Nintendo’s Wii U Marketing Case Study Wii U launch: make or break for Nintendo Three years ago, Nintendo was king of the $78 billion videogame industry. The Wii was a smash hit and Nintendo's DS hand-held was the best-selling portable gaming device. But a series of stumbles—a lukewarm debut for Nintendo's 3DS hand-held game player and a sharp decline in Wii sales—raised questions about whether the company is on the wrong side of a generational divide. Nintendo has refused to veer from
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Problem solving in video games is very common. From online shooter games to harmless puzzle games, it's common to challenge the player. This challenge can be a matter of problem solving or time management. There is always some sort of goal, or end game, to a video game. Regardless of intended age or genre
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and traditional games like “tumbang preso”, “luksong baka”, “patintero”, “syato”, and many more. They are now playing Counter-Strike, Plants vs. Zombies, and most especially, DotA. Defense of the Ancients (commonly known as DotA) is a real-time online or LAN strategy games composing of two to ten or twelve players where you can choose from over ninety unique characters (commonly known as heroes) you can play on. It requires focus, strategy, quick hands and quick thinking when you are in difficult
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of the time the internet is a helpful tool it has begun to cause a problem in our society. Internet addiction is becoming a larger and larger issue. The US Census Bureau estimated that $126,697 of the over $3 billion in retail sales was performed online in 2007 (Hou). Websites like Facebook and Twitter have blown up among teens and young adults. To put it in perspective, Facebook saw 24,940 visitors in 2008 but in 2010 that number jumped to 171,109 (Hou). Smartphones and other portable devices have
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1. Executive Summary 1.1 Brief Summary While the Trump organization continues the expansion of its entertainment/luxury conglomerate through the recent acquisition of half ownership over the sports entertainment giant The World Wrestling Entertainment (WWE) and its recent entry into the higher-tier water business with its new brand, Trump Ice, it’s Casinos in Atlantic City (AC) do not seem to be doing so well. With increased competition, mounting regulations, and a relatively depressed
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Richard Wood is one such skeptic, claiming that excessively playing videogames ought not to be compared to gambling since they are not enough alike (“Concept of Videogame ‘Addiction’” 170). His evidence for this is case studies in which he portrays familial strain and stress put on the gamer. This, he believes, leads many gamers to diagnose themselves as addicted when they may not be (176). Wood claims that clinicians and researchers should be cautious when claiming anyone is addicted because it
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connect with people from different countries that they may never visit. Some people compare how many “friends”, or contacts, they have made on these sites; many may be people that you have not actually met face to face but share similar interests with online. Studies following the advantages and disadvantages of social networking have shown a connection between the relationship of Facebook and other social network sites and the development and maintenance of social capital, or social relations with
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seconds Audio Kevin has an assignment coming up that he feels will be very easy for him. He is supposed to write an academic essay on video games. Kevin is an avid gamer. He logs about 4-6 hours playing video games each day. He plays with other online gamers around the world. He intends to assert that playing video games can be good for brain development. He also wants to recommend a certain amount of game playing time per day in order to aid that development. His claim will be: “Playing video
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members of the target audience who may not have been exposed to the message, but may reinforce the impact of the message for those members who did not receive the message. This approach indicates that the mass media do not have a direct and all-powerful effect over their audience. Personal influences are necessary to be persuasive and to exert direct influence on members of the target audience. The influencer approach can be developed into a multi-step model. This proposes that communication involves
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screen such as energy levels, oncoming adversaries, ammunitions left, available time among other factors, all which are vital to winning. This ensures that the player can observe and react accordingly to all requirements of that particular game. Online gaming allows many players to participate in any certain game at the same time. This allows there to be a level of communication between the players which in turn results in the development of meaningful as well as casual relationships
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