Sunday, December 22, 2019
The Video Game Industry Essay - 1651 Words
The Video Game Industry The video gaming industry has come a long way from the first home based gaming system since the Magnavox Odyssey. Through the decades, the video game industry has rapidly improved the technology to home gaming, and made arcades nonexistence. The major video gaming titans of today are Nintendo, Microsoft Xbox, and Sony Playstation. These three have been in war with each other the past ten years, and neither show signs of defeat. However the two leading competitors of high sales in the gaming industry are Microsoft Xbox and Sony Playstation. Both developers have been head to head on technological advancements and consumer marketing. Sony uses their advanced design of game console and their secrecy of their project toâ⬠¦show more contentâ⬠¦Everyones watching to see how this battle plays out, because each company is pursuing a very different strategy. Sony and Microsoft are gunning for pure performance systems, while Nintendo is shooting at fun, playable games that rely more on i ts unique controllers than impressive graphics hardware. Sony hasnt demonstrated any units nor leaked significant information about the machine. This is a smart marketing strategy. Leaking information only dilutes the power of the final product launch and does nothing to actually satisfy consumers. Withholding information, on the other hand, builds buzz and word-of-mouth interest. Think of the power Apple gets from all the secrecy around its products. Sony is doing the same thing. Sony is a marketing company. It sells as much style and excitement as it does electronics. Sonys brand has in the past commanded premium prices because of Sonys savvy marketing. The companys future relies on the PlayStation 3 and the technology that comprises it. Until November because its two most exciting pieces of technology werent ready - the Cell processor chip and the Blu-ray drive. The complexity of the chip, co-developed with IBM and Toshiba, delayed the manufacture of a large enough quantity of co nsoles for a system launch. The Blu-ray Disc was jointly developed by the Blu-ray Disc Association (BDA), a group of the worlds leading consumer electronics, personal computer and media manufacturers (including Apple, Dell,Show MoreRelatedVideo Games And The Video Game Industry1290 Words à |à 6 Pagesthe gaming demographic, but the industry hasnââ¬â¢t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls donââ¬â¢t play big action games, boys like the sexualization of girls in video games and wonââ¬â¢t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on theirRead MoreVideo Games And The Video Game Industry792 Words à |à 4 Pages The video game industry has changed a lot since its inception, and a large part of that is du e to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting toRead MoreVideo Games And The Video Game Industry1344 Words à |à 6 Pages In the year 2016, the video game industry hit an important milestone. As seen in this 2015-2019 analysis, the industry hit a market value of over $100,000,000,000: (ââ¬Å"THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%â⬠). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for the video game industry, it went awfully. In 1983, the video game industry crashed and has not fully recovered to the value of the mar ketRead MoreVideo Games : The Video Game Industry1574 Words à |à 7 PagesThe video game industry is one that continues to grow exponentially with consumers spending over $22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the opportunity to produce a stream of games that continue to expand in their nature and impact on their audience. Video games are now artistic, social and collaborative, with many allowing massive numbers of people to participate simultaneously (htt). The collaboration of the video gaming industry doesnââ¬â¢t stopRead MoreThe Effects Of Video Games On The Video Game Industry791 Words à |à 4 PagesAn Atmosphere Unknown This is the future of the video game industry. 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All in all, the industry is faring well with reported sales ofRead MoreVideo Game Industry : Nintendo And Sony2289 Words à |à 10 PagesINTRODUCTION Nowadays, the video game industry is one of the faster growing sectors in the world and it is unbelievably expected to increase its revenues for the years ahead. Big giantââ¬â¢s companies as Nintendo, Sony and Microsoft are constantly competing and technology and innovation are vital to keep pace with this demanding and challenging field. This essay will discuss two companies within the video games industry, Nintendo and Sony, trying to define their international strategies and their proceduresRead MoreHome Video Game Industry Analysis Essay862 Words à |à 4 PagesSubject: The Home Video Game Industry: Industry Analysis History In 1949 the video game was thought of for the first time by an engineer named Ralph Baer but it would be years before video games would enter the spotlight.1 In 1972 Steve Bushnell started the first gaming company Atari. Until 1978 there were very few games for the home system. In 1982 Atari releases a newer version and sales start to sore. In 1985 Nintendo enters the market with the NES. 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The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new
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