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How bad is piracy hurting the gaming industry
Birth of the video game industry
Birth of the video game industry
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3) Based on your reading of Malerba, F. 2007. “Innovation and the dynamics and evolution of industries: Progress and challenges” International Journal of Industrial Organization, Vol. 25, No. 4, pp. 675-¬‐699, choose an industry and describe how its structure and current state of emergence affect competition and innovation.
Video games have had high demand over the past decade. Many titles such Call Of Duty and Grand Theft Auto make billions of dollars in profits. (1) What began as a small market in the late 1970’s has grown drastically over the years. Technology has improved so much that a Game Boy Advance in the early 2000’s that was worth $150, now fails in comparison to free apps for our phones today. There are emulators for the IPhone that can play the Game Boy Advance games. (2)
The structure of the Video Gaming Industry is comprised of several stages. The first stage is the Development Stage. (3) Currently there are three giants in the gaming world. Microsoft’s Xbox 360, Sony’s PlayStation 3 and, Nintendo’s Wii. For these consoles, there are companies that make agreements to release exclusive games. For example, one company can make games solely for Xbox 360. Another company can make games for a particular series offered by the Platform, such as Mario for the Wii. The most common companies are the ones that create games for all consoles, and have no agreement with any particular console.
The second stage is the Publishing Stage. (3) Once the game is developed, the company must then market the game to the masses. Each year a convention is held known as E3 (Electronic Entertainment Expo). (4) In this convention representatives for the consoles as well as game developers, provide background information, trailers, and dem...
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...trieved November 10, 2013, from http://www.cultofmac.com/247716/another-game-boy-emulator-sneaks-into-the-app-store/
3. Zhou, Z., & Xie, S. (2012). Chapter 7.Fundamentals of digital manufacturing science (pp. 257-260). London: Springer-Verlag London Ltd..
4. Electronic Entertainment Expo. (2013, February 11). Wikipedia. Retrieved November 10, 2013, from http://en.wikipedia.org/wiki/Electronic_Entertainment_Expo
5. Call of Duty Ghosts. (n.d.). GameStop. Retrieved November 10, 2013, from http://www.gamestop.com/
6. Video Games - Rent, Buy, and Download Video Games Online - www.gamefly.com. (n.d.). GameFly. Retrieved November 10, 2013, from http://www.gamefly.com/
7. Hyman, P. (n.d.). Gamasutra - PC Game Piracy: Why Bother With DRM?.Gamasutra - PC Game Piracy: Why Bother With DRM?. Retrieved November 10, 2013, from http://www.gamasutra.com/view/feature/1
The following paper analyzes the initial release of Microsoft's XBOX 360 gaming system release into the United States and the changes that occurred with the supply, demand and pricing of the product in the months following its release. The social science of economics tells us that supply, demand and price are closely related to one another and have a significant on how much of a particular good is purchased and the rate at which it is purchased by consumers. The XBOX 360 phenomenon is a solid example of the impact that changes in supply, demand and price have on the marketplace and the rate at which goods are purchased.
