With the increasing popularity of personal computers, gamers were no longer limited to playing their favorite video game titles on proprietary consoles. In 1995, Sony achieved an instant resounding success by releasing the PlayStation and surpassed Nintendo who had been a dominant player in the video game industry for many years. Although Nintendo tried various strategies to counter, Sony quickly captured a significant portion of the market and taking over the dominant position in the industry. In 2001, Microsoft entered the market too by introducing the Xbox console, leaving Nintendo with an even smaller portion of the market. In order to compete against the rivals, Nintendo introduced new strategy which did not enter the same competitive market but sought market shares from a completely different angle.
Video Gaming: Good or Bad? Kristian Formantes DeVry University ENG – 112 October 23, 2013 Professor Tamara Wentworth Video Gaming: Good or Bad? Is playing video games good or bad? Video gaming has always been frowned upon by some people especially by parents of young children. The rising popularity of video games has instigated a wide range of concerns from those who believe that playing games can corrupt the minds of children, teens, and even adults.
Further, computer and video games offer a way to interact with others in “virtual worlds” without the distress of face to face interactions. This encourages people who find it a challenge in the “real world” to make friends hence these individuals will more than likely become addicted to playing video games. Not all gamers are addicts however, as many teens can play video games a few hours a week, successfully balancing school activities, grades, friends and family obligations. Nevertheless, for some, gaming has become an uncontrollable compulsion daily. Video gaming becomes an addiction when it starts to interfere with a person’s life such as their pursuit of goals.
X-Box Strategy - Industry Analysis & Competitors ========================= 1.Game industry analysis Video games industry is seen as a maturing, competitive industry with practices and structure similar to other medias such as the movie industry, however, with a higher level of complexity. The volatility of its structure in console video games is a direct result of technological and business choice made early by the firms. Each firm releases a system incompatible with the others, this created a standard-based industry leading it to be an oligopolistic market at the hardware level. The markets are subject to significant network externalities thus each competitor hopes to reach the “tipping point” at which their system dominates the market and others are eventually forced out. The industry is very centralized.
She then brings up the issue of unnerving newspaper headlines such as “Bloodlust Video Games Put Kids in the Crosshairs” (205). Sternheimer feels not enough emphasis has been given to other issues such as “social rejection and depression” (206). She also brings our attention to information on statistical evidence. Sternheimer believed it to be “controversial” and feels it “exclude[s] a host of other factors” (207). Sternheimer feels it is these other over looked factors that are truly the cause of “young killers” (210).
GAMING ADDICTION Anyone who has experienced it knows all too well – video game addiction is real. Although gaming addiction is not yet officially recognized as a diagnosable disorder by the American Medical Association, there is increasing evidence that people of all ages, especially teens and pre-teens, are facing very real, sometimes severe consequences associated with compulsive use of video and computer games. Video games are becoming increasingly complex, detailed, and compelling to a growing international audience of players. With better graphics, more realistic characters, and greater strategic challenges, it’s not surprising that some teens would rather play the latest video game than hang out with friends, play sports, or even watch television. Of course, all gamers are not addicts – many teens can play video games a few hours a week, successfully balancing school activities, grades, friends, and family obligations.
SWOT Analysis : Nintendo For this SWOT analysis, I decided to choose Nintendo, since I like to play video games and know quite well with the company itself. By doing research and analysis, I’ll explain the Strength, Weakness, Opportunities, and Threats the company has or faced. Nintendo is known for a video game companies, focusing on the casual gamers market, which they mostly dominated. This company has a long history in the video game industries; from 1985 to now. By having a long history, Nintendo can make decisions not solely to research, but to experiences too.
Some are convinced that societal violence has intensified as violent video games have been introduced into the media and to generations. This is tied into several copycat instances that Bok focuses on. The film Natural Born Killers is actually said to be linked to more copycat violence more than any other movie. (Bok) The question the author purposes to her audience is whether or not the makers of this media should be held responsible for these assaults? Secondly, Bok criticizes ideas of desensitization taken into account for these psychologically violent urges to copycat crimes.
Computer games became increasingly popular with the graphics steadily improving. Many people enjoy video games but, do you ever bother asking yourself why we are gaming? It isn’t just a matter of the game being fun. Why is it fun? Why do we enjoy roaming around fictional worlds?
The World Wide Web has opened the door for better entertainment throughout society however the outlandish acts of piracy is a constant experience within the music and movie business. Sites such as Pandora and YouTube provide society with constant entertainment 24/7. Convenience is the name of the game to a society that does not have to go out physically and purchase movies or music. A number of websites exist, which allows consumers to download music, videos, video games, and software without spending a penny. Here rests the problem of piracy.