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Sony Computer Entertainment, Inc.
Introduction and Company Background Sony Computer Entertainment, Inc. is a multinational video
game company that was founded and established on November 16, 1993 in Tokyo, Japan. Our
company is a wholly subsidiary, an important part of the Consumer Products and Services Group of
Sony. SCE Inc. is responsible for Research and Development, production, and sales of both
hardware and software for the PlayStation line of handheld and home console video systems. The
purpose if this memo is to propose the development and implementation of an Augmented Reality
based video game system. IT Governance Structure Our current IT governance structure takes a top–
down approach, centralized in nature. Upper echelons decide what innovative hardware should be
manufactured. They develop strategies to market the prospective product and delegate the actual
innovative processes to our company's divisions, such as R&D and production. Our company fosters
an adhocracy culture which implies rewards for individual initiatives, but since our core product is
to deliver high performance home entertainment systems to our consumers any initiatives made by
lower level staff members are only rewarded if they supplement the platform. The innovative ideas
that drive our business are engendered by visionaries that make up our senior managers. There is
little autonomy designated to the lower echelons in terms of IT decision making at Sony Computer
Entertainment, Inc. Mark Cerny, our lead system architect,
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The Grandfathers Of Video Games
Olivier Leroy
26/04/2016
The GrandFathers of Video Games
From the classic plumber in the red jumpsuit to the first ever motion–controlled console, the classic
and most iconic video game company have been revolutionising the world of entertainment since
their debut in the console market in 1983.
Nintendo was originally founded in 1889 as a Japanese playing card company by a man named
Fusajiro Yamauchi. A few years later, the company was not doing as well as they expected so they
decided to try out many different things such as becoming a taxi company, a hotel chain and even a
food company selling instant rice in 1963. Eventually, they ... Show more content on
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Two years leater, Nintendo decided to remake the Famicom and sell it to the worldwide market as
the NES
(Nintendo Entertainment System for short) alongside their first game; Super Mario Brothers. But
because of the North American video game crash of 1983, Nintendo had no choice but to sell the.
Four years later, the Game Boy was released and gained a massive amount of popularity and would
be represented as the Game & Watch's successor..
In 1990 The Super Famicom was released in Japan and a year later in the west under the name
"Super Nintendo Entertainment System". It was a successor to the NES and had 16–bit graphics
compared to the NES 's 8–bit. At that time, Sega had rivalled against Nintendo their Sega Genesis as
well as with their mascots, Sonic against Mario. Throughout the same year, Nintendo had agreed
with Sony to make a console but the two did not see eye to eye which eventually led to Nintendo
backing away from the contract and five years later, The Sony Playstation was released.
Four months prior to the Sony's first console release, The Sega Saturn hit store shelves for a retail
price of 400$ with amazing new 3d graphics. Because the Saturn was announced and released way
earlier than video game developers had anticipated, it ended up lacking games upon release and
therefore did not end up selling well. In 1995, Sony would end up selling their
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How Do We Watch Tv?
Every time we watch television we always see something advertised that promises to give you a
perfect pedicure, remove any kind of stain you throw at it, give you muscle strength and tone
muscles so you look like the Incredible Hulk, or put anything together that comes apart or breaks.
But do they really work. Our local Channel 6 News (www.wate.com) put some of these "As Seen
On T.V." items to the test and here is what they found out. One thing they tested was the Ped Egg.
This is a small egg shaped gadget that is supposed to smooth and remove calluses from feet. Well
Channel 6 News tested it with a professional in the Knoxville area. Kate used the Ped Egg on one of
her regular customers, Gina, and found that it is not what it says. The first thing they found was that
it is no where near as gentle as advertised. It actually left "dips" in the bottom of Gina 's feet. Kate
actually compared the Ped Egg to a "razor" and stated that "I think it is not safe to use at home." I
have to agree. After trying it myself, I really do not like it at all. It felt like I was scraping my foot
with a knife. Channel 6 News also tested out the Aqua Globes which are glass that is hand blown
and stained and supposed to keep plants watered for up to two weeks. 6 News took the Aqua Globes
to a University of Tennessee associate professor in Biosystems Engineering and Soil Science
Department. The professor put them to the test and after two weeks found out that they delivered on
their promises.
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The Influence Of Technology On Society
Techno–optimist or techno–pessimist? That is the question. Technology throughout time has no
doubt changed our way of life. Travelling to destinations quicker, curing new diseases, or figuring
out how to cease a wide famine are examples of how technology has made advances over time. The
solutions that scientists create spark a tool that others cannot live without. But what if these
technologies bring out negative effects rather than their desired purpose? Sometimes, innovators
create new inventions that bring unintended consequences. It could range from less communication
face to face, side effects from new medicines, or pollute the earth's atmosphere. As a result of
technology bringing out positive and negative effects, many people have chosen to join a side on the
issue. They are either called a techno–optimist or a techno–pessimist. Both of these groups believe
differently in the way technology has brought innovations. For example, a techno–optimist
considers technology has made life better and assumes further scientific discoveries in the future
will no doubt improve our lives even further. Techno–pessimists however, ponder how technology
has impacted human society.
Keep in mind, though, people don't always lean towards one side all the time and opinions change
one way or another. In the article "Are You a Techno–Optimist or a Techno–Pessimist?", blog writer
Courtney Meehan challenges a question to the reader if they are either a techno–optimist or a
techno–pessimist.
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Essay on Rapid Growth of Nintendo Video Games
Introduction
Over the last 25 years the video game industry has grown rapidly, becoming a significant player in
the media landscape, rivalling that of television. The industry is dominated by three key players,
Sony, Microsoft and of course Nintendo, which will be centred on. The core strategy behind these
global giants revolves around the same key idea, that money is to be made in software as
development and manufacturing costs keep the consoles break–even sales price from most consumer
price points (Williams, 2002). However the approach taken by Nintendo varies considerably from its
two main rivals.
Nintendo Co. launched its first video gaming system in 1983 and has since sold over 4.2 billion
games worldwide, over 669 million of which ... Show more content on Helpwriting.net ...
However the company has also launched a number of dud products during the late 1990s/early
2000s as well as in recent years.
Today the company sees itself in a difficult position, lagging behind competitors and trying to keep
up in a changing marketplace. While Nintendo is still the market leader, market share is dwindling,
falling a sizable 10% in a matter of four years (Euromonitor, 2014). It has been a number of years
since Nintendo has created a successful innovative product and the company is beginning to feel the
effect. If Nintendo doesn't do something soon to change this, the future is bleak for this gaming
company.
The total market share of the three leaders has dropped suggesting the growth of software
companies, particularly those creating mobile gaming apps. However Microsoft has managed to
increase their market share by 3% in the same time period, due to their positioning strategy.
Market Share in Global Video Gaming Industry. (Euromonitor, 2014) The above figures depict the
industry's' standing one year ago, and are likely to have since changed, not working in Nintendo's
favour. At this time Nintendo had released its Wii U, launched almost a year before the PS4 and
Xbox One, and should have been enjoying its success. However the console failed to gain
momentum at the beginning, and ultimately botched, 2013 year ended with the Wii U selling only
2.8 million consoles. The Xbox One and PlayStation 4
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Reflection Paper About Technology
Reflection Paper #1
It is 2017 and it is safe to say that technology has integrated into daily routines. I for one will admit
it, when I wake up the first thing I do is reach for my smartphone. I immediately check on people; I
barely even talk to. Sad to admit but it might be to stay relevant to those weak ties for potential
social gain. Nevertheless, that has been my daily routine for the last 6 years. Thinking back even
further I remember my first interaction with technology and being formally introduced to a desktop
computer. My uncle Felix introduced me to technology when I was 6 years old and as a child, I was
fascinated by computer gaming. Computers opened my eyes to a whole new world and it continued
to do so as I grew up. My uncle Felix at the time was in school studying to become a computer
programmer. I remember uncle Felix building system units and once they were ready he would buy
my games to play on his desktop. That was my favorite part of my day, coming home and playing a
new game. He also introduced me to my first Game Boy Advance which was an upgrade from the
original Game Boy Color. My parents couldn't afford to get me technology, luckily I still had the
opportunity to have what I did. He spoiled me with technology, he was the one person in my life that
has always trusted and believed the technology was a utopian instrument. Looking back upon
receiving the latest (to its time) technology, I now realize and understand why uncle Felix was
drawn to
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The Evolution Of Video Games
The Evolution of Video Games
Video games have been around for over 60 years and are still evolving over time. But just how did
these video games advance over these 60 plus years? According to our research, video games started
out in the 1950's–1960's with basic technology such as low quality graphics, basic controls, and
third person play. But from the 2000's on, video games evolved from basic technology to more
advanced technology such as high quality graphics, more advanced controls, and first person play.
The first video game was invented in 1958 by William Higinbotham at the Brookhaven National
Laboratory in Upton, NY. It was a table tennis like game played on an oscilloscope. However, there
was no official name for this game. It was very simple with very simple controls. Three years later,
Steve Russell invented Spacewar, the first interactive computer game in 1961. However, a year later
in 1970 Nolan Bushnell and Ted Dabney begin to attempt to create an arcade version of Spacewar,
calling it Computer Space. One year later in 1971, Computer Space became the first video arcade
game ever released. "Survivals games like Pac–man and shooting games like Spacewar were very
popular back in my day." (Carolyn C. Clark, from Jamie Clark interview). Even though these games
were very simple, their popularity grew faster and faster as the years went by.
While video games themselves grew popular over time, video game technology was advancing as
well. Magnavox's Odyssey, the
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Responding to the Wii Essay
Executive Summary
Sony Computer Entertainment Inc. has the unique distinction of being the first and only company to
have had market leadership for 2 consecutive console generations. However, in recent times, the
ecosystem has changed to include a larger audience and usability has trumped technological
superiority as a key metric in generating buyer interest. In 2008, Nintendo's Wii had 2 times the
market share that Sony's offering, the Play Station 3, had. I feel Sony should assess the following
options. (1) Focus on catering to its niche advance game segment and focus on leveraging its
progress form the previous 2 generations. (2) Respond to Wii onslaught by developing its previous
generation console to include a low end offering that ... Show more content on Helpwriting.net ...
Sony must focus on remaining in this unique segment and leveraging its perceived uniqueness as a
technology leader. Instead of competing on Nintendo's terms, Sony should not react but exercise
"Ukemi" by furthering its position in the serious gaming segment.
It is notable (From Exhibit 2b in the Responding to Wii case – Harvard Business Review) that
Nintendo has been successful in keeping positive operating profits despite being a weak competitor
during the previous 2 generations. Nintendo has shown prudence in waiting out 2 battles and coming
up with a unique offering which has changed the way the market perceives gaming. Sony should
concede defeat this generation of gaming, while maintaining balance through strong service to
existing market.
Sony should target the serious gamers and not react to Wii in terms of re assessing its differentiation
strategy.
The positioning question
While Sony is losing market share in the console market, it is winning the "Battle for the living
room" with Microsoft. With momentum gained from the previous 2 generations and technological
superiority of Sony's offering, Microsoft has taken a bigger blow, with almost double the operating
loss of Sony. (Sony operating loss of $1246.1 M vs Microsoft $2066 M, from Exhibit 2b in the
Responding to Wii case – Harvard Business Review).
Sony has a broad offering in consumer electronics segment that it can leverage to provide a
comprehensive
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History Of Home Video Game
History of Home Video Game Consoles The video game industry has gone through some interesting
developments over the past fifty years. Video games are as much of a pass time as watching network
television, or going to see a movie. The initial motivation for video game production was to bring
interested consumers to the computer market and has evolved into many forms and designs to give
the end user an artificial experience of playing table tennis with a friend, or an imaginary friend.
This paper will cover the history of video game consoles that were released from 1958 until present
day.
Home Console Timeline
Tennis for Two game is the first video ever created. The game was invented in October 1958 by an
American physicist by the name ... Show more content on Helpwriting.net ...
In 1966, while working as an engineer for Sanders Associates, Baer "scribbled out a four–page
description for the 'game box' that would allow people to play action, sports and other games on a
television set. (Mullis, 2014) Seven prototypes were developed and the first patent was filed in 1971
making it the first video game patent in history. Magnavox was given the license and they developed
the Odyssey in 1972 making it the world's first home video game.
During the same year, Atari was launched by Nolan Bushnell and Ted Dabney and Pong was
released, becoming the first video game to reach a mainstream audience. In 1976, Coleco released
its first console called Telstar and Fairfield Camera & Instrument released theirs called Channel F.
The Telstar console had games programmed into the hardware and newer models would introduce
new game titles and hardware features such as a light gun and color. Channel F was the first console
that featured individual cartridges that resembled 8–track audio tapes.
