Wednesday, January 29, 2020

Video game industry analysis Essay Example for Free

Video game industry analysis Essay History The history of video games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Este Ray Mann filed a United States patent request for an invention they described as a cathode ray tube amusement device. Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. There are currently considered to be eight generations of video game consoles, with the seventh and the eighth concurrently ongoing. Early Founders During the golden age of video games in the 1970s, it was a rush to the start to see which company and which programmer could create a video game and platform that could trump the rest. However, most large video game manufacturers can trace their roots far before that decade, reaching back into the early 1900s or even the late 1800s. While some video game companies, such as Nintendo and Sony, would begin their economic pursuits in other fields, companies like Atari and Sega were created with an eye toward producing the ultimate gaming system. The first major video game company to come into being was Nintendo, which would eventually make video games popular again in the 1980s. Nintendo is a Japanese company that was created in 1889 and was originally named the Marufuku Company. In 1951, this company, which manufactured Western-style playing cards in Japan, would take the name Nintendo, meaning â€Å"leave luck to heaven. In 1891, the Philips Company, owner of Magnavox and an important frontrunner in the video game production race, was established in the Netherlands. In 1947, another major video game icon was founded under the name Tokyo Telecommunications Engineering Company. After the founders realized this name was too cumbersome to say and remember easily, they modified the Latin word sonus (meaning sound) to form the company name Sony. Sega was founded in 1952, under the name Service Games, as a company that provided coin-operated games and jukeboxes to American servicemen in Japan. It would not be until 1972, well into the beginning of video games, that Atari was formed as a cooperative partnership between leading video game programmers Nolan Bushnell and Ted Dabney. First Video Games and Platforms The idea for an interactive video game was first conceived of by Ralph Baer, an engineer with an airborne electronics company, in 1951. Commissioned to design a television for the company, Baer believed the TV could be more marketable to consumers if it contained a type of interactive game (Kent 2001). His idea was shot down by the company, but other engineers and programmers would not let it settle for long. The first official video games, a table-tennis type game and a computer space game, were developed in 1958 and 1961, respectively. These early video games proved to be the necessary catalyst for game programmers and were the early predecessors of the popular arcade games Pong and Space Invaders. Pong, created by the Atari Company in 1972, turned into an incredible success in arcades and led to the creation of the first home video gaming system, the Magnavox Odyssey. After the moderate success of the Odyssey, several video game companies would follow with their own home gaming systems in 1976 and 1977, including the Atari Video Computer System (VCS). Video Games Take Off By 1978, home video game consoles were beginning to sell well, and more competitors had entered the market. Nintendo of Japan released its first video game that year, a simplistic version of the board game Othello that was marketed in arcades. The popular toy makers Mattel and Milton Bradley also entered the video game scene in the following two years with a hand-held video game unit from Milton Bradley and the Intellivision by Mattel, the first video game console to offer true competition to Atari. During this golden age of video games in the late 1970s, the two leading contenders, Magnavox and Atari, both tried to add competition to the home computer market. Magnavox released the Odyssey 2, a programmable video game console that included a built-in keyboard, while Atari began selling its own personal computer designed to rival Apple. However, most consumers connected Atari only with video games, and the computer system was widely disregarded. During this time period, Atari also released its first home version of the popular arcade game Space Invaders, leading to a massive increase in sales for the VCS game console. As video gaming entered the 1980s, two incredibly popular games that would revolutionize the industry were created. Pac-Man, created by Namco in 1980, became the best-selling arcade game of all time and the first video game that was popular with both males and females. The later version, Ms. Pac-Man, would also prove to be immensely popular at arcades. The next year, in 1981, Nintendo of America created Donkey Kong for arcades. While the hero of Donkey Kong was originally named Jump man, this name was later changed to Mario and he would become an icon in years to come as a key video game hero. Unfortunately, as video games began to take off in the early 1980s, the market quickly became flooded with multiple consoles and games, and the industry experienced a market crash in 1984. Industry Growth Along with increasing Internet and broadband penetration throughout the world, online and mobile gaming represents the greatest push in the video game growth. The implication of this increase in accessibility to technology is many developing countries -specifically the BRIC economies (Brazil, Russia, India and China) – are now becoming major players in the industry. As online and mobile gaming becomes more affordable, video gaming becomes more accessible to developing countries. Though console gaming currently represents the largest market in the industry, its growth is projected to slow down in the upcoming years, from a 10. 9% growth between 2003 and 2008, to a 5. 5% between 2008 and 2013. In 2008, Europe, the Middle East, and Africa (EMEA) represented the largest video gaming market share (35. 