Video Game Consoles

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    Game Zone

    Pre-Feasibility Study GAMING ZONE Small and Medium Enterprise Development Authority Government of Pakistan www.smeda.org.pk HEAD OFFICE 6th Floor, LDA Plaza, Egerton Road, Lahore. Tel: (042) 111-111-456, Fax: (042) , 6304926, 6304927 Helpdesk@smeda.org.pk REGIONAL PUNJAB OFFICE 8th Floor, LDA Plaza, Egerton Road, Lahore. Tel: (042) 111-111-456 Fax: (042) 6304926, 6304927 helpdesk@smeda.org.pk REGIONAL SINDH OFFICE 5TH Floor, Bahria Complex II, M.T. Khan Road, Karachi

    Words: 7106 - Pages: 29

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    Information Systems Assignment

    impacted many industries in particular the video game industry. It has influenced developers to begin creating massively successful games that are strictly or predominately played over the Internet on consoles, computers and mobile devices with some games even requiring a monthly or yearly subscription and further optional in game purchases. * The Internet has also spurred the console gaming industry to create digital distribution platforms such as the Xbox Games Store, Playstation Store and Nintendo

    Words: 995 - Pages: 4

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    Marketing Strategy for Products

    The type of product the company will offer is a game system called the Genius 3D. Some of the primary characteristics of this gaming system are portability, 3D graphics and twelve month warranty. The Genius 3D game system has the ability to be played anywhere at any time. Genius 3D is the size of the Blackberry Playbook tablet, which is seven inches. It has a screen, keyboard, and up to four USB controllers that are the size of an iPod. The controllers can be wireless, and then there are some

    Words: 310 - Pages: 2

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    Video Gaming Industry

    Company: Activision Blizzard, INC. (ATVI) PESTLE 1. Political Pg. 10 – Our products are sold internationally on a direct-to-retail basis, through third-party distribution and licensing arrangements, and through our wholly-owned European distribution subsidiaries. We conduct our international publishing activities through offices in the United Kingdom ("U.K."), Germany, France, Italy, Spain, Norway, the Netherlands, Sweden, Australia and Ireland. • Activision Blizzard Inc. is an internationally

    Words: 2281 - Pages: 10

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    The Free Video Game Affect

    The Free Video Game Affect Brandon Washabaugh Wiregrass Technical College INTRODUCTION The basic economic problem is scarcity because human wants are unlimited and resources are limited (Holt, 2012). To help with this unlimited want humans invented video games to satisfy longing real life cannot. Think about it, in real life are you able to race a multi-million race car around Daytona, or fight in the Gulf War, land an F-18 Super Hornet on the U.S.S. Ronald Reagan, or even fly a space craft

    Words: 1652 - Pages: 7

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    Online Gaming

    Introduction 3 1.1 Background of the Study 3 1.2 Objectives of the Study 3 1.3 Methodology of the Study 3 1.4 Limitation of the Study 3 Analysis of “Latest Online Game Technology” 4 2.1 Introduction 4 2.2 History 4 2.3 Development of Online Game Technology 5 2.4 Impact in the society 7 2.5 Timeline of Online Game Technology 8 Summary and conclusion 10 3.1 Summary 10 3.2 Conclusion 11 REFERENCE Introduction 1.1 Background of the Study Apart from the regular curricular

    Words: 2547 - Pages: 11

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    Stereotypes Of Gamers

    industries in the world is the video game industry, where $24.8 billion was projected to be spent on video games globally in 2013 (Park & Lee, 2011). Resulting from this growth is a growing community of video game players, or gamers, generating new ways to interact and socialize. During the early years of video games, many games had the objective of obtaining a high score, where the champion could display their three initials—until someone surpassed it. Many video games were in an arcade machine form

    Words: 1107 - Pages: 5

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    Porter 5 Forces Analysis of Computer Industry

    Media and Entertainment Industry Report 2013 published a record 16% growth over the previous The report also states that the games industry in India will grow at a 22% CAGR to cross Rs. 4000 crore ($776m) by 2017. That means the video games industry in India will almost triple itself in 5 years.year, to Rs.1500 crore (Rs. 15 billion / $277 million). Sweet numbers. The console segment will overall grow at a rate of 19% CAGR, to reach Rs. 1900 crore ($351m) by 2017. The report is yet to take in other

    Words: 654 - Pages: 3

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    Nintendo

    Video Game Industry Copyright © 2004-05, RocSearch Ltd. Table of Contents 1. Market Size .................................................................................... 3 2. Market Statistics ............................................................................ 4 3. Competition ................................................................................... 6 4. Market Trends ............................................................................... 7 5. Driving Forces

    Words: 1900 - Pages: 8

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    Future Statement

    believe is going to take over the video gaming industry. There is a misconception on what the first videogame actually was. Most people would when asked would say Pong, Pac-Man, or Asteroids. These games came about in the 1970’s and 1980’s. The first actual videogame, however, was created in 1958 by William Higinbothan, who was a physicist in the employment of the Brookhaven National Laboratory. Since then, like all of the other technology we have, the video game industry has continued to be revolutionized

    Words: 657 - Pages: 3

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