Atari released their first cartridge based system in 1977 which was first known as the Video
Computer System, later called the Atari 2600. In 1978, Midway Games released Space Invaders, the
first game that allowed players to track their highs cores using three letters. Mattel released
Intelivision which was "the first real competitor of the Atari 2600." (Kudler, n.d.) Atari developed
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Gaming Is A Popular Past Time For Many People
Gaming is a hobby where a person plays games, most commonly people who play games or gamers
play video or role playing games. Gaming is a popular past time for many people in the United
States and even the world today, due to this popularity there are many controversial issues and
opinions in gaming. One of these popular issues and differences in opinion come in the form of
whether computer or console gaming is a better way to game. Computer gaming is where you are
playing games on a computer by downloading games over the internet or playing them through what
was put on the computer originally. Whereas, console gaming is where you buy a machine
specifically for gaming or playing video games, these consoles come in many forms such as
handheld or controller based. However I prefer computer gaming over console gaming due to the
greater enjoyment in Computer gaming. Console gamers argue that their games are less expensive in
the long run due to changes to the computers that are needed, and also they believe that the graphics
and the overall experience of the game is better on consoles. I will strive to show that Computers are
a more enjoyable gaming platform by defining the differences and outlining why computers are
better than consoles, due to the cheapness of games, and the overall experience of the games which
includes the experience in obtaining the game. The first difference between computer and console
gaming is the price, the cost of console and computer games and
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Game Over : Effects Of Video Game Use Essay
Game Over: Effects of Video Game Use
Clint Glover
Professor Robert J. Dougherty
LSTD 4953–Study in Depth
12/14/2015
I certify that I have read A Student 's Guide to Academic Integrity at the University of Oklahoma,
and this paper is an original paper composed by me for this course. Except where properly cited and
attributed, it has not been copied or closely reworded from any other source and has not been
submitted as a whole, or in part, for credit in any other course at OU or any other educational
institution. It has not been created or submitted for any other purpose such as a job assignment at my
workplace or any other agency.
Game Over: Effects of Video Game Use "Video games are a ubiquitous part of almost all children 's
and adolescents ' lives, with 97% playing for at least one hour per day in the United States." (Granic,
Lobel, & Engels, 2014). Video gaming is a billion dollar industry and its growing popularity with
adolescents and young adults is becoming a part of everyday life for a majority of children in the
modern era. Video games can have immense value and opportunity. They can be enjoyable and
useful when used appropriately for entertaining or learning experiences. Society today seems to put
an emphasis on the consequences of gaming. Gaming has even made national news when discussing
the possibility that a violent video game can influence violent behavior. For the last decade, video
game use has been researched more and more. With this new
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The Video Game Video Games
The first video games appeared in the 1960s.[1] They were played on massive computers connected
to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game
in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video
game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box",
featured changeable game modes and was demonstrated to several TV manufacturers, ultimately
leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which
could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches
that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a
CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox
replaced the switch design with separate cartridges for each game. Although Baer had sketched up
ideas for cartridges that could include new components for new games, the carts released by
Magnavox all served the same function as the switches and allowed gamers to choose from the
Odyssey 's built–in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was
not until Atari 's arcade game Pong popularized video games, that the public began to take more
notice of the emerging industry. By autumn 1975, Magnavox, bowing
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Video Games: Sub-Concepts Of Simulation Games
Sub–genres of simulation games are 1. Vehicle: These games create highly accurate experiences in
operating in vehicles such as airplanes, ships, tanks, etc. For example, Flight Simulator X 2. Process
(Construction & Management): These games simulate complex systems and processes, such as
building & managing cities, civilizations, forming armies, constructing rails/roads, etc. These games
are considered constructive rather than destructive as they involve building and creating activities,.
For example, SimCity 4 3. Sports & Participatory: These games allow players to compete in sports
or other events, allowing them to "play" as a participant in the event. For example, Madden NFL 08
Strategy games: Game play typically has the player managing a limited set of resources to achieve a
particular goal. There are generally two main components in such games: (1) Resource ... Show
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The console devices like PS3, PS4, Xbox 360, Xbox One, Nintendo Wii and WiiU, are designed to
work with a TV. These console devices are capable of connecting to the internet through home
internet connection just like other computers and handheld devices do. This allows the gamers to
download games or 'expansions' to existing games. This also enables gamers to play online, though
playing games online may require a subscription for it. A parental control functions is included in
the consoles of all the three major console manufacturers (Nintendo, Sony and Microsoft) that are
linked to age ratings systems. Gaming consoles of these manufacturers also have in–built wireless
system so that they can connect to the gamer's home internet or other Wi–Fi hotspots. This enables a
wide range of online functions, such as playing with/against peers or friends online (in a multi–
player game), browsing the web, viewing or downloading films, storing photos/music and chatting
to friends
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Videogame Transition
Transition 1: So hey, let us meet the guy who first invented our excitement for playing on screen as
"The Father of Videogames".
Body:
I. Clarify how the idea of the first video game console was made.
A. According to the site (Ralphbaer.com, 1999), the first home videogame console was developed
by a man called Ralph H. Baer.
1. He started off with a Radio Technician Diploma and Bachelor of Science in Television
Engineering, and then made his way up as a Division Manager and Chief Engineer for Equipment
design at Sander's Associates.
2. Two decades of his engineering work, he was thinking back then about his TV engineering work
back in Loral–– thinks about wanted to do more experience with television rather than watching
shows.
B. The first home ... Show more content on Helpwriting.net ...
The idea of this console was later rejected by a certain management company, but Baer has to make
the plans and develop the prototype on his own– later got help by two other paying engineers.
3. The idea was later rethought and accepted after Boer wrote a four page paper essay to certain
supervisors to proceed.
C. The first home videogame was called Pong, later on different games were developed.
Transition 2: Now eight generations and hundreds of consoles later, we have different consoles and
upgrades in different –– mostly famous–– certain companies.
II. Explaining the history of certain video game consoles and their years of upgrade.
A. The Nintendo Company has the most consoles with bigger upgrades (Nintendo's History, 1997).
1. Nintendo did first start of as a card game company in the late 1880's and the home video game
console TV Game 6 in color in 1980's.
2. Nintendo is now improving from home game systems to certain "on the go" handheld systems
and touch screens.
B. Most consoles today have certain upgrades like the shape, size, and more memory.
Transition 3: I really can't explain all the upgrades, but I could explain the functions certain game
consoles have.
III. Explaining the functions most game consoles
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Students Need Great Gadgets For A Few Reason
Students need great gadgets for a few reason: they can help with school work, they 're convenient
and they 're cool. Here 's a look at a few types of gadgets that all students should look into, and the
best options for each category of gadgets. Cell Phones – Every student needs a cell phone for
staying in contact with family members. Smart phones have a ton of extra features that can really
come into play during a school year, like calculators and Ebook Readers – Textbooks costs are one
of the biggest costs that students have to deal with, and an eBook reader can help ease the burden
while providing an intuitive, fun way to read. The best eBook readers for students are black–and–
white readers like the Barnes and Noble Nook and the Amazon Kindle, because black–and–white
readers have long battery lives and can be read in direct sunlight. Color readers are more in line with
tablets, which we 'll get to in a minute, but they 're inferior for reading. A black–and white reader
like the Barnes and Noble Nook runs about $149. Tablets – Tablets aren 't the most essential tool for
school, but they 're awesome for unwinding after a day 's studies and can handle some of the duties
of the other gadgets on this list. The most popular tablets are the iPad, of course, and Android
offerings like the Motorola Xoom. These usually cost about $500, but there are cheaper options
available like the Asus Eee Transformer, which is only $400. They can play videos, display eBooks
and
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Video Games Research Paper
Almost everyone in the world has played some sort of videogame before. They exist everywhere
and are becoming more and more accessible due to the globalization of technology. On average you
will spend 10,000 hours playing video games from 5th to 12th grade (McGonigal, 2010). It is
estimated that 68% of households play video games (Evolution of Games, 2010). So where did
video games originate from? What was the first game ever created?
BOARD GAMES
The very first board game that is known to have existed was the Royal game or Ur and was founded
in Mesopotamia or modern day Iraq. It is estimated to have been made 4,400 years ago (Royal Ur).
Now we have games like Dungeons and Dragons or Monopoly with complex rules and intricate
pieces. Monopoly requires complex actions like buying and selling property, and conserving your
resources and strategic placement of homes. Dungeons and Dragons has complex stories with great
epics and settings. We have come a long way from the basic rules.
CARD GAMES
Along with board games, card games have existed for centuries. Originally card games appeared in
China during the Tang Dynasty in 820 A.D. (Bodle, 2008). There are ... Show more content on
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The very first generation, or generation one (1972–77), began with the very first console, the
Magnavox Odyssey. Many consoles were just Pong clones and many were made, with non
removable, built in games (Generations of Games,2014). The second generation (1976–84) showed
the likes of Atari and with it, quickly produced games. During this time, game consoles were
cheaply produced and video games were quickly made because it was easy. This lead to games like
Pac–Man Atari and E.T, games considered to be the worst of all time. These games existed to cash
in on an existing product but were too clunky and broken to be enjoyed. The second generation also
saw the release of the first handheld console the Milton Bradley Microvision (Generations of
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The Evolution Of Video Games
Composition II
John Reynolds
4/28/2016
Research paper: The Evolution of Videogames.
What is the definition of videogame? According to the dictionary, it is a game played by
electronically manipulating images produced by a computer program on a television screen or other
display screen. I have loved to play video games ever since I was a little kid. I still remember the
first video game I ever had, it was called Sega Genesis 2. It was one of my all–time favorite games.
I was so sad the day it died because of its "old age". I do not actually remember how old I was, but I
remember that some years passed before I received another one. The second videogame I ever had
was the PlayStation one. Over the years I stuck with the PlayStation videogame–type until now that
I have a Ps4. It is amazing to see with our own eyes how much videogames change over the years. It
is funny how every time a new console game comes out I hear the phrase: "it looks just like real!"
As a matter of fact, as the technology evolves, the videogames evolve. Since the first videogames
were created their content, controllers, and graphics have evolved over time into the games that are
played today.
The attribution of the first videogame ever created goes to the American government physician
William Higinbotham (also developer of the first nuclear bomb). In 1958 he created the first video
game made just for entertainment and it was called Tennis for Two. The earliest known computer
games actually
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The Father Of The Nintendo Game Boy : Gunpei Yokoi
The Father of the Nintendo Game Boy: Gunpei Yokoi
By: James Benson There have been numerous inventors that have had their names stand the test of
time. Achievements in technology that have benefited humanities health, knowledge, and even
education. Not only were there inventors in those fields of technology, there are also those inventors
whose inventions innovated entertainment and play, and video games are one of those inventions.
We play them on our TVs, computers, portable gaming devices, and on our phones and have made
video games a huge part of our culture. However, there is one invention that is so recognizable by
practically everyone because of how dominant in the handheld games market it had been for almost
two decades bulldozing over any competition, and that invention was the Nintendo Game Boy, and
the man who was behind the birth of the little handheld that could was Gunpei Yokoi. To me as a
gamer, Gunpei Yokoi changed the face of gaming forever, and left behind a legacy of achievements
in the video game industry.
Gunpei Yokoi: Early Career At Nintendo: Gunpei Yokoi was born in Kyoto, Japan on September
10th, 1941. He also grew up in the same town where he would attend Doshinsha University and
graduate with a degree in electronics. Like any other college graduate, he applied for multiple
different jobs for different companies and businesses to make a living (Groenendijk). Gunpei Yokoi
was hired by Yamauchi in 1965, where he started as the maintenance man of the
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Nintendo: Great Impact on gaming Essay
Nintendo: Great impact on gaming
Video gaming has evolved enormously over the years. A variety of advancements in technology has
affected gaming and the experience for gamers. Nintendo has been involved in changing the nature
of gaming over the years; from playing cards to household video game systems, to now having the
convenience of playing your video games on portable handheld consoles. Nintendo has been a
leader in driving the advancements of video game systems.
Before any electronic gaming was created, Nintendo had created playing cards. The very first being
Hanafuda cards which were created in 1889 by Fusajro Yamauchi (Nintendo,
Nintendo History). These were flower cards and each card represented one month of the year ...
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This offered more opportunities for gaming and allowed for a more active experience.
The remote was wireless (took two double A batteries), and was designed to easily fit in one of your
hands while playing. A plug–in port is located at the bottom of the remote in order to be able to
attach accessories, such as the nun–chuck which comes with the Wii for more interactive games.
The Wii comes with Wii Sports game to allow gamers to experience the new motion sensing
technology (MarioWiki). The discs are much similar to the regular DVD discs and games save
automatically on the Wii system so there is no more need for memory cards (unless you want extra
storage) (MarioWiki). The Wii is also capable of playing GameCube games
(MarioWiki). The system has Wifi compatibilities which allows users to play online with other
players, and also allows them to purchase games online (MarioWiki).
The Wii is also set up differently. When the console is turned on, you are directed to a menu where
you have the option to do a variety of things. You can choose to play the game you have put in, or
you could visit one of them many channels: Photos, News, Forecast, Internet, Mii and more if you
purchased something online. In November 2012, Nintendo launched Wii U
(Nintendo, Wii U Gamepad). The Wii U was basically the same as the Wii but with many more
added features. You could still play Wii games on the newer system, but could no longer play any
GameCube games (Nintendo, Wii U
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Video Games : A World Full Of Realistic 3d Environments
Through the years, the technology involved in creating and playing video games has continued to
evolve in ways that its founder might never have dreamed possible. Starting with tabletop
roleplaying and card games and monochrome arrangements of lines, it has since traversed through
8–bit landscapes to become a world full of realistic 3D environments and characters. Currently, it is
even venturing into virtual–reality with life–like graphics so the players can genuinely put
themselves inside of the game. The industry has taken leaps and bounds in just the last half of a
century to reach its current point, and it is only showing the promise to continue to progress further
from here.