3%). In 2013 it is projected the Asia-Pacific region will be the leader in both growth and market share. The projection is market share in EMEA and North America will decline, while it is expected to increase in Latin America. The video game industry in the BRIC economies has developed in parallel fashion to these countries’ general economic expansion. It is projected the BRIC countries will have increased market share in future years. Market size The Video Games are a cultural phenomenon that is growing ever more prominent among young and old alike. They have become an integral part of the mass media culture and have been in existence for nearly as long as the television. While the video games of today are growing ever more detailed and lifelike, early video games like Pong, Space Invaders, and Pac-Man were equally impressive and highly entertaining at their time. From their earliest years to the complex video game landscape of the twenty-first century, video games have developed into enchanting, alternate worlds that have captured the hearts of millions of players. As of today, it is estimated that video game consoles represent more than 25% of the worlds general-purpose computational power. Also they were banned in China since June 2000 and now China is seeing explosive growth. Market size from 2003 to 2013 in $billions REVENUE FOR 2012. Size of global traditional video game market revenue, excluding mobile games on smart phones and tablets: $70 billion, up from $65 billion in 2011 Size of global video game market revenue, including mobile games on smart phones and tablets: $78. 5 billion for 2012 Retail software revenue: $28 billion, down from $29. 5 billion in 2011 Online revenue, including digital delivery, subscriptions, Facebook games: $24 billion, up from $18 billion in 2011 (Source: DFC Intelligence) CONSOLE MAKERS Microsoft Corp * Xbox 360 launched in the United States: November 2005 * Xbox consoles sold: 67 million. * Kinect motion sensors sold: 19 million Major initiative: Microsoft is expected to show off new entertainment features of its Xbox 360 and a new version of Halo. Sony Corp * PlayStation3 launched in the United States and Japan: November 2006 * As of March 31, PlayStation3 units sold: Over 63 million units * As of June 6, 2011, Sony Move motion sensors shipped: 8. 8 million units Major initiative: Sony is expected to push new games to boost sales of the Vita and PlayStation 3. Nintendo Co Ltd * Launched Wii in the United States: November 2006 * Wii units shipped: More than 95 million * DS units shipped: More than 151 million. * 3DS units: More than 17 million Major initiative: Nintendo will finally unveil the first home console in six years at E3. Device is expected to feature HD graphics, a special tablet controller and motion sensors. SOFTWARE PUBLISHERS Activision Blizzard Annual revenue: $4. 8 billion Top franchises: Call of Duty and World of Warcraft Electronic Arts Inc Annual revenue: $4. 1 billion Top franchises: The Sims and Madden NFL Take-Two Interactive Software Annual revenue: $826 million Top franchises: Grand Theft Auto and Red Dead Redemption Ubisoft Annual revenue: 1. 06 billion euros Substitute Products. Substitute products for games maybe songs from music industry, movies from movie industry, and television programs from television industry which people also sought fun and entertainment. There have not been so many problems with the substitute products because video game industry is uprising. According to a writer for Fortune, music sales have been falling in recent years, the movie going experience hasn’t change that much and network TV is on the skids. Political Determinants Unlike many other industries, the gaming industry isn’t universally affected by political determinants. Political determinants are generally specific to a country. While violence and sexual content of games are common themes of discussion, how they are handled varies from country to county. Social and Environmental Factors Social Factors Video games have an enormous place in society – most kids are exposed to video games in some sort of capacity growing up. Just like other technological mediums, there are both positive and negative social issues related to video gaming. Some Positive Effects of Playing Video Games Video games have proven to be effective tools for children’s learning when used appropriately as they impart specific attitudes, skills and behaviors on the player. For example, some video games have helped to teach children how to effectively deal with their asthma and diabetes. Further, in a study with college students, playing a golf video game improved students’ actual control of force when putting, even though the video game gave no bodily feedback on actual putting movement or force. Video games have also been shown to increase surgical skills for doctors, and research has more broadly proven that people can learn iconic, spatial, and visual attention skills from video games. [1] Some Negative Effects of Playing Video Games. Research has shown that video games can lead to negative effects on children’s physical health, including obesity, video-induced seizures, and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, and carpal tunnel syndrome. Additionally, the amount of time spent playing video games has been shown to have a negative correlation with academic performance. [2] But even more prevalent, is that playing video games has been shown to have a positive correlation with antisocial and aggressive behavior. Violent video games are most commonly defined as games where the player can intentionally harm the other characters. Not only do a majority of video games today fall under this definition, but a recent study established that the majority of 4th to 8th grade students prefer violent games. [3] Environmental Factors E-Waste Almost 50 million tons of electronic products are discarded every year, and the figure continues to grow as the lifespan of new devices continues to shrink. According to the environmental organization Greenpeace, that estimated amount of e-waste generated every year put into containers on a train would be enough to circle the globe! In fact, up to five percent of all municipal solid waste worldwide is this electronic waste (e-waste). Such is the magnitude of this e-waste that it now ties with plastic packaging in number; yet electronic waste is much more hazardous. While mobile phones and computers are the main causes of this ever-increasing waste as they are replaced on average more frequently, video games and video game consoles contribute significantly to e-waste. [1] http://www. mediafamily. org/facts/facts_effect. shtml [2] http://www. buzzle. com/articles/effects-of-video-games-on-children. html [3] http://findarticles. com/p/articles/mi_m0816/is_6_21/ai_n9772319/.

