Effects Of Online Gaming

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    Five Forces Analysis of the Video Game Industry

    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

    Words: 943 - Pages: 4

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    Gamestop Strategy Recommendation

    and Switzerland. GameStop is one of the few brick and mortar stores left that still physically sells video games even with the rise of digital downloading. In the video gamingg industry, the rise of digital downloads for games has created a ripple effect to the brick mortar stores that used to be the only authority in terms of purchasing a new game. GameStop has found a compromise by allowing the purchase of digital vouchers for the products in their physical stores. This strategy has served the company

    Words: 1833 - Pages: 8

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    E-Cah

    A Survey of Electronic Cash, Electronic Banking and Internet Gaming 1 2 TABLE OF CONTENTS PREFACE ..........................................................................................................................5 FOREWORD ..........................................................................................................................7 INTRODUCTION ............................................................................................................... 11 ELECTRONIC

    Words: 39311 - Pages: 158

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    Current Market Conditions Competitive Analysis

    World Of Warcraft Eco 365 January 7, 2013 Week Three Team Assignment - World Of Warcraft World Of Warcraft derives from the Warcraft series developed by Blizzard Entertainment. World Of Warcraft has been one of the leading multiple player online-based games on the market for years since its initial release. The game maintains a high level of subscriptions that cost a fixed rate of $15 per month. The game itself once controlled over 50% of the multiple player market shares in 2006 for the

    Words: 1438 - Pages: 6

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    Cango Consulting Project

    and video tapes and customized MP3 players. Can Go, Inc. listed as an online retailer of books and audio/visual entertainment took a leap into the online gaming arena whereby 50% ($25 million) of their divisional revenues was a direct result of this new venture. Can Go’s net sales revenue peaked at $50 million for its 2010 facial period. As Can Go strives to garner a major position in entertainment e-commerce, the online gaming is becoming highly popular. The trend shows the market shares are rising

    Words: 3472 - Pages: 14

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    Obesity Epidemic

    Epidemic Since the 1980’s obesity in America has been on a steady increase and many question the cause. The question among professionals has been what’s the cause, the source of obesity in American? While there has been much discussion about the effects of obesity, the causes of obesity remains the highlight of the issue. To truly understand obesity we must first discuss the causes, rather its lack of job, changing social habits, or the easy access of fast foods. With the introduction of robotics

    Words: 865 - Pages: 4

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    Business Plan

    A Glimpse of ARCADE GROUND Name: ARCADE GROUND Industry: Gaming Service Provider Tagline: “Play the Game, Feel the Intensity, Achieve what you dreamt” Profile of the Team KASHFIA KAMAL (CEO) A chief executive officer (CEO) is the highest-ranking corporate officer executive in charge of total management of an organization. The responsibility of an organization’s Chief Executive Officer or Managing Director is set by the organization's board of directors or other authority, depending on

    Words: 13266 - Pages: 54

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    Customer Engagement in E-Sport

    tournaments and customer engagements Name Course Title 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

    Words: 2617 - Pages: 11

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    Nintendo

    Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. In 1956, Hiroshi Yamauchi visited the US, and this is when he realized the limitations of the card business and hence moved on to different arenas of the gaming world. In 1963, Yamauchi renamed Nintendo Playing Card Company Limited to

    Words: 5491 - Pages: 22

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    Violent Video Games and the Effects on Children

    Violent Video Games and the Effects on Children Swameka Williams COM/172 June 6, 2013 Jenifer Casey Violent Video Games and the Effects on Children In today’s world technology is everywhere and in everything. One of the largest parts of technology is the video gaming industry. Video games play a huge part of a child’s play time because much of a child’s time is spent playing some sort of video game. There are all types of video games to play, for example, brain builders, strategy, hidden

    Words: 1627 - Pages: 7

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