Wednesday, December 18, 2019
Video Games And The Gaming Industry Essay - 1543 Words
Since the arcade craze of the 1980s, the gaming industry has grown tremendously. Companies, such as Nintendo, Bethesda, and Rovio, develop game after game, and due to gamingââ¬â¢s rising popularity, their games are made more accessible, with consoles in homes and apps on smart phones. Accompanying this surge in gaming, the idea of the stereotypical gamer has come to life. Most often, people who oppose video games do so on the notion that the average gamer is overweight, living in his grandmotherââ¬â¢s basement, only getting out of his heavily worn gaming chair to use his bathroom, and only leaving his house to be first in line at the midnight release of a new game. Even if this concept proves true, gamers may have the upper hand on non-gamers. As companies produce games and new consoles reach homes, research is being performed and substantial evidence is amounting, both showing that video games have the potential to benefit players physically, mentally, and socially. Although most video games are meant to be played seated, the common gamer is not causing a drastic decline in their physical health, just because he decides to play Mario rather than go on a walk; factoring in time to play a game or two into the week has proved beneficial to a personââ¬â¢s physical health. Motor skills, a main area of improvement, are necessary to not only play successfully, but to function efficiently in everyday life. Video games focus on these skills, specifically on sensorimotor capabilities andShow MoreRelatedVideo Games And Its Impact On The Gaming Industry916 Words à |à 4 Pagescaused me to stop playing games and look for alternative forms of entertainment. I have found that a gaming computer instead of a gaming console is the practical alternative. I persuade gamers to stop pouring their money into these gaming consoles, instead purchase or build a gaming computer. I will discuss how a gaming computer is a better purchase than a gaming console because o f improved graphics, financial gain, upgrade compatibility, versatile controller options, game selections, learning opportunitiesRead MoreThe Impact Of Video Games On The Gaming Industry2500 Words à |à 10 Pageshistory of video games begins from 1971 year, when Nutting association released 1500 machines with Spacewar video game. At the beginning it was too difficult to control the game process and playing machines had huge dimensions. But by the time with new technologies they become more compact and easier to play. According to the information given by Herman et all (2002), the period between the years of 1978-1981 is called ââ¬Ëgolden ageââ¬â¢ of video game industry. In this period the arcade games ââ¬ËFootballââ¬â¢Read MoreThe History Of Video Gaming1218 Words à |à 5 PagesThe history of video gaming goes back to the 1940ââ¬â¢s when academics began designing simple games, simulations and artificial intelligence programs for computer science research. The firs t video game was invented in 1947 by Thomas T. Goldsmith Jr. and Esti Ray Mann in the United States (James n.d.). Mainstream popularity of this industry only occurred four decades ago, in the 1970ââ¬â¢s, with gaming beginning to revolutionize in all forms. Many university graduates and businesses were becoming intriguedRead MoreFive Forces Analysis of the Video Game Industry943 Words à |à 4 PagesAnalysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. 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YouTube for instance has more than 300 million users worldwide and out of those around 150 million users access YouTube at least once in a week. Facebook on the other side sees around 3.5 billion content getting posted on it every week. The use of social media platforms by potential buyers of any product is phenomenal. 1.1 Video Game Industry Video games can be divided into several categoriesRead MoreVideo Gaming Technology Can Be Beneficial Essay1741 Words à |à 7 PagesVideo Gaming Technology can be Beneficial Studentââ¬â¢s Name Institutional affiliation Video Gaming As a concerned parent, one would easily feel coaxed to venture into analyzing every aspect of the child s welfare from a day-to-day perspective. There is a common concern over what the kids play around with as well as the impacts created upon the receiver. Similarly, the use of video gaming presents a common challenge as to whether the games are of benefit or not in the educational systemRead MoreVideo Games And Its Impact On The Global Media Market1655 Words à |à 7 Pagescomputers, video gaming systems, and even cell phones. Having spread to all these electronics, playing video games has never been easier. The International gaming industry was valued at $45 billion in 2007 and $69 billion in 2012. Making it the fastest growing industry in the global media market.(Video Game Industry.) According to the Entertainment Software Association the United States has the largest video game market in the world. Over 59% of Americans actively play video games. This accountsRead MoreIs Sexism A Big Problem?1655 Words à |à 7 Pagesthe middle of a really intense, stressful, and energetic game where it s you against four other people. You are all alone and struggling to survive and as you re getting shot at all you hear is some ignorant teenage boy from the other team say ââ¬Å"you won t win... get back into the kitchen and make me a sandwich.â⬠Now I know you might be wondering where this is heading, but this is one of the few examples that women, when playing video games, have to deal with. What many do not realize, is how sexistRead MoreVideo Games And The Video Game Industry1290 Words à |à 6 Pagesportion of the 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 se emed 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
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