Tuesday, January 21, 2020

galileo :: essays research papers

Galileo Galilei   Ã‚  Ã‚  Ã‚  Ã‚  Galileo was a mathematician transformed into an astronomer. He created the modern telescope based on a primitive model that originated in Amsterdam. Galileo disproved Aristotle's fundamental principles of the universe, which had been excepted throughout the centuries as common knowledge. According to this theory, no change could ever take place in the heavens, because everything in them was made of a perfect and unalterable substance called the â€Å"quintessence.† However, in October 1604, Galileo spotted a supernova and a new star was discovered and proved to be among the fixed stars, disproving Aristotle's theories.   Ã‚  Ã‚  Ã‚  Ã‚  Galileo’s telescopes were approved by the Venetian senators to be copied and openly sold. However, Galileo was threatened when Venice disapproved of telescopes being cheaply hawked on every street corner. He fled to Florence seeking protection under Cosimo de Medici. In Florence Galileo gained many allies on his sun-centered theory of the solar system of the universe. Between 1616 and 1624, Galileo remained content to study without publishing his findings. Galileo grew bolder due to his failing eyesight and by 1632 Galileo’s ideas had become common knowledge in Italian streets. Many authorities considered Galileo’s findings as dangerously heretical and seditious notions. Under pressure from the church, Cosimo de Medici withdrew his protection, as did Pope Urban VIII, the former Cardinal Barberini, who allowed his Cardinal Inquisitor to threaten Galileo with torture in order to exact a confession of heresy and recantation.   Ã‚  Ã‚  Ã‚  Ã‚  To the dismay of his close followers, Galileo recanted on June 22, 1633. The news was announced to his family and friends by the church bells of the Saint Marcus, followed by the town crier’s reading of the text of the recantation. Feeling betrayed, his disciples turned away from him. Thereafter until his death in 1642, Galileo remained a prisoner of the Inquisition, under house arrest, and under the watchful eye of his daughter, Virginia. Secretly, he worked at night on his scientific opus, the Discorsi. He hid his papers inside a globe and was able to get his work to the outside world after Andrea visited him, asking of his health. After admitting that he had recanted from a fear of torture, Galileo gave the manuscript to Andrea, who in 1637 conveyed it across the Italian frontier on his way to Amsterdam, where it could be published and circulated without reprisal from the church.   Ã‚  Ã‚  Ã‚  Ã‚  Galileo’s ideals came as a shock to the citizens of Italy and other nations.

Monday, January 13, 2020

Grennell Farm

Introduction Grennell Farm is a corporation that is engaged in the production of wheat. Located in Iowa, the 2,000-acre farm was established by Jeremiah Grennell more than 20 years ago. The sudden demise of its founder has led the farm to be transferred to the leadership of, Mr. Grennell’s niece and chosen heir, Denise Grey. She was informed of her inheritance early in 2010. Ms. Grey works as an AVP in the consumer credit of a large New York bank. With the huge distance between Iowa and New York, she is carefully studying the advantages and disadvantages of retaining the farm’s ownership.This case presents the basic business financial flows of Grennell Farm for the year 2009 and the events that she had to deal with regarding the management of the business. QUESTION # 2 The price per acre for the land was used as the basis for recommending whether Denise Grey should sell the land. Based on the comparison, it is advisable to sell 100 acres of Grennell Farm because the pri ce per acre of $2250 is significantly higher than the original price ($187. 0) and the appraised price ($1050). QUESTION # 3 It would also help Denise Grey to evaluate the farm’s profitability and sustainability based on the following risks, liabilities and responsibilities, many of which are unknown based on the information given in the problem. Examples as follows: Tax liability Revenue gains may not be monetary Risk of loss due to bad debts Replacement of buildings and machinery Responsibility for the next season’s (2010) expenses

Sunday, January 5, 2020

The Kingdom Of Saudi Arabia - 2360 Words

The Kingdom of Saudi Arabia is currently facing one of the greatest challenges since its founding in 1932. With the Iranian influence spreading across the Middle East, the Saudi response to the war in Syria is only one of many interconnected battles against Tehran. They must balance their desire to see Assad fall with the need to silence the religious message emanating from Isis, as both of these threaten their political system and way of life. This challenge is all the more complicated by the falling price of oil and the wavering support of the United States. The reluctance of the Americans to get overly involved will leave it up to the Saudis to provide air support, and help fund and train their Arab allies in their fight against Assad and the Iranians beyond the borders of Syria. Meanwhile, with their largest historic budget deficit looming, it has yet to be seen if this will be possible. Saudi Arabia has a clear stake in the fighting in Syria; by overthrowing Assad, they are weakening Iran. Weakening Iran is of great importance as their influence is spreading across the Middle East and threatens Riyadh’s security. After witnessing Tehran meddle in Yemeni and Iraqi politics, the Kingdom feel their enemies could push their minority Shi’a population towards rising against the Sunni crown. Therefore Iran must be weakened so that they are not strong enough to spur a Saudi revolution. The fight against Iran has evolved throughout the war. Along with the battles in Syria, itShow MoreRelatedThe Kingdom Of Saudi Arabia877 Words   |  4 Pages In Saudi Arabia I am sure that there is probably more than one language spoken there but the number one language is Arabic. Did you know that the Kingdom Of Saudi Arabia has that biggest continuous desert, in the world. Saudi Arabia is a country located in the Middle East surrounded by water, and desert. 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