Game makers and publishers make a lot of money by creating video games that can appeal to many audiences. In fact, the competitions in video game industries are very competitive these days as a technology advances. From the simplicity of Super Mario Brothers, the video games are becoming more violent, graphical and harsh. The developers not only focus on something better, but they want something big. The gaming industry evolves and becomes an aspect of what the world represents.
As is stated in the article, the company used to have a major competitive advantage in terms of movie selection, where, “…customers could browse through thousands of titles…” (Hitt 106). Now, the entire scope of the market has changed and Blockbuster was much too slow to respond. The recent moves that it has made will surely generate profits, but not enough to sustain the company in the long run, seeing as there is nothing that differentiates Blockbuster’s services from that of its competitors. In order to fully gain lost market share back, the company would have to create some sort of highly innovative way of viewing or renting movies that none of its competitors has already thought of; It would have to be something that is rare, difficult to imitate, not easily substituted, and able to generate above-average returns. Unfortunately, at this point it looks as if none of this will come into fruition because Blockbuster has essentially decided to latch on to other companies, creating a sort of symbiotic relationship where the company feeds off of the success of its competitors.
In the past visiting a video rental store and spending time browsing the categories and titles was the norm and almost ritual for some households. The video rental industry was booming with thousands of customers from the home video days to the more recent DVD and Blu-Ray offerings. As time went on, movie rental companies would offer longer rental times as the price of rentals began to rise. This enticed many consumers being that busy schedules needed to be manipulated to return videos on time and avoid late fees. At the height of the movie rental industry revenues hit $11.6 billion (“Video Tape Rental” 2012).
If yes, what implication does this type of competition have for Nederland’s business? I do believe that Nederland Concerts competes with; TV, movies, cd’s, DVD’s, streaming video’s, and sports events because of many reasons. Timing for one, I never have time to or the money to go to a concert; watching TV, DVD’s or streaming videos is a lot cheaper and economical for me and many other Americans who are on budgets. Purchasing the DVD and being able to watch it when it is convenient for me and easier that going to a concert. Nederland Concerts also competes with sports events, an American past time.
We move on to Xbox that has an overwhelming advantage for being in the online gaming business since 2002. This long history of development with examples like Xbox Live gaming service that allows a subscription base platform for multiplayer gaming puts Xbox in the forefront. However the weakness lies in its heavy competition with Playstation, GameCube, and Nintendo Wiki. They are also seeing competition from cell phone users that can download online games to their cell phones. As for Barnes and Noble the shift of sales from the lower priced Kindle is always a playing factor in its demise.
Aside from its numerous technical problems it has garnered great success in the video game industry. But even with this success, Microsoft’s Xbox 360 was lacking in innovation. Not long after the release of the Xbox 360, Sony released their PlayStation 3. Compared to the Xbox 360 the PlayStation 3 was a video game console full of innovation. And although expensive at the time, Sony offered a game console with a front loading blu-ray disk drive, wireless internet connectivity, an HDMI input, motion control built into their standard controller, and a hard drive.
At the University of California, Los Angeles, researchers have dedicated their time to conduct research on hard-core gamers who spend thousands of hours of practice scanning on a screen for the games they play. They are fast at visual searches because they are constantly detecting the ‘enemy’ or looking for particular items to give them the boost they need. This links to the idea on having a great attention span and being able to apply it to certain areas at the same time, they can do this more flexibly than non-video-game players. Researchers at the University of Rochester have found out that gamers seem to easily multi-task as they can keep an eye on the center of a screen and also be able to react quickly when a certain situation has been created, either un-wanted or intentional. Author Daphne Bavelier, PhD, researched that air traffic controllers and fighter pilots spend hours on simulations to increase their visual search skills.
These two definitions are different but have the same meaning/context. Video games have come a long way since their inception into consumer’s lives. What used to be thought of as a hobby which only interested geeks living in their mother’s basement has now become a mainstream business that gets major advertising and budgets that rival those of Hollywood movies. As someone who grew up playing video games and having watched the explosive evolution of them, I have always considered them a form of art. Movies, music, and paintings are considered a form of art, so why not video games?
Oscar Gamino AP English and Comp. Period 2 Affluenza Many American children have expensive video games, top-of-the-line electronics, and high priced sneakers, and requests for the newest and the best are ongoing. Everyday children are influenced to buy more, spend more, and have more. As parents work hard to earn a good living, they find it rewarding to provide their children with many indulgences. Although Americans are twice as rich as they were 30 years ago, depression, anxiety, and substance abuse among children and adolescents have increased l00 to 200%.
Viacom is leader in entertainment media operating in cable and other pay television services industry as well as in motion picture and video tape production industry. It comprises many popular TV networks as MTV, BET, Comedy Central and may other, also on the film production- Paramount Pictures. Viacom's content reaches over 520 million households worldwide in over 160 countries and territories. Problem: The main problem is increase portion of digital media, which allow access entertainment in new ways and greater speed, that therefore decrease the portion and revenues of film and media market, more worth is makes using piracy content. To analyze company I will use SWOT analysis to analyze internal (strengths & weaknesses) and external (opportunities & threats) environments: Strengths * Strong brand recognition- allready 578 million viewers across 162countries.