Compare to the pure competitor, the monopolist has a longer lifetime and therefore it allows the firm to have more opportunities for research and development from which the firm will reap the benefits. This might bring production cost down, lowering prices, increase production rates and raise the quality of goods (Ulbrich, 1990). The development of technological innovation will overcome technology barriers and allowing the growth of a new era of prosperity, hence fortifying why economy would benefit from monopolies that conducting research and
Video games can be seen in both a positive and negative light. Video gaming has become a popular activity for people of all ages, yet many fear the aftermath they can ensue. Many children and adolescents expend large amounts of time playing them. Video gaming is a multibillion-dollar industry – bringing in more money than movies and DVDs. In fact, the PlayStation 2 was the first video game system to integrate DVD mechanics. It was originally intended to exist as a CD add-on to complement the Super Nintendo, but due to licensing difficulties Sony chose to develop the PlayStation as its own distinctive system. Video games have become very sophisticated. Some games connect to the internet, which can allow children and adolescents to play online with unknown adults and peers. The
Lynch (2012) asserts that it is necessary for an organization to carry out an analysis of its resources and capabilities as it help it in identifying the places where value can be added by the organization. This also helps the company in finding out ways to gain competitive advantage in the market. The given case on Nintendo showed that by 2005, Nintendo appeared to be heading towards an end as its rivals Microsoft and Sony has captured the market through Xbox 360 and PlayStation 3 respectively. In this scenario, Nintendo innovated Wii which changed the market scenario in 2007. The case showed that innovative new strategy by Nintendo with its Wii games machine has transformed the industry and revived the profitability of the company. Since the release of the Wii, Nintendo is the leader in the video game industry. By introducing a totally new, one of a kind console, Nintendo has set clearly its goal and objectives, i.e. to reach an unexplored market share by introducing new gaming experiences, and therefore being the leader over its two main competitors, Sony and Microsoft. The case thus highlights the need to take a resource based view of the capabilities of the company so that such resources can be exploited to generate higher value for the firm.
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
Video games have quickly risen to a sprawling media since their first conception nearly fifty years ago. As they grew, video games have become an incredible new medium for art and design. However, video game developers, especially large ones, have collected several core problems that misconceive the potential of games. Further, this problem represses this potential by suffocating this potential artistry merit with meaningless traditions and poor business practices. These observations have led to the assertion that video games as a media are ineffective as an art form compared to other art mediums due to several problems stemming from the structure and values of the video game industry.
Video games started as arcade machines with simple graphics and even simpler stories, soon evolving into home gaming with The Magnavox Odyssey, the world’s first home-gaming console. It invaded living rooms in 1972, selling 300,000 units. Since then there has been many consoles and games released, some have been huge commercial successes which
There are many industries. Economist group them into four market models: 1) pure competition which involves a very large number of firms producing a standardized producer. New firms may enter very easily. 2) Pure monopoly is a market structure in which one firm is the sole seller a product or service like a local electric company. Entry of additional firms is blocked so that one firm is the industry. 3)Monopolistic competition is characterized by a relatively large number of sellers producing differentiated product. 4)Oligopoly involves only a few sellers; this “fewness” means that each firm is affected by the decisions of rival and must take these decisions into account in determining its own price and output. Pure competition assumes that firms and resources are mobile among different kinds of industries.
Games Industry International. Gamer Network, 19 Feb. 2014. Web. The Web. The Web. 21 Mar. 2014.
"4 Ways In Which Internet Piracy Can Be a Good Thing." MakeUseOf. N.p., n.d. Web. 02 Apr. 2014.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
O’DONNELL, C. 2012. Games Are Not Convergence: Spider-Man 3, Game Design and the Lost Promise of Digital Production and Convergence. Web-Spinning Heroics: Critical Essays on the History and Meaning of Spider-Man, p. 234.
The game production pipeline consists of four phases. The first phase is the concept, the genesis of all the games that are available are a simple concept or idea. The original concept is just a basic initial idea of what the game can be about. The game’s conception can start as a simple idea of either wanting to make a follow up or sequel to an existing game title. The second phase is the pre-production phase; this step is done in the game development process and includes a varied number of staff, including producers, designers, programmers, artists and writers. Together working as a team a comprehensive design document is created a prominent aspect of the pre-production phase incorporates the designers overall blueprint of how the game would be played, this is where the designers and in some cases the programmers must decide on what happens in each screen. After the pre-production phase is completed and the overall blueprint has been finalized, the development of the game enters the third phase. The third phase is much larger and consists of a bigger group of people, the artists that work within this phase work on building the game how the user will see it. The artists consist of concept artists and 3D artists. The final stage of the games development is the post-production stage, this begins when the game is considered “completed” and all the code as being written and the art work is finished and completed. (IGN,
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
A few years ago all of the game-making companies were making games available for all of the gaming devices in