The predecessors for most, if not all, video games and consoles are the tabletop roleplaying games
and trading card games. For example, Nintendo, one of the largest video game companies in the
world, started out as a small company printing simple Hanafuda playing cards in 1889 (Erbland,
2014). In 1967, the "Brown Box" was invented by Ralph H. Baer, who is now known as the "Father
of Video Games." This Brown Box was a large, rectangular wooden box with two controllers
attached. He created it to work with ordinary TV sets at the time, and it came with six simple games
installed; ping–pong, tennis, handball, volleyball, chase games and a light–gun game (Poh, 2011).
The user could switch between the games using various combinations of the switches located on the
front of the console. Baer licensed his
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Video Game Industry Analysis Essay
Industry background The video game industry (formally referred to as interactive entertainment) 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. The video gaming industry has been growing exponentially in recent years. The growth is
expected to leap–frog in the future. Following chart shows the projected market share by 2010 of
different segment in the industry– Following chart shows growth of different segments in the
industry– From the above charts, it is clear that the console is the largest segment in the industry, but
online, mobile, pc software and broadband are some of ... Show more content on Helpwriting.net ...
The online console gaming market is set to take off, as the new generation of consoles arrive with
advanced networking and online gaming capabilities. The ability to download game demos, buy
casual, as well as full–fledged console games, and access advanced content, including high–
definition (HD) video, will play a major role in shaping the subsequent console generations. Key
success features – Rich playing experience – Appeal and variety of supported games – Product
innovation and differentiation – Keep up future changes Porter's 5 forces competitive analysis
Threat of new entrants: Low. It takes lot of resources and capital to enter into this market Bargaining
power of Buyers: Moderate. Buyers hold moderate bargaining power because of low number of
competitors and high switching cost Threat of substitute: Moderate. Interactive entertainment
substitutes are not that many. Bargaining power of suppliers: Moderate. There are not many
companies that the suppliers can supply to. But on the other hand the game development companies
can have more power by developing specific games. Competition among industry rivals: Strong.
There is intense competition among Sony, Microsoft and Nintendo for market share. Strategic
Group Map Following chart shows the position of each product in the video gaming
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The Effects Of Video Games On The Video Game Industry Essay
2. Briefly, what are the network effects in the video game industry? The network effects in the video
game industry are derived from the console system that is sold to consumers. If a company is able to
increase penetration in this arena, though at–cost/ below–cost pricing or pull created through the
development of desirable content, it can potentially lock in the added value of the video games sold
for the system. Which is to say, the console locks–in the network effects in the industry and the
games serve to reap the profits. The video games, however, may present something of a challenge in
that they can be somewhat easily replicated by competitors. Nintendo used an encrypted chip system
to reduce this possibility. 3. Describe and evaluate Nintendo's strategy in each of the following
areas. Why did Nintendo take the actions it did? How did these affect the value created by the
industry? How did they affect the portion of that value Nintendo was able to capture? a. Pricing of
consoles and games Nintendo's strategy for pricing of consoles and games was to lock–in the
network effects consoles offered by pricing them at– or below– cost and reaping profits by pricing
video games at significant margin. Nintendo took these actions because it knew that if consumers
used the NES/ Famicom console, they would be a captive audience for its higher–margin video
games which were necessarily more perishable from a consumer taste perspective. This affected the
value created by
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Essay on Nintendo: Here Wii Go
Nintendo: Here Wii Go While for years Nintendo dominated the market for virtual gaming, a rise in
competition presented serious challenges for the company. After struggling for the first five years of
the new millennia, Nintendo made an exceptional comeback with its innovative products, the Wii
and the DS that shook the market and brought in a completely new set of customers. Their new
strategy was so successful it allowed the company to become Japan's second most valuable business
after Toyota (Farhoomand, 2009).
"The game has changed... and the way the game is played has to be changed." – Satoru Iwata,
president of Nintendo Co. Ltd. (Plant, 2011).
The Evolution of the Video Game Industry – The Birth of Gaming The electronic ... Show more
content on Helpwriting.net ...
While monetary price was certainly a factor, Iwata was more concerned with the homing costs
associated with the newer systems. While more immersive games with a wider variety of button
combinations provided substantial value to the committed gamer, the larger necessary time
investment to learn the games was driving away the casual, marginal user (Farhoomand, 2009).
Nintendo therefore sought to be innovative with their next system, the Wii, and reach out to non–
gamers. They decided to simplify the gaming experience, so they completely overhauled the way
players communicated with the console. Instead of pressing combinations of buttons on controller,
players of the Wii communicated with the console through movements of a wireless remote. This
adaptation made the systems easy to use, quick to understand, and therefore appropriate for an
untapped gaming market' particularly families looking for an inclusive experience.
In addition to simplifying controls, Nintendo adjusted the nature of their gaming content by focusing
more on real life scenarios, with which the average person could relate, as opposed to fantasy type
games that appealed more to devoted gamers (Vaughan–Nicholas, 2009). The big hit games for the
Wii were simple games like tennis, bowling, and golf. Nintendo also introduced the concept of
"excer–gaming" with the Wii, with programs designed to assist, track and motivate users in physical
exercises (Anders, 2008).
The company also decided to
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Company Profile Of Microsoft Corporation
Company Profile
Microsoft Corporation was founded on April 4, 1975 by Bill Gates and Paul Allen in Albuquerque,
New Mexico(Wikipedia, 2016). As of today, it is headquartered at Redmond, Washington. It
specializes in designing, developing, licensing, and supporting software products, services, and
devices worldwide (Yahoo! Finance, 2016). The Company operates in five segments: Devices and
Consumer (D&C) Licensing, D&C Hardware, D&C Other, Commercial Licensing, and Commercial
Other (Rueters, 2016). Some of Microsoft's products include smartphones, business professional
software, and tablets which all run on its own current operating system: Windows 10. The Company
also offers cloud–based solutions that provide customers with software, ... Show more content on
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Following many ups and downs, Microsoft has seized the momentum in the $37.4 billion console
market with having sold 76 million Xbox 360s, and its 48 million subscribers on Xbox Live (Bass,
2013). As taking part in the eighth generation of gaming consoles, Microsoft have designed and
developed another one of its own home gaming console: the Xbox One. The Xbox One is the
successor of the Xbox 360 and is the third console in the Xbox family. It provides users with the
same capabilities that were on the Xbox 360, but with improvements and enhancements that change
the gaming and entertainment experience. Some of these changes include high definition gaming
graphics and an improved Xbox Live experience.
Five Years Financial Overview
At end of year
2011
2012
2013
2014
2015
Stock Price
$26.00
$30.62
$34.75
$41.86
$44.46
Revenue
69,943,000,000
73,723,000,000
77,849,000,000
86,833,000,000
93,580,000,000
Profits
54,366,000,000
56,193,000,000
57,600,000,000
59,899,000,000
60,542,000,000
Profit Margin %
77.7%
76.2%
74.0%
70.0%
64.7%
Growth Rate
8.5%
3.4%
2.5%
4.0%
1.1%
(Source: Yahoo! Finance; Mergent, Inc.)
In Microsoft's five–year financial overview, profits have been steadily increasing. The stock price
increase tells potential investors that the current shareholders are willing to buy Microsoft's stocks
than selling it. This shows that the shareholders believe that the company has a promising future,
which will open doors to new innovations and
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Advantages Of F. Reemium
F reemium, a pricing strategy using which a product or service is provided to the users "free of
charge" but later on money is charged for proprietary features, functionality, or even virtual goods
was coined by Jarid Lukin of Alacrain 2006.
Here, the users are provided with a totally free version of the entry level model of the software or a
game which is then used to create a large user base in a less time span because free users will refer
to other free users and they would eventually turn out to be paying users as this large free base
would now be monetized by upselling them on premium software services or features. The term
"Free" is a mentality that's hard to overcome in a user. It is much difficult to convert a free user to a
paid ... Show more content on Helpwriting.net ...
They force the players to wait for long hours causing frustration. So, just to move on to the next
level or just to get done with the game, people eventually end up paying thousands of dollars and if
you have gotten addicted to the game then there is no backing out. You eventually end up paying for
even the tiniest modification you "think" you require in the game. Thus, it can be concluded that
freemium works out great for the gaming companies. But from the consumer's point of view, it's
downright cruel.
In most freemium models, the product can be used for free only for a certain number of times or
with a limited capacity. The good part is that you can try the game before you buy it so that you
won't make purchases you will later regret, as the 'demo' version is available.
But there are darker sides to freemium. A concept namely 'Pay2Win' has come up recently, which
involves gamers paying to win games. This raises the question as to why people actually play
games. Is it to have fun? Or is it some completionist need to finish every game we come
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Nintendo Research Paper
Abstract
The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing
cards. This paper will explore how Nintendo started out as a playing card company and became one
of the biggest gaming corporations that are alive today. It will also explore the success and failures
of the company and how it achieved the status it has today. We will discuss the technology of
gaming and how it evolved over time.
Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur
by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was
born and the company was established officially as an unlimited partnership titles Yamauchi
Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ...
It was meant to be a cheap computer for a family to use, but it ended up just being a game console.
After complaints of the games freezing up, they wanted the help of another, more experienced game
company, Atari, but the Video Game Crash of 1983 nearly killed Atari.
Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan,
but not so much in America. In America, they made the huge mistake of trying to sell it as a toy.
Despite that, it made handheld games extremely
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Nerd Pop Culture Research Paper
If you have been following the current trend of nerd pop culture, you've probably seen a blog post,
YouTube video or a live stream of someone playing a video game you haven't seen since the days of
getting up at the crack of dawn every Saturday morning to eat sugar cereal till you were sick. Now
that gaming has become a ubiqutous hobby of our current generation, long forgetten classics are
seeing the spotlight shone on them once again. The itch to sit down and play courses through your
veins, ready to relive the thrill of finally beating that one boss after months, if not years of trying.
Unfortunately, your desired cartidges from yesterdecadeover $100 on eBay. Thank the army of
professional game collectors who have basically dominated the fledging industry of classic gaming.
Remember EarthBound on the SNES? $200. Used.
Thanks to the continuing explosion of mobile technology, a rather inexpensive and very effective
countermeasure is widely available. Given that the Android plaform has become a haven for
emulation enthusiasts during the past five years, Android devices that also double as portable multi–
system game consoles are ... Show more content on Helpwriting.net ...
The device itself looks like a typical console controller, but it is mounted with a 5" LCD, capable of
up to 720p. With two thumbsticks, one D–pad, and ten buttons (the thumbsticks, as expected, double
as buttons), the comfortably ergonomic layout will handle just about everything you can throw at it,
rarely encountering control issues except for games that requires special controllers. Backed by a
Tegra 4 processor and 2GB or RAM, 16GB of storage built in and a microSD port, the storage
possibilities allow for some serious collections and nearly endless hours of brain–frying
entertainment. Coupled with a mini–HDMI cable and a Bluetooth gamepad, you have yourself the
ideal console for a classics enthusiast on a budget, or lacking the space needed for
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The History Of Video Gaming
The History of video gaming started with the government in the mid–1960s with an
employee from defense contractor Sanders Associates, Ralph Baer. He came up with a
concept of a television gaming apparatus, which included a chase game and a tennis
game and could be attached to what used to be a normal television. After several years of
hard work and determination, Baer reached out to Magnavox in 1970 to show of what he
had accomplished. The following year Magnavox signed a licensing agreement, on
January 27, 1972, Magnavox released Baer's "brown box" technology as the Odyssey
video game console. The worlds first home video game console, the Odyssey was priced
at $100 and only utilized simple black and white graphics. The Odyssey only lasted for 3
years and sold only 200,000 units, as Magnavox tried boosting there sales by advertising
that it would only work with there Magnavox brand television in hopes to drive related
TV sales, which was a complete lie.
Inspired by Baer's original video tennis game, Nolan Bushnell and his Atari company
released an electronic arcade game called PONG, which had huge success. In 1975,
Atari partnered with Sears and released a home version of PONG. This system also sold
for $100 and was Sears best selling item during the 1975 Christmas season with sells
more than $40 million. Sears only had a six month exclusive, so in 1976 Bushnell sold
Atari to Warner Communications. Later that year Warner released an
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Description Of The Organization And Evaluate The Primary...
Description of the Organization (A1) In this paper I will discuss the organization I have selected,
perform a SWOT analysis of the organization and evaluate the primary leader. The organization I
have selected to analyze is Bensussen, Deutsch & Associates, LLC (BDA). BDA began in 1984 in
the garage of co–founder, Jay Deutsch. Along with his best friend Eric Bensussen and their love of
sports they had the idea to create products that would be an extension of a company's brand. Their
first product was a sweatshirt that featured the Seattle Seahawks. Today BDA employs more than
400 employees in the US, China and Canada. BDA has gross profits in excess of 500 million
annually. What makes BDA unique is the culture. It's a privately ... Show more content on
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Jay gives inspiration to the entire company. Each month BDA holds an all company meeting. During
this meeting Jay uses the time to encourage and remind employees what they are capable of. He
points out specific accomplishments of employees and motivates all of us to be our best each day.
