Wednesday, May 13, 2020

Video Game Industry Essay - 591 Words

Released this past month where the next-generation gaming consoles. Hoping to capture a market dominated by Sonys PlayStation 2, Microsoft has earmarked $500 million for its marketing campaign and the hype alone is enough to make a certain people look at this console. A sizable investment at $299 for the Xbox and $199 for the Game Cube, getting past the price tag is only the first hurdle. The second is deciding which to buy. The worlds largest software maker followed familiar territory in developing the Xbox using a PC-based design. Powered by a 733-megahertz Intel processor, its the most powerful console ever created. It even looks cool with its jet-black with an eerie Aliens inspired slime-green quot;Xquot;. A built-in hard drive†¦show more content†¦The controller parallels the consoles sleek design. Unlike the Xboxs, it feels natural in the hands, with two analog control sticks, large buttons and triggers for both index fingers. Target markets for the systems show who these gifts should be intended for. According to industry analysts, the Xbox targets the coveted 16-26 year-old demographic, with more adult-themed games that feature realistic violence and scantily clad female heroes like Lara Croft of PlayStations Tomb Raider. Nintendo targets younger gamers and loyalists who arent swayed by technological superiority of one console over the other. Nintendo delivers affordable innovation and what its loyal fan base expects, new games featuring appealing characters like the Mario Brothers. Nintendos fans identify with characters like Mario, making superior graphics unnecessary. In this Nintendo is introducing Pikmin, a game invented by legendary game maker and Mario inventor, Shigero Miyamoto. The strategy game features the kind of characters Miyamoto is famous for and revolves around an alien who must plant seeds that become aliens who harvest flowers and kill there enemies. Pikmin, like Luigis Castle, is only found on the GameCube, and is exemplary of other future exclusives to be release like Sonic Adventure 2 and Super Monkey Ball. That people identify with Nintendos charactersShow MoreRelatedVideo Games And The Video Game Industry1290 Words   |  6 Pagesthe gaming demographic, but the industry hasn’t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to opera te under the same apparent assumptions: girls don’t play big action games, boys like the sexualization of girls in video games and won’t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on theirRead MoreVideo Games And The Video Game Industry792 Words   |  4 Pages The video game industry has changed a lot since its inception, and a large part of that is due to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting toRead MoreVideo Games And The Video Game Industry1344 Words   |  6 Pages In the year 2016, the video game industry hit an important milestone. As seen in this 2015-2019 analysis, the industry hit a market value of over $100,000,000,000: (â€Å"THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%†). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for the video game industry, it went awfully. 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However, Augmented reality lets you do this as well, but it is less virtualRead MoreVideo Games And The Video Game Industry1258 Words   |  6 PagesVideo games are a part of our entertainment industry and are more accessible than they have ever been. The video game industry is one of the fastest growing sectors in the U.S. economy. According to Wallace (2014), the video game industry generated about $78.5 billion in revenue and only fell behind the film industry at $88.2 billion. As the industry continues to expand, so does the technology that gives the games more realism and imme rsion. Games depicting violence is becoming more graphic and detailedRead MoreVideo Game Industry1949 Words   |  8 PagesIntroduction: Video games are teachers that involve players into the virtual world. Nowadays, many video games include violence in many of its aspects such as war, stealing, slaying and many more. According to Video Games ProCon, â€Å"10 of the top 20 best-selling video games in the US contained violence.†(ProCon, 2014), they also believe that violent video games have not only cons but also pros; they stated that â€Å"Violent juvenile crime in the United States has been declining as violent video game popularityRead MoreCompetitive Positioning in the Video Game Industry639 Words   |  3 Pagesonline, PC, console, handheld and mobile game publisher with leading positions across every major category of the rapidly growing interactive entertainment software industry.†1 The video game industry of today looks vastly different than it did 10 years ago, with the stark contrast being that many firms are designing their games to be more family-friendly; the stereotypes of video games no longer being just in the realm of teenage boys. 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