Essays Tagged: "Video game industry"

Music in Video Games

Throughout the history of the video game industry, there has been many changes concerning music in video games. Music in video ga ... ither directly or indirectly resulting from improvements in the technology which is used to produce video game music. These improvements in technology include the increase of the number of bits of a ... cal advancements, one can see that technology has indeed caused great improvements for music in the video game industry.                 The first technological enhanceme ...

(5 pages) 81 0 4.5 Mar/1996

Subjects: Art Essays > Music History & Studies

How do you become a game developer in todays modern market? This detailed eassy will explain how to become part of todays hottest market.

shed by the Interactive Digital Software Association (IDSA), the trade organization that represents video and computer game makers, nearly 50 schools now offer courses in game development or design.An ... k University have famous schools of film.Having become a $10 billion industry in the United States, video games have graduated from elementary school playgrounds to formalized classes in some of Ameri ...

(10 pages) 141 0 3.5 Nov/2003

Subjects: Businesss Research Papers

Video Game Violence

When video games were created some thirty years ago, they added another dimension to entertainment. As te ... ed another dimension to entertainment. As technology advanced so did the possibilities of an infant video game industry. Now a billion dollar industry thanks to the 79% of American children playing vi ... is growing industry for contributing or encouraging violent behavior amongst kids. Overall, violent video games encourage violent behavior especially in adolescents, whom haven't had full exposure to ...

(5 pages) 153 0 4.6 Mar/2006

Subjects: Social Science Essays > Society and community > Children and Youngsters

The Video Game Industry

The video game console industry (VGCI) is one which continues to grow at a rapid rate. Currently, we are ... which continues to grow at a rapid rate. Currently, we are witnessing the second generation of the video game consoles, the leaders companies being Microsoft, Nintendo and Sony. Wherever there is suc ... of six major forces which largely affect the organisation, a major force which has an impact on the video games industry are cultural forces.In recent times, cultural forces pose both threats and oppo ...

(5 pages) 196 1 5.0 Oct/2006

Subjects: Businesss Research Papers > Case Studies

Xbox 360: A Consumer Psychology Report

e Microsoft Xbox 360 represents a new and exciting landmark for the $20 billion dollar (USD) global video game industry (Fahrenheit 360, 2005). For the first time ever, gamers can play their video gam ... tely more than just a gaming machine. Consumers can listen to their favorite music, view photos and videos from their home computer, chat with people via voice or text (and video soon) and play DVDs a ...

(12 pages) 112 0 5.0 Nov/2006

Subjects: Social Science Essays > Psychology

Electronic Arts Case Study

Question 1As all industries, the video game industry is made up of both business and economic characteristics. The most important pla ... o manufacture the hardware, that is, the consoles and those businesses who supply the software, the video games. There are also certain businesses who manufacture both.The industry is made up of video ... ade up of video game consoles, handheld players, and arcade machines; game developers, retailers of video game players and video games, and companies that have Web sites for online game play.One vital ...

(25 pages) 246 1 4.6 Mar/2007

Subjects: Businesss Research Papers > Case Studies

"The Kids Are Not All Right" by Jonathan Valania

no victims. Violence demonstrated by teenagers has increased dramatically in the recent years. The video game industry, the easy access to guns, and psychological problems are crucial factors that co ... violence in teenagers. Valania states that one hundred forty-five million Americans play and enjoy video games each year. The players vary in age, but most of them are teenagers. Mathew Lovett was on ...

(3 pages) 21 0 0.0 Mar/2007

Subjects: Literature Research Papers > North American

The Effect of Violent Video Games on Behavior

The video game industry is proving to be one of the fastest growing and influential to date. Video games ... me enthralled in a fantasy world that has little to no consequences for the choices they make. With video games becoming such a popular form of media, its consumers are forgetting one essential point; ... he most infamous of a number of crimes committed by individuals who were said to be fans of violent video games, Eric Harris and Dylan Klebold killed 13 people and wounded 23 others before killing the ...

(3 pages) 39 0 0.0 Feb/2008

Subjects: Humanities Essays > Health & Medicine > Sports

Learning From The Virtual World

The entertainment industry includes massive industries such as music or movies. Yet, the video game industry is growing every year and eventually will become the biggest component of the en ... ng weekend, but sales of Xbox 360's Halo 3 took in $170 million on the first day (McDougall, 2007). Video games are not only for entertainment purposes only; they also serve as a means for therapy for ... erapy for children. For instance, to help strengthen the hand, victims of upper-limb burning played video games (Griffiths, 2006). This is an ingenious way for a patient to rehab and also ease the pai ...

(8 pages) 33 0 0.0 Jun/2009

Subjects: Social Science Essays > Society and community

Social and Ethical Issue in Marketing Management: "Nintendo Vs. SEGA:Sex, Violence, and Videogames"

Content1. Case Introduction21.1 Emerging of videogame industry21.2 Competition of Nintendo and SEGA in USA market21.3 Dramatic advance in videog ... . Alternative Solutions85. Recommendation9Conclusion9Reference101. Case Introduction1.1 Emerging of videogame industryThe videogame sector is the fastest growing entertainment industry and second only ... ame sector is the fastest growing entertainment industry and second only to music in profitability. Videogames were first introduced in the 1970s. Personal computers just began to become widely availa ...

(6 pages) 38 0 4.0 Sep/2009

Subjects: Businesss Research Papers > Marketing

Video Games as a Outstanding Hobby

tc… there is one that stands out amongst the rest. On my free time I casually play computer, video, and/or casual games. Videogames are played for the sake of entertainment. Whether they are pl ... ed at a quick rate this phase is commonly referred to as "The Next Generation" (Stahl). This era of video games introduced the very first 32-bit, 64-bit, and 128-bit processors designed in home consol ...

(5 pages) 17 0 5.0 Sep/2009

Subjects: Art Essays > Performing Arts

The Video Game Industry and the Recession of 2008

The Video Game Industry and the Recession of 2008In our days, videogames are starting to be more recogni ... aying games every day. Since 1971, the game industry evolved economically. In June 2011, the global video game market was valued at US$65 billion. But, even this great industry has had its share of ec ... roubles. One of them has been the 2008 recession. So, what were the effects of the recession on the videogame industry? In order to fully understand this problem, I'll first define what a recession is ...

(3 pages) 0 0 0.0 Apr/2013

Subjects: Businesss Research Papers