BDA has a recognition program that encourages employees, their peers and managers to
acknowledge each other's "wins". Under Jay's direction these accomplishments are posted on the
intranet site as well as announced in team meetings and companywide meetings. This serves two
tasks one, to identify employees who provide excellent work and two, to encourage others to step up
so they too can get recognition from BDA and their peers. Jay is very charismatic. He commands
attention and people are drawn to him. When he speaks you can feel his passion for his work and his
company. He has a charming personality and when we have company meetings the atmosphere is
that of a motivational conference. People are excited and jazzed for what he has to say and the
future plans of the company. He is responsible for setting the attitude of the organization and leading
us towards success. BDA as a whole is very supportive and that direction comes from Jay. He
encourages people to follow their passions, even outside the company and supports original and new
ideas. He endorses creativity and inspires innovation.
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Video Game Console Developed And Manufactured By Nintendo
The is a 32–bit table–top 3D video game console developed and manufactured by Nintendo. It was
marketed as the first "portable" video game console capable of displaying "true 3D graphics" out of
the box.
It was released on July 21, 1995 in Japan and August 14, 1995 in North America at a price of around
US$180. It proved to be a commercial failure and was not released in other regions. Its negative
reception was unaffected by continued price drops. Nintendo discontinued it the following year on
March 2, 1996. The Virtual Boy is Nintendo 's lowest selling console.
History
Development
The New York Times previewed the Virtual Boy on November 13, 1994. The console was officially
announced via press release the next day, November 14. Nintendo promised that Virtual Boy would
"totally immerse players into their own private universe." The system was formally unveiled the
next day at the Shoshinkai Show. Nintendo of America showed the Virtual Boy at the Consumer
Electronics Show on 6 January 1995. This was following the collapse of a potential deal with Sega,
which decided to pass on the technology.
Problems emerged when Nintendo attempted to turn its vision into an affordable console, searching
for low–cost hardware components. Color was also said to have caused "jumpy images in tests."
Design News described the Virtual Boy as the logical evolution of the View–Master 3–dimensional
image viewer.
A number of technology demonstrations were used to show what the Virtual Boy was
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Nintendo Switch Decline
Many people in the world wonder which is better the Wii U or the New Nintendo Switch. The
Nintendo Switch and the Wii U are very comparable but the Nintendo Switch is more improved than
the Wii U because the Switch is portable and a console, fixed at what the Wii U failed and updated
hardware. The Based on my reasons and my research have proven that the better one is the Switch.
The NIntendo switch is meant to transfer from onto the T.V to the handheld game system. "...most
obvious comparison between the two consoles ...Both have dual functionality, with a separate
handheld mode that can be used to play games remotely."(Henderson). This means that means that
the Switch can come from off your T.V screen to the handheld portable Gaming system. "The
nintendo switch is more portable than the Wii U ever was meant to be."(Henderson). This means the
switch can go anywhere in the world and still you can use it whether in or out your house.
Information in the quote proves that the Switch can come from a game console to a portable Gaming
system. ... Show more content on Helpwriting.net ...
In the author Kate Grey she proposes the question "Nintendo Switch: can the new console succeed
where Wii U failed?". In this question she expresses that the switch could improve what the Wii U
failed at. "The graphical capability on the Switch finally matching Sony and Microsoft's consoles?"
(Gray). This poses the questions That proves that Switch can have graphics machine Microsoft and
Sony graphics. Based on the questions and what they mean proves that the Wii U doesn't have the
same level of neat graphics as the Switch and the Switch succeeded in which the Wii U failed
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The Funniest Game Console Knockoffs
Whenever a product comes wildly popular, bootleg versions are quick to follow. Everyone wants to
get in on the market and enjoy the success. Unfortunately, fake copies and bootlegs version are not
usually the same quality as the original. These knockoffs can be found in almost any industry,
especially in the lucrative gaming console world.
While it's easy to accidently fall for a cool looking product, some copies are just downright
shameless in the way they try to cheat the buying customer. Nonetheless, the efforts by these fake
retailers can end up looking hilarious – as long as you don't fall for them. Let's look at some of the
funniest game console knockoffs in recent history.
PolyStation
We probably don't need to explain which console's success PolyStation tried to cash in on, as the
name kind of gives it away. What's remarkable about PolyStation is how it actually was the first to
start a whole generation of PlayStation knockoff.
While the name is obviously something to laugh about, it's not as funny if you fall for this product.
The console didn't run any PlayStation games; in fact, it didn't even come with the ability to add any
new games!
Chintendo Vii
This knockoff should be given an award for the best effort when it comes to ripping off a popular
franchise. It isn't like most others on the list, as the console actually doesn't play any knockoff
games. It has a selection of games, which are rather horrendous copies of the original Wii Sports and
a selection of
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What Are The Advantages And Disadvantages Of Computer Games
For budding video game players, choosing your platform for gaming is not only a bit of a challenge
financially, but also depending on your level of experience and interest in convenience. When you
take into account these three factors, and maybe a few more, it will very much decide what kind of
gamer you would like to be, or, what is best for you at the time. For some people money may not be
an issue and deciding can be relatively easy as both is an option. However, for many of us, we have
to take more time to decide. When first figuring out what direction is the best one, the initial thing
many consider before deciding between buying a console or a PC for gaming is cost. A current
generation console can cost anywhere in the range from two hundred up to around six hundred
dollars. Without advertising specific any specific brands, for some a smart phone is all you need to
play simple games. However, smart phone games are usually very casual and filled with
advertisement spam. Handheld portable consoles have superior games to smart phones, yet can still
be quite casual when compared to full scale console home systems. Unfortunately, the competition
when it comes to consoles is very strong and you find a lot of video games become exclusive to
those systems. This can be very frustrating when a very good game comes out on the console you
don't own. "On a consumer level, the savings alone more than justify the potential extra outlay or
occasional graphics card upgrade. For the
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Erasing the Gap between Video Game Consoles and Mobile Phones
Imagine yourself to be a time traveler and go back to year 2000 when the world of mobile phones
was dominated by our very own 'Snake' game, in which one used to feed a hungry snake dots,
squares or other objects to grow their length, making sure it stealthily avoid eating its own self. But
there existed this elite class who owned their very own PlayStation 2, and hence were given the title
of ultimate gamers without any doubt. Zip to 2014 where we literally need to take out our umbrellas
and protect ourselves from pouring game apps. With game categories ranging from action to
puzzles, and target audience from a 3 year old to 80 years old, there is no end to the options. This is
the era of Smartphones and everybody is a gamer or potential gamer now. Thanks to the 'everything
you require is in a 5 inch slim cuboid box', the world has started questioning the worth of video
game consoles now. Smartphones gaining popularity as Console In a recent report on 'Consumer
Spending on Games in 2013' published by App Annie, a market intelligence firm, both iOS App
Store and Google Play noted hike in app store game revenue as compared to handheld game
consoles. Besides, Nintendo suffered from 30 percent drop in profits in Q3FY13 and operating loss
of 1.58 billion yen (£8.78m). One of the reasons behind this growing interest is that games are much
cheaper on smartphones as compared to those on console counterparts and are just a touch away.
Besides, top end smartphones are
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The Evolution Of Games Platforms
The Evolution of Games Platforms
Introduction
Video games are a big part of life in modernized countries. It is one of the biggest entertainment
money makers and of the things people enjoy doing. They are now mostly played inside the comfort
of your home, with a console or computer. But things weren 't always like this. About 40 years ago
you would most likely go to the arcade to play. The consoles they had out were either expensive or
not good enough to compete with the arcade ones. Classic video games were made with 4–bit pixels
and in very low resolution than modern day games. Over the decades, game machines continuously
evolved and become more and more powerful, capable of stunning visuals and graphics. In the 21st
century, social media, smart phone and tablet technology entered the gaming scene. Casual games
become the norm attracting previously non–gamers into the market. However, if those low–quality
games were never made, the games would not have evolved into the games they are today. In this
article, I will cover main game a platform from the 1970's to present day explaining what they are,
their key development dates, features and limitations.
First Generation 1972–1977
Arcade
World 's first commercially sold coin–op video game was called "Computer space". It was created in
1971 by Nolan Bushnell and Ted Dabney. Unfortunately it wasn 't successful due low marketing, the
complicity of game play and difficulty of controls. But creators of "Computer space" didn 't
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Nintendo And The Video Game Industry
Over the years, corporations in the video game industry revolutionized the concept of consoles and
videogames through strides of innovation. The videogame entertainment industry is highly
competitive and is largely driven by creativity in the products being created. All throughout the
1980s and 1990s, Nintendo redefined entertainment through its innovative consoles and
videogames. The company had skyrocketing sales. However, as new entrants such as Sony and
Microsoft entered the market, Nintendo was exposed to severe competition. As a result, their sales
and profitability started to plummet as the years progressed. Despite the shifts and changes in
technology and forms of entertainment, Nintendo is adamant about sticking to its videogame
strategy. In order for Nintendo to survive after the emergence of this technological substitution and
be active competitor in the market, the company should license its popular games for use on
smartphones and tablets. Incorporating and licensing popular Nintendo games onto smartphones and
tablets will be much more affordable to consumers who enjoy playing online games as a form of
entertainment. There has been tremendous global growth in owning smartphones and tablets. This is
largely attributed to the product's features where a smartphone or a tablet can perform an array of
tasks. Not only do they provide a lot of perks, they are also easily accessible and portable. An article
on the Market for Computer and Video Games states that
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Categorizing Different Gaming Systems
Categorizing Different Gaming Systems
History of Game Systems:
Gaming systems have come a long way since 1967 when the very first video gaming console, the
brown box, was introduced to the world. It was invented by Ralph H. Baer who is also known as
'The Father of Video Games". It was created in such a way so that it could be hooked up to any kind
of TV set. Games available for the console were simple virtual games such as Ping–Pong,
volleyball, handball, chase games, light–gun game, etc. This one device started somewhat of a
revolution and brought new ideas to various companies and leads on to various adaptations and
segues to make the branded consoles appealing to the public
After the brown box, the following made an appearance: (1972) The Magnavox Odyssey made its
outbreak as the world's first home video gaming console.
(1975) Pong is referred to as the first commercially prosperous video game, which actually led to
the start of the video game industry. Due to the success of this game system, several companies
began making games that copied Pong's gameplay, and ended up releasing new types of games.
(1977) Atari 2600 (VCS) was the first successful console with interchangeable cartridges that also
included 128 bytes of system ram.
(1980) Released by Mattel in 1979, The Intellivision video game console began development in
1978, less than a year after the Atari 2600 was introduced. Derived from the words "intelligent
television", this product sold over 3 million
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The On The Gaming Industry
The gaming industry took America so far in entertainment for generations of young and old to play
for decades to come. Starting from one of the developers of the atomic bomb used in World War II
to the present day console wars of PC, Xbox, PlayStation, and Nintendo games have been played.
Computer engineers took steps and chances with their ideas, making them into successful business
men in a brand new industry, creating new products of imagination, science, and reality. If there
were no video games modern day products and small industries such as apple would not exist since
Atari hired Steve Jobs to come work for them and not pushing him to the limit of the apple
computer. New worlds were in place for developers and customers to explore and enjoy. The
developer of the atomic bomb and first person to take a chance was William Higinbotham. His game
started in Brookhaven in which he took charge and calling it Tennis for Two. His invention was
"simulated on a screen was a vertical side view of a tennis court showing the edge floor with the
edge of a floor with the edge of the net perpendicular to it" (Games...). The game system came with
two controls having one knob and button on each one giving players to hit a small dot representing
the ball moving back and forth. The actual device was connected to an oscilloscope having a simple
design, although Higinbotham worked with technical specialist Robert V. Dvorak, who built it and
Alexander Elia is designing, designs the blueprints.
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Nando Case Study
NINTENDO
Introduction
Multinational companies (MNC) is an international or transnational company headquartered in one
country but branches in many developed and developing countries. Examples include General
Motors, Coca–Cola, Firestone, Philips, Volkswagen, British Petroleum, Exxon, and ITT. A company
will be based on the advantages of multinational companies to establish production and other
activities in foreign locations. Companies globalize their activities both to supply the domestic
market in their states, and to serve foreign markets directly. Keeping foreign activities within the
corporate structure allows the companies to avoid the costs inherent by intermediaries, with a
separate entity while utilizing the knowledge of their own ... Show more content on Helpwriting.net
...
It's the problem of why the Nintendo Wii U is not able to compete in the sales of Next Generation
Console. Wii sales are low and the value of the yen had strengthened to make a giant computer
game recorded its first annual loss in April
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Sony Computer Entertainment, Inc.

