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Essay on importance of video games
Essay on importance of video games
Essay on importance of video games
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Chapter 13: From Russia with Love Nintendo wanted to adapt its target market to not just sell to young boys, but also young girls too. They even wanted to sell their games and consoles to adults. The company wanted to combine the Game & Watch with the NES. This invention became known as the Game Boy. It was a handheld console that was widely received by everyone, especially adults. Around this time, the game “Tetris” appeared in the form of a coin-operated game. Nintendo and others raced to get the rights to this game so they could claim it for their own (David Sheff, 1999).
Chapter 14: The “Tetris” Song Nintendo made a deal with Tengen for “Tetris” because they thought that Tengen had the rights for “Tetris”, but Tengen did not in fact have them. The Russians who owned the game made several “deals” with different companies but not the deal for the hand-held and coin-operated rights for the game. Nintendo finally met with the creator of “Tetris” and was able to work out an actual deal. Nintendo was given the rights. Tengen did not like this and threatened to sue the Russian company of Elorg for double-crossing their contracts not only once, but twice. Nintendo asserted that it now owned the rights for the game. An investigation into the contracts ensued and Tengen decided to sue Nintendo.
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They were only a competitor for a small amount of time until it could not win out over the games that Nintendo created. SEGA was not a major competitor until they came out with a higher bit processor. To combat this, Nintendo came out with the Super Nintendo or, SNES. To get this sold, they sold yet another “Super Mario Bros” game. This game was a disappointment to many people. Seeing an opportunity, SEGA came out with the game “Sonic the Hedgehog”. Sony announced its creation of the Play Station. Yamauchi wanted to remain the biggest video game company so they made plans to attach a CD-ROM to the SNES (David Sheff,
Hasbro, Inc. and Wizards of the Coast LLC (hereafter referred to collectively as “Hasbro”) filed a lawsuit against Sweetpea Entertainment, Inc. and Sweetpea B.V.I. LTD. (hereafter referred to collectively as “Sweetpea”) mainly for copyright and trademark infringement. Hasbro claims that it owns the ‘Dungeons and Dragons’ copyright and trademark, and therefore Sweetpea has no right to start or resume production of a new Dungeons and Dragons movie. The lawsuit ensued when Hasbro learned about Sweetpea’s motion picture deal with Warner Bros. (“WB”).
Super Mario 64 for the Nintendo 64, created by the Nintendo corporation, was one of the most influential on the gaming industry and the gaming community. The release of Super Mario 64 had a huge impact on the gaming world. It changed how the gaming industry and community viewed video games.
Atari was the first commercial video game company with hits like ‘break out” and “pong”. For many people pong was the first video game they have ever played. The idea of pong is that there is two rectangles that only move up and down and a little square that bounces around the screen until one of the rectangles miss, once the rectangle miss’ the game is over. This game may seem simple now but it sold 19,000 units so you can say what you want but back then this was the greatest game ever.
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
...ction; Atari was losing money and had to dispose of the games. We also have sources that say Atari did the same thing in the past. Undoubtedly, we clearly see the veracity of the story—it’s true.
From the mind of an avid arcade game fanatic arose “one of the most popular children’s entertainment properties in the world,” (Poke, 2014, ca.). In 1996 emerged this property and still to this day continues to live up to its name as one of the most popular children’s on Earth; not only for those of the adolescence of today, but most especially those of the mid-late eighties and nineties who grew up to love and appreciate it from the beginning. Pokémon – as it is widely known around the world as – was created Satoshi Tajiri of Japan and is precisely the game being discussed. Nintendo, the world’s largest video game company based on income, owns the rights to this game. Being present day, this game has already reached its sixth ‘generation’ of the game as they are known as. Essentially, every time a new generation of the game comes out, they are seen to always come in pairs; one game brings the player upon one path with specific quests or guidelines to play by, while the other brings them through another, much similar, path with slight changes to the storyline. For example: in one of Pokémon’s generations there are two games known as sapphire and ruby. The main distinctions between the two are the specific Pokémon that can be captured in one game that cannot be captured in the other. To clarify, the title Pokémon takes on a sort of animal kingdom in the world of the game itself. Pokémon are much similar to realistic animals except for their supernatural, abilities or powers that they possess. Within the Pokémon world, they pretty much take place of real life animals. In addition, to clarify ‘captured,’ these animals can be interacted with in game and essentially captured and sucked into these very small spherical containers known a...
“The monster a child knows best and is most concerned with is the monster he feels or fears himself to be.” – Satoshi Tajiri creator of Pokémon. The Pokémon franchise is all about monsters, though not in the typical sense of the word. From cute and cuddly to fierce and intimidating, the cast of Pokémon monsters is unique in its approach to entice children. Pokémon holds the title of second highest grossing gaming franchise of all time along with the world record of “Most Photosensitive Epileptic Seizures Caused by a Television Show” (Bulbapedia, 2002). Though hugely popular, Pokémon has had its fair share of controversies and been critiqued more than any other video game. It’s been blamed for violent behavior in kids, corruption of instilled parental values, and distracting kids from the “real world.” Pokémon’s rampant takeover of childhood culture is still active and producing some interesting findings. It’s easy to find negatives associated with Pokémon, but the real interest is in the positive effects it is having. The positive growth Pokémon encourages may make this video game much more than just a hobby.
In the console-gaming world people know Sony and Nintendo. Microsoft may be the largest and richest software company in the world, but it’s unknown when it comes to console gaming. Microsoft is counting on the Xbox to change that perception. Gamers may not be willing to take a chance with the Microsoft Xbox, even if it is far superior to any console ever made. Nintendo Gamecube is nothing if charismatic. Nintendo’s new machine is half the size of any other console and looks like a toy with its brightly colored plastic shell and handle. It’s destined to be home of such popular games as Mario, Donkey Kong, Pikachu, and Kirby. Nintendo Gamecube seems mismatched as it goes up against the Microsoft Xbox and the Sony Playstation 2 (a multimedia mayhem that Sony says it’s supposed to be “The Future Of Entertainment”). All this makes you think; what makes Nintendo believe it can possibly go up against the ultra-sophisticated Xbox.
rooms filled with bright lights and strange noises that emanat... ... middle of paper ... ... ers responding to the demand from the older market. That is not to say that games for children are no longer produced, more that game producers recognise that there is more than one market to produce for. Bibliography Berger, Arthur Asa, 2002, Video games: a popular culture phenomenon, New Brunswick, Transaction Publishers Communication Research, The use and experience of the new video media among children and young adolescents.
Upon discovering the unauthorized sequel, Midway was forced to turn over the rights and lost their license to the franchise (Cohen). The American companies of General Computer Corporation and Midway shifted the collaborative relationship between Japan and the US into appropriation by stealing base elements of Pac-Man to create a new and improved sequel. By doing so, they lost the trust of Namco and soured a successful partnership. Although it could be argued that there was voluntary assimilation, or the loss of cultural characteristics from one culture when taking on the cultural characteristics of another group, involved when Pac-Man marketed Ms. Pac Man back to Japan and added it to their official library of games, this does not necessarily mean that the changes were warranted. Namco itself was a company that wished to profit and although Ms. Pac Man continued to make them money after they took her licensing back, this does not mean that they wanted or agreed with General Computer Corporation and Midway’s alterations.
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.
As a result of the increasing demand on Wii, Nintendo’s management decided to make W...
Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in Japan. (Niizumi) Japan has been, and continues to be one of the largest developers and creators of both of video gaming consoles and video games around the world. (Niizumi) Japanese video games are beneficial to society and are an excellent source of employment to many in Japan.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and forth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming.