The overall target market of gamers is less than 35 years old. Nintendo see this situation and made a new strategy by discover wider target market in the video game industry. The new strategy objective was to reach out to non gamers in order to create a bigger market. This was an aspect of Nintendo’s strategy in becoming a successful video game industry. Nintendo introduce new product category for gaming entertainment and appeals to all ages.
Argumentative These days’ people all over the world are playing videogames, whether it is for people to communicate, cooperate, or have fun with people everywhere. Some people think that video games increase violence in society; however, I think it does not. Video games relieve stress in many ways. Crimes cannot be committed if the criminal is on his or her couch playing Grand Theft Auto. The actions in the videogame may induce violent behavior, but why does it matter if they are too busy playing the videogame to act upon these impulses?
Other factors that contributed in creating the opportunity were the popularity of the trivia game “Trivial Pursuit”. Reiss understood that soon the game manufacturers in the US will also look to come up with their own versions of the trivia games. The presence of a huge market in the United States also provided a great opportunity for game developers. The interest shown by the wholesalers and retailers was important in creating the opportunity. His idea of designing a trivia game on television provided Reiss with large number of prospective customers because of the high number of hours that an US family spent in front of the television (7 hours).
Sony with significant interests in the entertainment industry has established a Playstation Network – an online console service where users can also purchase or rent music, movies and other digital entertainment content. Sony has positioned the Playstation as a multipurpose entertainment console. As such Sony markets the Playstation at a loss and attempts to leverage the platform and realize profits from the games and other entertainment properties. Microsoft has traditionally targeted the “hardcore” game player offering superior processing, graphics and overall performance. Microsoft also offers the Xbox at below cost and attempts to realize profits through its own game sales and through licensing royalties from independent publishers.
Annotated Bibliography Stephanie Lewis Brandman University Author Note This research is being submitted on May 18, 2011 for How Video Games can be Educational. Squirt, Kurt (2003) Video Games in Education International Journal of Intelligent Simulations and Gaming This journal article argues that video games are a very popular and influential medium for a many reasons. However, video games can elicit powerful emotional feelings such as fear, power, aggression, wonder, or joy. It describes how video game designers create these emotions by balancing many components, such as character traits, game rewards, obstacles, game narrative, competition with other humans, and opportunities for collaboration with other game players, Understanding the dynamics behind these design considerations might be useful for instructional technologists who design interactive digital learning environments. Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture.
Violent video games should not be at fault for these incidents where one might snap from a mental disorder or some sort of influence via non-media means. Let’s delve more into this topic regarding violent forms of media. Sure, violent games are prevalent in our modern-day society. They also exist in many other form of media entertainment – movies, television shows, and sometimes even radio. Because of this fact, video games don’t and shouldn’t take the full blame for what someone may have done.
If any specific extreme sport is creating video games they must create patent or trademark rights, and they must do the same if they are selling apparel and gear. Also video games have to be approved and rated depending on the intensity of the violence and how graphic they may be. Political factor can also be many but also depend on the extreme sport. One example I can list Senator John McCain, he was totally against the UFC and wanted to ban it in several states. This deeply affected the sport.
Module 08 – Cultural Competence in Video Games Author Note Cultural Competence in Video Games Cultural competence can be a wonderful inclusion when developing video games. It can help bring out the design of the game and make it stronger. The concept of cultural competence within a video game is to make something within the game behave such as something in real life would, and define to the player the cultural differences between different groups of society throughout the world. Including cultural differences and objects within a game usually helps draw consumers toward the game because it is a sense of reality. During this time and age, most people like reality.
Video gaming systems entertain people of all ages. To compensate for the broad variations in interest level, maturity, skill, and finances, there are many different systems to choose from. These systems differentiate quite a bit so it is important, before buying, that you understand each system’s capabilities and determine which will best support your playing style and needs. The two most popular gaming consoles sold today are Microsoft’s Xbox 360 and the Nintendo Wii. Although similar in appearance, it may surprise you to learn just how different these two consoles really are.
Given all these factors, as well as the growing popularity of the mobile gaming market on the smart phones the industry has indeed taken some interesting turns from its original trinity of offerings, namely the Wii, Xbox360, and PS3. As of this case study the characteristics of the industry are as follows: * Intensity of competition: The competition in the video game industry is fierce. There are three large companies in the industry, which are Nintendo, Sony and Microsoft. * Market size: The target market for the products cover all over the world, however, the highest sales are in Europe, Japan and the U.S compared to other regions. * Influenced by global recession: A video game is not considered a necessary product.