  • 1. Sony Computer Entertainment, Inc. Introduction and Company Background Sony Computer Entertainment, Inc. is a multinational video game company that was founded and established on November 16, 1993 in Tokyo, Japan. Our company is a wholly subsidiary, an important part of the Consumer Products and Services Group of Sony. SCE Inc. is responsible for Research and Development, production, and sales of both hardware and software for the PlayStation line of handheld and home console video systems. The purpose if this memo is to propose the development and implementation of an Augmented Reality based video game system. IT Governance Structure Our current IT governance structure takes a top– down approach, centralized in nature. Upper echelons decide what innovative hardware should be manufactured. They develop strategies to market the prospective product and delegate the actual innovative processes to our company's divisions, such as R&D and production. Our company fosters an adhocracy culture which implies rewards for individual initiatives, but since our core product is to deliver high performance home entertainment systems to our consumers any initiatives made by lower level staff members are only rewarded if they supplement the platform. The innovative ideas that drive our business are engendered by visionaries that make up our senior managers. There is little autonomy designated to the lower echelons in terms of IT decision making at Sony Computer Entertainment, Inc. Mark Cerny, our lead system architect, ... Get more on HelpWriting.net ...
  • 2.
  • 3. The Grandfathers Of Video Games Olivier Leroy 26/04/2016 The GrandFathers of Video Games From the classic plumber in the red jumpsuit to the first ever motion–controlled console, the classic and most iconic video game company have been revolutionising the world of entertainment since their debut in the console market in 1983. Nintendo was originally founded in 1889 as a Japanese playing card company by a man named Fusajiro Yamauchi. A few years later, the company was not doing as well as they expected so they decided to try out many different things such as becoming a taxi company, a hotel chain and even a food company selling instant rice in 1963. Eventually, they ... Show more content on Helpwriting.net ... Two years leater, Nintendo decided to remake the Famicom and sell it to the worldwide market as the NES (Nintendo Entertainment System for short) alongside their first game; Super Mario Brothers. But because of the North American video game crash of 1983, Nintendo had no choice but to sell the. Four years later, the Game Boy was released and gained a massive amount of popularity and would be represented as the Game & Watch's successor.. In 1990 The Super Famicom was released in Japan and a year later in the west under the name "Super Nintendo Entertainment System". It was a successor to the NES and had 16–bit graphics compared to the NES 's 8–bit. At that time, Sega had rivalled against Nintendo their Sega Genesis as well as with their mascots, Sonic against Mario. Throughout the same year, Nintendo had agreed with Sony to make a console but the two did not see eye to eye which eventually led to Nintendo backing away from the contract and five years later, The Sony Playstation was released. Four months prior to the Sony's first console release, The Sega Saturn hit store shelves for a retail price of 400$ with amazing new 3d graphics. Because the Saturn was announced and released way earlier than video game developers had anticipated, it ended up lacking games upon release and therefore did not end up selling well. In 1995, Sony would end up selling their ... Get more on HelpWriting.net ...
  • 4.
  • 5. How Do We Watch Tv? Every time we watch television we always see something advertised that promises to give you a perfect pedicure, remove any kind of stain you throw at it, give you muscle strength and tone muscles so you look like the Incredible Hulk, or put anything together that comes apart or breaks. But do they really work. Our local Channel 6 News (www.wate.com) put some of these "As Seen On T.V." items to the test and here is what they found out. One thing they tested was the Ped Egg. This is a small egg shaped gadget that is supposed to smooth and remove calluses from feet. Well Channel 6 News tested it with a professional in the Knoxville area. Kate used the Ped Egg on one of her regular customers, Gina, and found that it is not what it says. The first thing they found was that it is no where near as gentle as advertised. It actually left "dips" in the bottom of Gina 's feet. Kate actually compared the Ped Egg to a "razor" and stated that "I think it is not safe to use at home." I have to agree. After trying it myself, I really do not like it at all. It felt like I was scraping my foot with a knife. Channel 6 News also tested out the Aqua Globes which are glass that is hand blown and stained and supposed to keep plants watered for up to two weeks. 6 News took the Aqua Globes to a University of Tennessee associate professor in Biosystems Engineering and Soil Science Department. The professor put them to the test and after two weeks found out that they delivered on their promises. ... Get more on HelpWriting.net ...
  • 6.
  • 7. The Influence Of Technology On Society Techno–optimist or techno–pessimist? That is the question. Technology throughout time has no doubt changed our way of life. Travelling to destinations quicker, curing new diseases, or figuring out how to cease a wide famine are examples of how technology has made advances over time. The solutions that scientists create spark a tool that others cannot live without. But what if these technologies bring out negative effects rather than their desired purpose? Sometimes, innovators create new inventions that bring unintended consequences. It could range from less communication face to face, side effects from new medicines, or pollute the earth's atmosphere. As a result of technology bringing out positive and negative effects, many people have chosen to join a side on the issue. They are either called a techno–optimist or a techno–pessimist. Both of these groups believe differently in the way technology has brought innovations. For example, a techno–optimist considers technology has made life better and assumes further scientific discoveries in the future will no doubt improve our lives even further. Techno–pessimists however, ponder how technology has impacted human society. Keep in mind, though, people don't always lean towards one side all the time and opinions change one way or another. In the article "Are You a Techno–Optimist or a Techno–Pessimist?", blog writer Courtney Meehan challenges a question to the reader if they are either a techno–optimist or a techno–pessimist. ... Get more on HelpWriting.net ...
  • 8.
  • 9. Essay on Rapid Growth of Nintendo Video Games Introduction Over the last 25 years the video game industry has grown rapidly, becoming a significant player in the media landscape, rivalling that of television. The industry is dominated by three key players, Sony, Microsoft and of course Nintendo, which will be centred on. The core strategy behind these global giants revolves around the same key idea, that money is to be made in software as development and manufacturing costs keep the consoles break–even sales price from most consumer price points (Williams, 2002). However the approach taken by Nintendo varies considerably from its two main rivals. Nintendo Co. launched its first video gaming system in 1983 and has since sold over 4.2 billion games worldwide, over 669 million of which ... Show more content on Helpwriting.net ... However the company has also launched a number of dud products during the late 1990s/early 2000s as well as in recent years. Today the company sees itself in a difficult position, lagging behind competitors and trying to keep up in a changing marketplace. While Nintendo is still the market leader, market share is dwindling, falling a sizable 10% in a matter of four years (Euromonitor, 2014). It has been a number of years since Nintendo has created a successful innovative product and the company is beginning to feel the effect. If Nintendo doesn't do something soon to change this, the future is bleak for this gaming company. The total market share of the three leaders has dropped suggesting the growth of software companies, particularly those creating mobile gaming apps. However Microsoft has managed to increase their market share by 3% in the same time period, due to their positioning strategy. Market Share in Global Video Gaming Industry. (Euromonitor, 2014) The above figures depict the industry's' standing one year ago, and are likely to have since changed, not working in Nintendo's favour. At this time Nintendo had released its Wii U, launched almost a year before the PS4 and Xbox One, and should have been enjoying its success. However the console failed to gain momentum at the beginning, and ultimately botched, 2013 year ended with the Wii U selling only 2.8 million consoles. The Xbox One and PlayStation 4 ... Get more on HelpWriting.net ...
  • 10.
  • 11. Reflection Paper About Technology Reflection Paper #1 It is 2017 and it is safe to say that technology has integrated into daily routines. I for one will admit it, when I wake up the first thing I do is reach for my smartphone. I immediately check on people; I barely even talk to. Sad to admit but it might be to stay relevant to those weak ties for potential social gain. Nevertheless, that has been my daily routine for the last 6 years. Thinking back even further I remember my first interaction with technology and being formally introduced to a desktop computer. My uncle Felix introduced me to technology when I was 6 years old and as a child, I was fascinated by computer gaming. Computers opened my eyes to a whole new world and it continued to do so as I grew up. My uncle Felix at the time was in school studying to become a computer programmer. I remember uncle Felix building system units and once they were ready he would buy my games to play on his desktop. That was my favorite part of my day, coming home and playing a new game. He also introduced me to my first Game Boy Advance which was an upgrade from the original Game Boy Color. My parents couldn't afford to get me technology, luckily I still had the opportunity to have what I did. He spoiled me with technology, he was the one person in my life that has always trusted and believed the technology was a utopian instrument. Looking back upon receiving the latest (to its time) technology, I now realize and understand why uncle Felix was drawn to ... Get more on HelpWriting.net ...
  • 12.
  • 13. The Evolution Of Video Games The Evolution of Video Games Video games have been around for over 60 years and are still evolving over time. But just how did these video games advance over these 60 plus years? According to our research, video games started out in the 1950's–1960's with basic technology such as low quality graphics, basic controls, and third person play. But from the 2000's on, video games evolved from basic technology to more advanced technology such as high quality graphics, more advanced controls, and first person play. The first video game was invented in 1958 by William Higinbotham at the Brookhaven National Laboratory in Upton, NY. It was a table tennis like game played on an oscilloscope. However, there was no official name for this game. It was very simple with very simple controls. Three years later, Steve Russell invented Spacewar, the first interactive computer game in 1961. However, a year later in 1970 Nolan Bushnell and Ted Dabney begin to attempt to create an arcade version of Spacewar, calling it Computer Space. One year later in 1971, Computer Space became the first video arcade game ever released. "Survivals games like Pac–man and shooting games like Spacewar were very popular back in my day." (Carolyn C. Clark, from Jamie Clark interview). Even though these games were very simple, their popularity grew faster and faster as the years went by. While video games themselves grew popular over time, video game technology was advancing as well. Magnavox's Odyssey, the ... Get more on HelpWriting.net ...
  • 14.
  • 15. Responding to the Wii Essay Executive Summary Sony Computer Entertainment Inc. has the unique distinction of being the first and only company to have had market leadership for 2 consecutive console generations. However, in recent times, the ecosystem has changed to include a larger audience and usability has trumped technological superiority as a key metric in generating buyer interest. In 2008, Nintendo's Wii had 2 times the market share that Sony's offering, the Play Station 3, had. I feel Sony should assess the following options. (1) Focus on catering to its niche advance game segment and focus on leveraging its progress form the previous 2 generations. (2) Respond to Wii onslaught by developing its previous generation console to include a low end offering that ... Show more content on Helpwriting.net ... Sony must focus on remaining in this unique segment and leveraging its perceived uniqueness as a technology leader. Instead of competing on Nintendo's terms, Sony should not react but exercise "Ukemi" by furthering its position in the serious gaming segment. It is notable (From Exhibit 2b in the Responding to Wii case – Harvard Business Review) that Nintendo has been successful in keeping positive operating profits despite being a weak competitor during the previous 2 generations. Nintendo has shown prudence in waiting out 2 battles and coming up with a unique offering which has changed the way the market perceives gaming. Sony should concede defeat this generation of gaming, while maintaining balance through strong service to existing market. Sony should target the serious gamers and not react to Wii in terms of re assessing its differentiation strategy. The positioning question While Sony is losing market share in the console market, it is winning the "Battle for the living room" with Microsoft. With momentum gained from the previous 2 generations and technological superiority of Sony's offering, Microsoft has taken a bigger blow, with almost double the operating loss of Sony. (Sony operating loss of $1246.1 M vs Microsoft $2066 M, from Exhibit 2b in the Responding to Wii case – Harvard Business Review). Sony has a broad offering in consumer electronics segment that it can leverage to provide a comprehensive ... Get more on HelpWriting.net ...
  • 16.
  • 17. History Of Home Video Game History of Home Video Game Consoles The video game industry has gone through some interesting developments over the past fifty years. Video games are as much of a pass time as watching network television, or going to see a movie. The initial motivation for video game production was to bring interested consumers to the computer market and has evolved into many forms and designs to give the end user an artificial experience of playing table tennis with a friend, or an imaginary friend. This paper will cover the history of video game consoles that were released from 1958 until present day. Home Console Timeline Tennis for Two game is the first video ever created. The game was invented in October 1958 by an American physicist by the name ... Show more content on Helpwriting.net ... In 1966, while working as an engineer for Sanders Associates, Baer "scribbled out a four–page description for the 'game box' that would allow people to play action, sports and other games on a television set. (Mullis, 2014) Seven prototypes were developed and the first patent was filed in 1971 making it the first video game patent in history. Magnavox was given the license and they developed the Odyssey in 1972 making it the world's first home video game. During the same year, Atari was launched by Nolan Bushnell and Ted Dabney and Pong was released, becoming the first video game to reach a mainstream audience. In 1976, Coleco released its first console called Telstar and Fairfield Camera & Instrument released theirs called Channel F. The Telstar console had games programmed into the hardware and newer models would introduce new game titles and hardware features such as a light gun and color. Channel F was the first console that featured individual cartridges that resembled 8–track audio tapes. Atari released their first cartridge based system in 1977 which was first known as the Video Computer System, later called the Atari 2600. In 1978, Midway Games released Space Invaders, the first game that allowed players to track their highs cores using three letters. Mattel released Intelivision which was "the first real competitor of the Atari 2600." (Kudler, n.d.) Atari developed ... Get more on HelpWriting.net ...
  • 18.
