were storing a Wii console. Also at our homes we used...
Words: 4926 - Pages: 20
...VIDEO GAMES CONSOLE The games console industry is divided into three periods. The first period is the growth of the industry to the advent of the 32 bit era. The next period is the developments and trends during the PlayStation era and the third is the likely development of the industry over the next few years BRIEF HISTORY OF THOSE PERIODS and THEIR REVENUES (The Evolution of the Game Console Industry) In 1994 , the first time that consumer electronics giant Sony had bravely attempted to enter the highly competitive games console market. Going under the catchy, self–explanatory name PlayStation, this 32–bit, CD–based system hit Japan in December and faced tough competition from 'The Big Two' in the form of Sega's fundamentally similar Saturn, and Nintendo's upcoming Ultra 64. By May 1995, barely six months after the release of PlayStation, over 1 million Japanese gamers had become converts. Games like Toshinden, CyberSled, Jumping Flash!, and a host of other, decidedly more obscure titles (our favourite is Chou Aniki – Kyuukyoku Muteki Ginga Saikyo Otoko – literally 'Super Older Brother – The Galaxy's Absolutely Invincible Strongest Man') helped to propel sales, impressing players with their advanced 3D visuals and diverse gameplay. By October, worldwide PlayStation shipments had reached 9 million, and with the arrival of huge sequels such as Tekken 2, Ridge Racer Revolution and Wipeout 2097. In a year that saw cosmologists announce that the expansion...
Words: 3058 - Pages: 13
...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...
Words: 14381 - Pages: 58
...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...
Words: 15586 - Pages: 63
...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...
Words: 15586 - Pages: 63
...and Children CHAPTER 7 Violent Video Games: The A COMPLETE GUIDE FOR PARENTS AND Newest Media Violence Hazard PROFESSIONALS Douglas A. Gentile and Craig A. Anderson Hazard Edited by Douglas A. Gentile In creating this electronic reprint, we have attempted to keep the style, pagination, and format as close to the published form as possible. Nonetheless, some errors may have occurred. If you discover a substantial error, please contact Craig Anderson using the following email address: caa@iastate.edu. Please note that this electronic reprint is provided as a courtesy. Please do not post or distribute this reprint in any fashion that may violate the copyright of the original publisher or the authors. Thank you for your interest in this work. In 1972, a new form of entertainment became commercially available with the release of the video game Pong. In Pong, two players tried to "hit" an electronic "ball" back and forth. From these humble beginnings, a revolution in the entertainment industry was born. Interactive game revenues are now significantly greater than the domestic film industry ("Industrial Strengths," 2000). Worldwide video games sales are now at $20 billion annually (Cohen, 2000). The PlayStation video game console, which began as a side project at Sony, now represents $6 billion of the company's $20 billion in annual sales (Cohen, 2000). It is reasonable to question whether video games may have similar effects to the effects...
Words: 11640 - Pages: 47
...The LEGO Company in Asia 1 2 INTRODUCTION .................................................................................................................. 3 THE LEGO GROUP ............................................................................................................. 6 2.1 PRESENTATION ................................................................................................................ 6 2.2 HISTORY ............................................................................................................................ 7 STRUCTURE OF THE PROJECT ..................................................................................... 11 3.1 INTRODUCTORY PART .................................................................................................. 11 3.2 THEORETICAL PART ...................................................................................................... 12 3.3 EMPIRICAL PART ............................................................................................................ 12 3.4 ANALYTICAL PART ......................................................................................................... 13 METHODOLOGY ............................................................................................................... 14 4.1 CHOICE OF THEORY ...................................................................................................... 14 4.2 EMPIRICAL CHOICES .......................................
Words: 46146 - Pages: 185
...At liftoff, Matt Eversmann said a Hail Mary. He was curled into a seat between two helicopter crew chiefs, the knees of his long legs up to his shoulders. Before him, jammed on both sides of the Black Hawk helicopter, was his "chalk," twelve young men in flak vests over tan desert camouflage fatigues. He knew their faces so well they were like brothers. The older guys on this crew, like Eversmann, a staff sergeant with five years in at age twenty-six, had lived and trained together for years. Some had come up together through basic training, jump school, and Ranger school. They had traveled the world, to Korea, Thailand, Central America... they knew each other better than most brothers did. They'd been drunk together, gotten into fights, slept on forest floors, jumped out of airplanes, climbed mountains, shot down foaming rivers with their hearts in their throats, baked and frozen and starved together, passed countless bored hours, teased one another endlessly about girlfriends or lack of same, driven in the middle of the night from Fort Benning to retrieve each other from some diner or strip club on Victory Drive after getting drunk and falling asleep or pissing off some barkeep. Through all those things, they had been training for a moment like this. It was the first time the lanky sergeant had been put in charge, and he was nervous about it. Pray for us sinners, now, and at the hour of our death, Amen. It was midafternoon, October 3, 1993. Eversmann's Chalk Four...
Words: 138827 - Pages: 556
...- 31 The transition to 'theory' - 32 Some recurrent ideas in critical theory - 34 Selected reading - 36 2 Structuralism - 39 Structuralist chickens and liberal humanist eggs Signs of the fathers - Saussure - 41 Stop and think - 45 The scope of structuralism - 46 What structuralist critics do - 49 Structuralist criticism: examples - 50 Stop and think - 53 Stop and think - 55 39 Stop and think - 57 Selected reading - 60 3 Post-structuralism and deconstruction - 61 Some theoretical differences between structuralism and post-structuralism - 61 Post-structuralism - life on a decentred planet - 65 Stop and think - 68 Structuralism and post-structuralism - some practical differences - 70 What post-structuralist critics do - 73 Deconstruction: an example - 73 Selected reading - 79 4 Postmodernism - 81 What is postmodernism? What was modernism? - 81 'Landmarks' in postmodernism: Habermas, Lyotard and Baudrillard - 85 Stop and think - 90 What postmodernist critics do - 91 Postmodernist criticism: an example - 91 Selected reading - 94 5 Psychoanalytic criticism - 96 Introduction - 96 How Freudian interpretation works - 98 Stop and think - 101 Freud and evidence - 102 What Freudian psychoanalytic critics do - 105 Freudian...
Words: 98252 - Pages: 394
...6 Build Your Vocabulary ■ ■ ■ ■ The SAT High-Frequency Word List The SAT Hot Prospects Word List The 3,500 Basic Word List Basic Word Parts be facing on the test. First, look over the words on our SAT High-Frequency Word List, which you’ll find on the following pages. Each of these words has appeared (as answer choices or as question words) from eight to forty times on SATs published in the past two decades. Next, look over the words on our Hot Prospects List, which appears immediately after the High-Frequency List. Though these words don’t appear as often as the high-frequency words do, when they do appear, the odds are that they’re key words in questions. As such, they deserve your special attention. Now you’re ready to master the words on the High-Frequency and Hot Prospects Word Lists. First, check off those words you think you know. Then, look up all the words and their definitions in our 3,500 Basic Word List. Pay particular attention to the words you thought you knew. See whether any of them are defined in an unexpected way. If they are, make a special note of them. As you know from the preceding chapters, SAT often stumps students with questions based on unfamiliar meanings of familiar-looking words. Use the flash cards in the back of this book and create others for the words you want to master. Work up memory tricks to help yourself remember them. Try using them on your parents and friends. Not only will going over these high-frequency words reassure you that you...
Words: 92038 - Pages: 369