  • 19. Gaming Is A Popular Past Time For Many People Gaming is a hobby where a person plays games, most commonly people who play games or gamers play video or role playing games. Gaming is a popular past time for many people in the United States and even the world today, due to this popularity there are many controversial issues and opinions in gaming. One of these popular issues and differences in opinion come in the form of whether computer or console gaming is a better way to game. Computer gaming is where you are playing games on a computer by downloading games over the internet or playing them through what was put on the computer originally. Whereas, console gaming is where you buy a machine specifically for gaming or playing video games, these consoles come in many forms such as handheld or controller based. However I prefer computer gaming over console gaming due to the greater enjoyment in Computer gaming. Console gamers argue that their games are less expensive in the long run due to changes to the computers that are needed, and also they believe that the graphics and the overall experience of the game is better on consoles. I will strive to show that Computers are a more enjoyable gaming platform by defining the differences and outlining why computers are better than consoles, due to the cheapness of games, and the overall experience of the games which includes the experience in obtaining the game. The first difference between computer and console gaming is the price, the cost of console and computer games and ... Get more on HelpWriting.net ...
  • 20.
  • 21. Game Over : Effects Of Video Game Use Essay Game Over: Effects of Video Game Use Clint Glover Professor Robert J. Dougherty LSTD 4953–Study in Depth 12/14/2015 I certify that I have read A Student 's Guide to Academic Integrity at the University of Oklahoma, and this paper is an original paper composed by me for this course. Except where properly cited and attributed, it has not been copied or closely reworded from any other source and has not been submitted as a whole, or in part, for credit in any other course at OU or any other educational institution. It has not been created or submitted for any other purpose such as a job assignment at my workplace or any other agency. Game Over: Effects of Video Game Use "Video games are a ubiquitous part of almost all children 's and adolescents ' lives, with 97% playing for at least one hour per day in the United States." (Granic, Lobel, & Engels, 2014). Video gaming is a billion dollar industry and its growing popularity with adolescents and young adults is becoming a part of everyday life for a majority of children in the modern era. Video games can have immense value and opportunity. They can be enjoyable and useful when used appropriately for entertaining or learning experiences. Society today seems to put an emphasis on the consequences of gaming. Gaming has even made national news when discussing the possibility that a violent video game can influence violent behavior. For the last decade, video game use has been researched more and more. With this new ... Get more on HelpWriting.net ...
  • 22.
  • 23. The Video Game Video Games The first video games appeared in the 1960s.[1] They were played on massive computers connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[2] In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed gamers to choose from the Odyssey 's built–in games. The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari 's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing ... Get more on HelpWriting.net ...
  • 24.
  • 25. Video Games: Sub-Concepts Of Simulation Games Sub–genres of simulation games are 1. Vehicle: These games create highly accurate experiences in operating in vehicles such as airplanes, ships, tanks, etc. For example, Flight Simulator X 2. Process (Construction & Management): These games simulate complex systems and processes, such as building & managing cities, civilizations, forming armies, constructing rails/roads, etc. These games are considered constructive rather than destructive as they involve building and creating activities,. For example, SimCity 4 3. Sports & Participatory: These games allow players to compete in sports or other events, allowing them to "play" as a participant in the event. For example, Madden NFL 08 Strategy games: Game play typically has the player managing a limited set of resources to achieve a particular goal. There are generally two main components in such games: (1) Resource ... Show more content on Helpwriting.net ... The console devices like PS3, PS4, Xbox 360, Xbox One, Nintendo Wii and WiiU, are designed to work with a TV. These console devices are capable of connecting to the internet through home internet connection just like other computers and handheld devices do. This allows the gamers to download games or 'expansions' to existing games. This also enables gamers to play online, though playing games online may require a subscription for it. A parental control functions is included in the consoles of all the three major console manufacturers (Nintendo, Sony and Microsoft) that are linked to age ratings systems. Gaming consoles of these manufacturers also have in–built wireless system so that they can connect to the gamer's home internet or other Wi–Fi hotspots. This enables a wide range of online functions, such as playing with/against peers or friends online (in a multi– player game), browsing the web, viewing or downloading films, storing photos/music and chatting to friends ... Get more on HelpWriting.net ...
  • 26.
  • 27. Videogame Transition Transition 1: So hey, let us meet the guy who first invented our excitement for playing on screen as "The Father of Videogames". Body: I. Clarify how the idea of the first video game console was made. A. According to the site (Ralphbaer.com, 1999), the first home videogame console was developed by a man called Ralph H. Baer. 1. He started off with a Radio Technician Diploma and Bachelor of Science in Television Engineering, and then made his way up as a Division Manager and Chief Engineer for Equipment design at Sander's Associates. 2. Two decades of his engineering work, he was thinking back then about his TV engineering work back in Loral–– thinks about wanted to do more experience with television rather than watching shows. B. The first home ... Show more content on Helpwriting.net ... The idea of this console was later rejected by a certain management company, but Baer has to make the plans and develop the prototype on his own– later got help by two other paying engineers. 3. The idea was later rethought and accepted after Boer wrote a four page paper essay to certain supervisors to proceed. C. The first home videogame was called Pong, later on different games were developed. Transition 2: Now eight generations and hundreds of consoles later, we have different consoles and upgrades in different –– mostly famous–– certain companies. II. Explaining the history of certain video game consoles and their years of upgrade. A. The Nintendo Company has the most consoles with bigger upgrades (Nintendo's History, 1997). 1. Nintendo did first start of as a card game company in the late 1880's and the home video game console TV Game 6 in color in 1980's. 2. Nintendo is now improving from home game systems to certain "on the go" handheld systems and touch screens. B. Most consoles today have certain upgrades like the shape, size, and more memory. Transition 3: I really can't explain all the upgrades, but I could explain the functions certain game consoles have. III. Explaining the functions most game consoles ... Get more on HelpWriting.net ...
  • 28.
  • 29. Students Need Great Gadgets For A Few Reason Students need great gadgets for a few reason: they can help with school work, they 're convenient and they 're cool. Here 's a look at a few types of gadgets that all students should look into, and the best options for each category of gadgets. Cell Phones – Every student needs a cell phone for staying in contact with family members. Smart phones have a ton of extra features that can really come into play during a school year, like calculators and Ebook Readers – Textbooks costs are one of the biggest costs that students have to deal with, and an eBook reader can help ease the burden while providing an intuitive, fun way to read. The best eBook readers for students are black–and– white readers like the Barnes and Noble Nook and the Amazon Kindle, because black–and–white readers have long battery lives and can be read in direct sunlight. Color readers are more in line with tablets, which we 'll get to in a minute, but they 're inferior for reading. A black–and white reader like the Barnes and Noble Nook runs about $149. Tablets – Tablets aren 't the most essential tool for school, but they 're awesome for unwinding after a day 's studies and can handle some of the duties of the other gadgets on this list. The most popular tablets are the iPad, of course, and Android offerings like the Motorola Xoom. These usually cost about $500, but there are cheaper options available like the Asus Eee Transformer, which is only $400. They can play videos, display eBooks and ... Get more on HelpWriting.net ...
  • 30.
  • 31. Video Games Research Paper Almost everyone in the world has played some sort of videogame before. They exist everywhere and are becoming more and more accessible due to the globalization of technology. On average you will spend 10,000 hours playing video games from 5th to 12th grade (McGonigal, 2010). It is estimated that 68% of households play video games (Evolution of Games, 2010). So where did video games originate from? What was the first game ever created? BOARD GAMES The very first board game that is known to have existed was the Royal game or Ur and was founded in Mesopotamia or modern day Iraq. It is estimated to have been made 4,400 years ago (Royal Ur). Now we have games like Dungeons and Dragons or Monopoly with complex rules and intricate pieces. Monopoly requires complex actions like buying and selling property, and conserving your resources and strategic placement of homes. Dungeons and Dragons has complex stories with great epics and settings. We have come a long way from the basic rules. CARD GAMES Along with board games, card games have existed for centuries. Originally card games appeared in China during the Tang Dynasty in 820 A.D. (Bodle, 2008). There are ... Show more content on Helpwriting.net ... The very first generation, or generation one (1972–77), began with the very first console, the Magnavox Odyssey. Many consoles were just Pong clones and many were made, with non removable, built in games (Generations of Games,2014). The second generation (1976–84) showed the likes of Atari and with it, quickly produced games. During this time, game consoles were cheaply produced and video games were quickly made because it was easy. This lead to games like Pac–Man Atari and E.T, games considered to be the worst of all time. These games existed to cash in on an existing product but were too clunky and broken to be enjoyed. The second generation also saw the release of the first handheld console the Milton Bradley Microvision (Generations of ... Get more on HelpWriting.net ...
  • 32.
  • 33. The Evolution Of Video Games Composition II John Reynolds 4/28/2016 Research paper: The Evolution of Videogames. What is the definition of videogame? According to the dictionary, it is a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. I have loved to play video games ever since I was a little kid. I still remember the first video game I ever had, it was called Sega Genesis 2. It was one of my all–time favorite games. I was so sad the day it died because of its "old age". I do not actually remember how old I was, but I remember that some years passed before I received another one. The second videogame I ever had was the PlayStation one. Over the years I stuck with the PlayStation videogame–type until now that I have a Ps4. It is amazing to see with our own eyes how much videogames change over the years. It is funny how every time a new console game comes out I hear the phrase: "it looks just like real!" As a matter of fact, as the technology evolves, the videogames evolve. Since the first videogames were created their content, controllers, and graphics have evolved over time into the games that are played today. The attribution of the first videogame ever created goes to the American government physician William Higinbotham (also developer of the first nuclear bomb). In 1958 he created the first video game made just for entertainment and it was called Tennis for Two. The earliest known computer games actually ... Get more on HelpWriting.net ...
  • 34.
  • 35. The Father Of The Nintendo Game Boy : Gunpei Yokoi The Father of the Nintendo Game Boy: Gunpei Yokoi By: James Benson There have been numerous inventors that have had their names stand the test of time. Achievements in technology that have benefited humanities health, knowledge, and even education. Not only were there inventors in those fields of technology, there are also those inventors whose inventions innovated entertainment and play, and video games are one of those inventions. We play them on our TVs, computers, portable gaming devices, and on our phones and have made video games a huge part of our culture. However, there is one invention that is so recognizable by practically everyone because of how dominant in the handheld games market it had been for almost two decades bulldozing over any competition, and that invention was the Nintendo Game Boy, and the man who was behind the birth of the little handheld that could was Gunpei Yokoi. To me as a gamer, Gunpei Yokoi changed the face of gaming forever, and left behind a legacy of achievements in the video game industry. Gunpei Yokoi: Early Career At Nintendo: Gunpei Yokoi was born in Kyoto, Japan on September 10th, 1941. He also grew up in the same town where he would attend Doshinsha University and graduate with a degree in electronics. Like any other college graduate, he applied for multiple different jobs for different companies and businesses to make a living (Groenendijk). Gunpei Yokoi was hired by Yamauchi in 1965, where he started as the maintenance man of the ... Get more on HelpWriting.net ...
  • 36.
  • 37. Nintendo: Great Impact on gaming Essay Nintendo: Great impact on gaming Video gaming has evolved enormously over the years. A variety of advancements in technology has affected gaming and the experience for gamers. Nintendo has been involved in changing the nature of gaming over the years; from playing cards to household video game systems, to now having the convenience of playing your video games on portable handheld consoles. Nintendo has been a leader in driving the advancements of video game systems. Before any electronic gaming was created, Nintendo had created playing cards. The very first being Hanafuda cards which were created in 1889 by Fusajro Yamauchi (Nintendo, Nintendo History). These were flower cards and each card represented one month of the year ... Show more content on Helpwriting.net ... This offered more opportunities for gaming and allowed for a more active experience. The remote was wireless (took two double A batteries), and was designed to easily fit in one of your hands while playing. A plug–in port is located at the bottom of the remote in order to be able to attach accessories, such as the nun–chuck which comes with the Wii for more interactive games. The Wii comes with Wii Sports game to allow gamers to experience the new motion sensing technology (MarioWiki). The discs are much similar to the regular DVD discs and games save automatically on the Wii system so there is no more need for memory cards (unless you want extra storage) (MarioWiki). The Wii is also capable of playing GameCube games (MarioWiki). The system has Wifi compatibilities which allows users to play online with other players, and also allows them to purchase games online (MarioWiki). The Wii is also set up differently. When the console is turned on, you are directed to a menu where you have the option to do a variety of things. You can choose to play the game you have put in, or you could visit one of them many channels: Photos, News, Forecast, Internet, Mii and more if you purchased something online. In November 2012, Nintendo launched Wii U (Nintendo, Wii U Gamepad). The Wii U was basically the same as the Wii but with many more added features. You could still play Wii games on the newer system, but could no longer play any GameCube games (Nintendo, Wii U ... Get more on HelpWriting.net ...
  • 38.
  • 39. Video Games : A World Full Of Realistic 3d Environments Through the years, the technology involved in creating and playing video games has continued to evolve in ways that its founder might never have dreamed possible. Starting with tabletop roleplaying and card games and monochrome arrangements of lines, it has since traversed through 8–bit landscapes to become a world full of realistic 3D environments and characters. Currently, it is even venturing into virtual–reality with life–like graphics so the players can genuinely put themselves inside of the game. The industry has taken leaps and bounds in just the last half of a century to reach its current point, and it is only showing the promise to continue to progress further from here. The predecessors for most, if not all, video games and consoles are the tabletop roleplaying games and trading card games. For example, Nintendo, one of the largest video game companies in the world, started out as a small company printing simple Hanafuda playing cards in 1889 (Erbland, 2014). In 1967, the "Brown Box" was invented by Ralph H. Baer, who is now known as the "Father of Video Games." This Brown Box was a large, rectangular wooden box with two controllers attached. He created it to work with ordinary TV sets at the time, and it came with six simple games installed; ping–pong, tennis, handball, volleyball, chase games and a light–gun game (Poh, 2011). The user could switch between the games using various combinations of the switches located on the front of the console. Baer licensed his ... Get more on HelpWriting.net ...
  • 40.
  • 41. Video Game Industry Analysis Essay Industry background The video game industry (formally referred to as interactive entertainment) 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. The video gaming industry has been growing exponentially in recent years. The growth is expected to leap–frog in the future. Following chart shows the projected market share by 2010 of different segment in the industry– Following chart shows growth of different segments in the industry– From the above charts, it is clear that the console is the largest segment in the industry, but online, mobile, pc software and broadband are some of ... Show more content on Helpwriting.net ... The online console gaming market is set to take off, as the new generation of consoles arrive with advanced networking and online gaming capabilities. The ability to download game demos, buy casual, as well as full–fledged console games, and access advanced content, including high– definition (HD) video, will play a major role in shaping the subsequent console generations. Key success features – Rich playing experience – Appeal and variety of supported games – Product innovation and differentiation – Keep up future changes Porter's 5 forces competitive analysis Threat of new entrants: Low. It takes lot of resources and capital to enter into this market Bargaining power of Buyers: Moderate. Buyers hold moderate bargaining power because of low number of competitors and high switching cost Threat of substitute: Moderate. Interactive entertainment substitutes are not that many. Bargaining power of suppliers: Moderate. There are not many companies that the suppliers can supply to. But on the other hand the game development companies can have more power by developing specific games. Competition among industry rivals: Strong. There is intense competition among Sony, Microsoft and Nintendo for market share. Strategic Group Map Following chart shows the position of each product in the video gaming ... Get more on HelpWriting.net ...
  • 42.
  • 43. The Effects Of Video Games On The Video Game Industry Essay 2. Briefly, what are the network effects in the video game industry? The network effects in the video game industry are derived from the console system that is sold to consumers. If a company is able to increase penetration in this arena, though at–cost/ below–cost pricing or pull created through the development of desirable content, it can potentially lock in the added value of the video games sold for the system. Which is to say, the console locks–in the network effects in the industry and the games serve to reap the profits. The video games, however, may present something of a challenge in that they can be somewhat easily replicated by competitors. Nintendo used an encrypted chip system to reduce this possibility. 3. Describe and evaluate Nintendo's strategy in each of the following areas. Why did Nintendo take the actions it did? How did these affect the value created by the industry? How did they affect the portion of that value Nintendo was able to capture? a. Pricing of consoles and games Nintendo's strategy for pricing of consoles and games was to lock–in the network effects consoles offered by pricing them at– or below– cost and reaping profits by pricing video games at significant margin. Nintendo took these actions because it knew that if consumers used the NES/ Famicom console, they would be a captive audience for its higher–margin video games which were necessarily more perishable from a consumer taste perspective. This affected the value created by ... Get more on HelpWriting.net ...
  • 44.
  • 45. Essay on Nintendo: Here Wii Go Nintendo: Here Wii Go While for years Nintendo dominated the market for virtual gaming, a rise in competition presented serious challenges for the company. After struggling for the first five years of the new millennia, Nintendo made an exceptional comeback with its innovative products, the Wii and the DS that shook the market and brought in a completely new set of customers. Their new strategy was so successful it allowed the company to become Japan's second most valuable business after Toyota (Farhoomand, 2009). "The game has changed... and the way the game is played has to be changed." – Satoru Iwata, president of Nintendo Co. Ltd. (Plant, 2011). The Evolution of the Video Game Industry – The Birth of Gaming The electronic ... Show more content on Helpwriting.net ... While monetary price was certainly a factor, Iwata was more concerned with the homing costs associated with the newer systems. While more immersive games with a wider variety of button combinations provided substantial value to the committed gamer, the larger necessary time investment to learn the games was driving away the casual, marginal user (Farhoomand, 2009). Nintendo therefore sought to be innovative with their next system, the Wii, and reach out to non– gamers. They decided to simplify the gaming experience, so they completely overhauled the way players communicated with the console. Instead of pressing combinations of buttons on controller, players of the Wii communicated with the console through movements of a wireless remote. This adaptation made the systems easy to use, quick to understand, and therefore appropriate for an untapped gaming market' particularly families looking for an inclusive experience. In addition to simplifying controls, Nintendo adjusted the nature of their gaming content by focusing more on real life scenarios, with which the average person could relate, as opposed to fantasy type games that appealed more to devoted gamers (Vaughan–Nicholas, 2009). The big hit games for the Wii were simple games like tennis, bowling, and golf. Nintendo also introduced the concept of "excer–gaming" with the Wii, with programs designed to assist, track and motivate users in physical exercises (Anders, 2008). The company also decided to ... Get more on HelpWriting.net ...
  • 46.
  • 47. Company Profile Of Microsoft Corporation Company Profile Microsoft Corporation was founded on April 4, 1975 by Bill Gates and Paul Allen in Albuquerque, New Mexico(Wikipedia, 2016). As of today, it is headquartered at Redmond, Washington. It specializes in designing, developing, licensing, and supporting software products, services, and devices worldwide (Yahoo! Finance, 2016). The Company operates in five segments: Devices and Consumer (D&C) Licensing, D&C Hardware, D&C Other, Commercial Licensing, and Commercial Other (Rueters, 2016). Some of Microsoft's products include smartphones, business professional software, and tablets which all run on its own current operating system: Windows 10. The Company also offers cloud–based solutions that provide customers with software, ... Show more content on Helpwriting.net ... Following many ups and downs, Microsoft has seized the momentum in the $37.4 billion console market with having sold 76 million Xbox 360s, and its 48 million subscribers on Xbox Live (Bass, 2013). As taking part in the eighth generation of gaming consoles, Microsoft have designed and developed another one of its own home gaming console: the Xbox One. The Xbox One is the successor of the Xbox 360 and is the third console in the Xbox family. It provides users with the same capabilities that were on the Xbox 360, but with improvements and enhancements that change the gaming and entertainment experience. Some of these changes include high definition gaming graphics and an improved Xbox Live experience. Five Years Financial Overview At end of year 2011 2012 2013 2014 2015 Stock Price $26.00 $30.62 $34.75 $41.86 $44.46 Revenue
  • 48. 69,943,000,000 73,723,000,000 77,849,000,000 86,833,000,000 93,580,000,000 Profits 54,366,000,000 56,193,000,000 57,600,000,000 59,899,000,000 60,542,000,000 Profit Margin % 77.7% 76.2% 74.0% 70.0% 64.7% Growth Rate 8.5% 3.4% 2.5% 4.0% 1.1% (Source: Yahoo! Finance; Mergent, Inc.) In Microsoft's five–year financial overview, profits have been steadily increasing. The stock price increase tells potential investors that the current shareholders are willing to buy Microsoft's stocks than selling it. This shows that the shareholders believe that the company has a promising future, which will open doors to new innovations and ... Get more on HelpWriting.net ...
  • 49.
  • 50. Advantages Of F. Reemium F reemium, a pricing strategy using which a product or service is provided to the users "free of charge" but later on money is charged for proprietary features, functionality, or even virtual goods was coined by Jarid Lukin of Alacrain 2006. Here, the users are provided with a totally free version of the entry level model of the software or a game which is then used to create a large user base in a less time span because free users will refer to other free users and they would eventually turn out to be paying users as this large free base would now be monetized by upselling them on premium software services or features. The term "Free" is a mentality that's hard to overcome in a user. It is much difficult to convert a free user to a paid ... Show more content on Helpwriting.net ... They force the players to wait for long hours causing frustration. So, just to move on to the next level or just to get done with the game, people eventually end up paying thousands of dollars and if you have gotten addicted to the game then there is no backing out. You eventually end up paying for even the tiniest modification you "think" you require in the game. Thus, it can be concluded that freemium works out great for the gaming companies. But from the consumer's point of view, it's downright cruel. In most freemium models, the product can be used for free only for a certain number of times or with a limited capacity. The good part is that you can try the game before you buy it so that you won't make purchases you will later regret, as the 'demo' version is available. But there are darker sides to freemium. A concept namely 'Pay2Win' has come up recently, which involves gamers paying to win games. This raises the question as to why people actually play games. Is it to have fun? Or is it some completionist need to finish every game we come ... Get more on HelpWriting.net ...
  • 51.
  • 52. Nintendo Research Paper Abstract The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing cards. This paper will explore how Nintendo started out as a playing card company and became one of the biggest gaming corporations that are alive today. It will also explore the success and failures of the company and how it achieved the status it has today. We will discuss the technology of gaming and how it evolved over time. Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was born and the company was established officially as an unlimited partnership titles Yamauchi Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ... It was meant to be a cheap computer for a family to use, but it ended up just being a game console. After complaints of the games freezing up, they wanted the help of another, more experienced game company, Atari, but the Video Game Crash of 1983 nearly killed Atari. Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan, but not so much in America. In America, they made the huge mistake of trying to sell it as a toy. Despite that, it made handheld games extremely ... Get more on HelpWriting.net ...
  • 53.
  • 54. Nerd Pop Culture Research Paper If you have been following the current trend of nerd pop culture, you've probably seen a blog post, YouTube video or a live stream of someone playing a video game you haven't seen since the days of getting up at the crack of dawn every Saturday morning to eat sugar cereal till you were sick. Now that gaming has become a ubiqutous hobby of our current generation, long forgetten classics are seeing the spotlight shone on them once again. The itch to sit down and play courses through your veins, ready to relive the thrill of finally beating that one boss after months, if not years of trying. Unfortunately, your desired cartidges from yesterdecadeover $100 on eBay. Thank the army of professional game collectors who have basically dominated the fledging industry of classic gaming. Remember EarthBound on the SNES? $200. Used. Thanks to the continuing explosion of mobile technology, a rather inexpensive and very effective countermeasure is widely available. Given that the Android plaform has become a haven for emulation enthusiasts during the past five years, Android devices that also double as portable multi– system game consoles are ... Show more content on Helpwriting.net ... The device itself looks like a typical console controller, but it is mounted with a 5" LCD, capable of up to 720p. With two thumbsticks, one D–pad, and ten buttons (the thumbsticks, as expected, double as buttons), the comfortably ergonomic layout will handle just about everything you can throw at it, rarely encountering control issues except for games that requires special controllers. Backed by a Tegra 4 processor and 2GB or RAM, 16GB of storage built in and a microSD port, the storage possibilities allow for some serious collections and nearly endless hours of brain–frying entertainment. Coupled with a mini–HDMI cable and a Bluetooth gamepad, you have yourself the ideal console for a classics enthusiast on a budget, or lacking the space needed for ... Get more on HelpWriting.net ...
  • 55.
  • 56. The History Of Video Gaming The History of video gaming started with the government in the mid–1960s with an employee from defense contractor Sanders Associates, Ralph Baer. He came up with a concept of a television gaming apparatus, which included a chase game and a tennis game and could be attached to what used to be a normal television. After several years of hard work and determination, Baer reached out to Magnavox in 1970 to show of what he had accomplished. The following year Magnavox signed a licensing agreement, on January 27, 1972, Magnavox released Baer's "brown box" technology as the Odyssey video game console. The worlds first home video game console, the Odyssey was priced at $100 and only utilized simple black and white graphics. The Odyssey only lasted for 3 years and sold only 200,000 units, as Magnavox tried boosting there sales by advertising that it would only work with there Magnavox brand television in hopes to drive related TV sales, which was a complete lie. Inspired by Baer's original video tennis game, Nolan Bushnell and his Atari company released an electronic arcade game called PONG, which had huge success. In 1975, Atari partnered with Sears and released a home version of PONG. This system also sold for $100 and was Sears best selling item during the 1975 Christmas season with sells more than $40 million. Sears only had a six month exclusive, so in 1976 Bushnell sold Atari to Warner Communications. Later that year Warner released an
  • 57. ... Get more on HelpWriting.net ...
  • 58.
  • 59. Description Of The Organization And Evaluate The Primary... Description of the Organization (A1) In this paper I will discuss the organization I have selected, perform a SWOT analysis of the organization and evaluate the primary leader. The organization I have selected to analyze is Bensussen, Deutsch & Associates, LLC (BDA). BDA began in 1984 in the garage of co–founder, Jay Deutsch. Along with his best friend Eric Bensussen and their love of sports they had the idea to create products that would be an extension of a company's brand. Their first product was a sweatshirt that featured the Seattle Seahawks. Today BDA employs more than 400 employees in the US, China and Canada. BDA has gross profits in excess of 500 million annually. What makes BDA unique is the culture. It's a privately ... Show more content on Helpwriting.net ... Jay gives inspiration to the entire company. Each month BDA holds an all company meeting. During this meeting Jay uses the time to encourage and remind employees what they are capable of. He points out specific accomplishments of employees and motivates all of us to be our best each day. BDA has a recognition program that encourages employees, their peers and managers to acknowledge each other's "wins". Under Jay's direction these accomplishments are posted on the intranet site as well as announced in team meetings and companywide meetings. This serves two tasks one, to identify employees who provide excellent work and two, to encourage others to step up so they too can get recognition from BDA and their peers. Jay is very charismatic. He commands attention and people are drawn to him. When he speaks you can feel his passion for his work and his company. He has a charming personality and when we have company meetings the atmosphere is that of a motivational conference. People are excited and jazzed for what he has to say and the future plans of the company. He is responsible for setting the attitude of the organization and leading us towards success. BDA as a whole is very supportive and that direction comes from Jay. He encourages people to follow their passions, even outside the company and supports original and new ideas. He endorses creativity and inspires innovation. ... Get more on HelpWriting.net ...
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  • 61. Video Game Console Developed And Manufactured By Nintendo The is a 32–bit table–top 3D video game console developed and manufactured by Nintendo. It was marketed as the first "portable" video game console capable of displaying "true 3D graphics" out of the box. It was released on July 21, 1995 in Japan and August 14, 1995 in North America at a price of around US$180. It proved to be a commercial failure and was not released in other regions. Its negative reception was unaffected by continued price drops. Nintendo discontinued it the following year on March 2, 1996. The Virtual Boy is Nintendo 's lowest selling console. History Development The New York Times previewed the Virtual Boy on November 13, 1994. The console was officially announced via press release the next day, November 14. Nintendo promised that Virtual Boy would "totally immerse players into their own private universe." The system was formally unveiled the next day at the Shoshinkai Show. Nintendo of America showed the Virtual Boy at the Consumer Electronics Show on 6 January 1995. This was following the collapse of a potential deal with Sega, which decided to pass on the technology. Problems emerged when Nintendo attempted to turn its vision into an affordable console, searching for low–cost hardware components. Color was also said to have caused "jumpy images in tests." Design News described the Virtual Boy as the logical evolution of the View–Master 3–dimensional image viewer. A number of technology demonstrations were used to show what the Virtual Boy was ... Get more on HelpWriting.net ...
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  • 63. Nintendo Switch Decline Many people in the world wonder which is better the Wii U or the New Nintendo Switch. The Nintendo Switch and the Wii U are very comparable but the Nintendo Switch is more improved than the Wii U because the Switch is portable and a console, fixed at what the Wii U failed and updated hardware. The Based on my reasons and my research have proven that the better one is the Switch. The NIntendo switch is meant to transfer from onto the T.V to the handheld game system. "...most obvious comparison between the two consoles ...Both have dual functionality, with a separate handheld mode that can be used to play games remotely."(Henderson). This means that means that the Switch can come from off your T.V screen to the handheld portable Gaming system. "The nintendo switch is more portable than the Wii U ever was meant to be."(Henderson). This means the switch can go anywhere in the world and still you can use it whether in or out your house. Information in the quote proves that the Switch can come from a game console to a portable Gaming system. ... Show more content on Helpwriting.net ... In the author Kate Grey she proposes the question "Nintendo Switch: can the new console succeed where Wii U failed?". In this question she expresses that the switch could improve what the Wii U failed at. "The graphical capability on the Switch finally matching Sony and Microsoft's consoles?" (Gray). This poses the questions That proves that Switch can have graphics machine Microsoft and Sony graphics. Based on the questions and what they mean proves that the Wii U doesn't have the same level of neat graphics as the Switch and the Switch succeeded in which the Wii U failed ... Get more on HelpWriting.net ...
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  • 65. The Funniest Game Console Knockoffs Whenever a product comes wildly popular, bootleg versions are quick to follow. Everyone wants to get in on the market and enjoy the success. Unfortunately, fake copies and bootlegs version are not usually the same quality as the original. These knockoffs can be found in almost any industry, especially in the lucrative gaming console world. While it's easy to accidently fall for a cool looking product, some copies are just downright shameless in the way they try to cheat the buying customer. Nonetheless, the efforts by these fake retailers can end up looking hilarious – as long as you don't fall for them. Let's look at some of the funniest game console knockoffs in recent history. PolyStation We probably don't need to explain which console's success PolyStation tried to cash in on, as the name kind of gives it away. What's remarkable about PolyStation is how it actually was the first to start a whole generation of PlayStation knockoff. While the name is obviously something to laugh about, it's not as funny if you fall for this product. The console didn't run any PlayStation games; in fact, it didn't even come with the ability to add any new games! Chintendo Vii This knockoff should be given an award for the best effort when it comes to ripping off a popular franchise. It isn't like most others on the list, as the console actually doesn't play any knockoff games. It has a selection of games, which are rather horrendous copies of the original Wii Sports and a selection of ... Get more on HelpWriting.net ...
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  • 67. What Are The Advantages And Disadvantages Of Computer Games For budding video game players, choosing your platform for gaming is not only a bit of a challenge financially, but also depending on your level of experience and interest in convenience. When you take into account these three factors, and maybe a few more, it will very much decide what kind of gamer you would like to be, or, what is best for you at the time. For some people money may not be an issue and deciding can be relatively easy as both is an option. However, for many of us, we have to take more time to decide. When first figuring out what direction is the best one, the initial thing many consider before deciding between buying a console or a PC for gaming is cost. A current generation console can cost anywhere in the range from two hundred up to around six hundred dollars. Without advertising specific any specific brands, for some a smart phone is all you need to play simple games. However, smart phone games are usually very casual and filled with advertisement spam. Handheld portable consoles have superior games to smart phones, yet can still be quite casual when compared to full scale console home systems. Unfortunately, the competition when it comes to consoles is very strong and you find a lot of video games become exclusive to those systems. This can be very frustrating when a very good game comes out on the console you don't own. "On a consumer level, the savings alone more than justify the potential extra outlay or occasional graphics card upgrade. For the ... Get more on HelpWriting.net ...
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  • 69. Erasing the Gap between Video Game Consoles and Mobile Phones Imagine yourself to be a time traveler and go back to year 2000 when the world of mobile phones was dominated by our very own 'Snake' game, in which one used to feed a hungry snake dots, squares or other objects to grow their length, making sure it stealthily avoid eating its own self. But there existed this elite class who owned their very own PlayStation 2, and hence were given the title of ultimate gamers without any doubt. Zip to 2014 where we literally need to take out our umbrellas and protect ourselves from pouring game apps. With game categories ranging from action to puzzles, and target audience from a 3 year old to 80 years old, there is no end to the options. This is the era of Smartphones and everybody is a gamer or potential gamer now. Thanks to the 'everything you require is in a 5 inch slim cuboid box', the world has started questioning the worth of video game consoles now. Smartphones gaining popularity as Console In a recent report on 'Consumer Spending on Games in 2013' published by App Annie, a market intelligence firm, both iOS App Store and Google Play noted hike in app store game revenue as compared to handheld game consoles. Besides, Nintendo suffered from 30 percent drop in profits in Q3FY13 and operating loss of 1.58 billion yen (£8.78m). One of the reasons behind this growing interest is that games are much cheaper on smartphones as compared to those on console counterparts and are just a touch away. Besides, top end smartphones are ... Get more on HelpWriting.net ...
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  • 71. The Evolution Of Games Platforms The Evolution of Games Platforms Introduction Video games are a big part of life in modernized countries. It is one of the biggest entertainment money makers and of the things people enjoy doing. They are now mostly played inside the comfort of your home, with a console or computer. But things weren 't always like this. About 40 years ago you would most likely go to the arcade to play. The consoles they had out were either expensive or not good enough to compete with the arcade ones. Classic video games were made with 4–bit pixels and in very low resolution than modern day games. Over the decades, game machines continuously evolved and become more and more powerful, capable of stunning visuals and graphics. In the 21st century, social media, smart phone and tablet technology entered the gaming scene. Casual games become the norm attracting previously non–gamers into the market. However, if those low–quality games were never made, the games would not have evolved into the games they are today. In this article, I will cover main game a platform from the 1970's to present day explaining what they are, their key development dates, features and limitations. First Generation 1972–1977 Arcade World 's first commercially sold coin–op video game was called "Computer space". It was created in 1971 by Nolan Bushnell and Ted Dabney. Unfortunately it wasn 't successful due low marketing, the complicity of game play and difficulty of controls. But creators of "Computer space" didn 't ... Get more on HelpWriting.net ...
  • 72.
  • 73. Nintendo And The Video Game Industry Over the years, corporations in the video game industry revolutionized the concept of consoles and videogames through strides of innovation. The videogame entertainment industry is highly competitive and is largely driven by creativity in the products being created. All throughout the 1980s and 1990s, Nintendo redefined entertainment through its innovative consoles and videogames. The company had skyrocketing sales. However, as new entrants such as Sony and Microsoft entered the market, Nintendo was exposed to severe competition. As a result, their sales and profitability started to plummet as the years progressed. Despite the shifts and changes in technology and forms of entertainment, Nintendo is adamant about sticking to its videogame strategy. In order for Nintendo to survive after the emergence of this technological substitution and be active competitor in the market, the company should license its popular games for use on smartphones and tablets. Incorporating and licensing popular Nintendo games onto smartphones and tablets will be much more affordable to consumers who enjoy playing online games as a form of entertainment. There has been tremendous global growth in owning smartphones and tablets. This is largely attributed to the product's features where a smartphone or a tablet can perform an array of tasks. Not only do they provide a lot of perks, they are also easily accessible and portable. An article on the Market for Computer and Video Games states that ... Get more on HelpWriting.net ...
  • 74.
  • 75. Categorizing Different Gaming Systems Categorizing Different Gaming Systems History of Game Systems: Gaming systems have come a long way since 1967 when the very first video gaming console, the brown box, was introduced to the world. It was invented by Ralph H. Baer who is also known as 'The Father of Video Games". It was created in such a way so that it could be hooked up to any kind of TV set. Games available for the console were simple virtual games such as Ping–Pong, volleyball, handball, chase games, light–gun game, etc. This one device started somewhat of a revolution and brought new ideas to various companies and leads on to various adaptations and segues to make the branded consoles appealing to the public After the brown box, the following made an appearance: (1972) The Magnavox Odyssey made its outbreak as the world's first home video gaming console. (1975) Pong is referred to as the first commercially prosperous video game, which actually led to the start of the video game industry. Due to the success of this game system, several companies began making games that copied Pong's gameplay, and ended up releasing new types of games. (1977) Atari 2600 (VCS) was the first successful console with interchangeable cartridges that also included 128 bytes of system ram. (1980) Released by Mattel in 1979, The Intellivision video game console began development in 1978, less than a year after the Atari 2600 was introduced. Derived from the words "intelligent television", this product sold over 3 million ... Get more on HelpWriting.net ...
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  • 77. The On The Gaming Industry The gaming industry took America so far in entertainment for generations of young and old to play for decades to come. Starting from one of the developers of the atomic bomb used in World War II to the present day console wars of PC, Xbox, PlayStation, and Nintendo games have been played. Computer engineers took steps and chances with their ideas, making them into successful business men in a brand new industry, creating new products of imagination, science, and reality. If there were no video games modern day products and small industries such as apple would not exist since Atari hired Steve Jobs to come work for them and not pushing him to the limit of the apple computer. New worlds were in place for developers and customers to explore and enjoy. The developer of the atomic bomb and first person to take a chance was William Higinbotham. His game started in Brookhaven in which he took charge and calling it Tennis for Two. His invention was "simulated on a screen was a vertical side view of a tennis court showing the edge floor with the edge of a floor with the edge of the net perpendicular to it" (Games...). The game system came with two controls having one knob and button on each one giving players to hit a small dot representing the ball moving back and forth. The actual device was connected to an oscilloscope having a simple design, although Higinbotham worked with technical specialist Robert V. Dvorak, who built it and Alexander Elia is designing, designs the blueprints. ... Get more on HelpWriting.net ...
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  • 79. Nando Case Study NINTENDO Introduction Multinational companies (MNC) is an international or transnational company headquartered in one country but branches in many developed and developing countries. Examples include General Motors, Coca–Cola, Firestone, Philips, Volkswagen, British Petroleum, Exxon, and ITT. A company will be based on the advantages of multinational companies to establish production and other activities in foreign locations. Companies globalize their activities both to supply the domestic market in their states, and to serve foreign markets directly. Keeping foreign activities within the corporate structure allows the companies to avoid the costs inherent by intermediaries, with a separate entity while utilizing the knowledge of their own ... Show more content on Helpwriting.net ... It's the problem of why the Nintendo Wii U is not able to compete in the sales of Next Generation Console. Wii sales are low and the value of the yen had strengthened to make a giant computer game recorded its first annual loss in April ... Get more on HelpWriting.net ...