Video games have two main jobs. To make money, and please their fan base. Game developers create indulging stories and a fun experience to please the customer and satisfy them with an experience that they hopefully never forget. If they please their fan base, it will grow as more people try it, and thus profits will generate for the company. This growing fan base and gaining profits also helps promote the console that it is being played on. Many ways that developers cut costs and get valuable partners is through console exclusives. Yes, the infamous console exclusive video game can undoubtedly be the life or death of a video game. In most cases exclusives are seen as a good thing from the developers, from the perspective of the consumer they …show more content…
Many would say that developers limit their audience by focusing on one console and possibly limit their profits. This is not necessarily true, but still happens for many games and like I said limits their attention time because they only deployed on one platform. One thing that many people do not understand is that this is how many consoles are sold, through exclusives. In many cases, console giants bundle console exclusive games with their hardware so consumers not only buy a game they want, but also buy a console that only runs that specific game. This may be clever marketing, but there is no denying that it works. Limiting your game t one platform can also help you get publishers that can help spread your game to the masses. This can significantly get smaller developers noticed, like when Electronic Arts partnered with Respawn Entertainment to help publish Titanfall, which was an exclusive for the Xbox family at the time. This attempt worked very well in that it sold over 10 million copies of the game. In the long-run, the game may have not been as anticipated, but the developers and publishers made a bang for their buck and helped sell millions of Xbox
Many people agree that Sony’s Playstation 4 is better than Microsoft’s Xbox One and vice versa. I have been gaming since I was seven years old and still am today. The first gaming console I ever had was the original Xbox. Throughout the years though, technology has improved vastly. The last generation of game consoles gave the industry a much needed boost and gave the consumer another commodity. With the eighth generation of consoles just arriving, a lot of people are wondering which console to buy. There is, however, more than just the choice of games. There’s differences in processors, graphics cards, hard drives, design, operating systems, ports, versatility, stability, controllers, and, of course, the games.
There are few things on the minds of gamers more then the current console wars between the PS4 and the Xbox One. This time, the field is nearly level on the hardware front and the services offered are very close. The devices are very similar but there are some obvious differences. Microsoft and Sony have different end games in mind and their products reflect those philosophic differences. It is in the fine details that the differences will emerge.
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.
Key Changes in the Video Game Industry The first wave of home video games was launched nearly 30 years ago. By the early 1980s, this electronic entertainment medium had emerged as a cultural phenomenon, thanks to classics such as Asteroids, Centipede, Donkey Kong, and Pac-Man. The world of video games has, of course, changed drastically since then. For starters, Microsoft, Nintendo, and Sony are now the key players in the console industry, having replaced Atari, Coleco, and Mattel for those top spots. Advances in technology are making game worlds more realistic and interactive than ever before.
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.
Video games do a very effective job of bringing people together that have the same interest and giving them a sense of community Video games help young adults improve their overall confidence in solving everyday problems. Video games are built on the concept that there is a problem and that the gamer has to find out the solution. This leads to gamers thinking about different possibilities that will solve the problem at hand.
Nintendo is an entertainment company; not an electronics company. Console sales are inextricably intertwined with games sales. Hardware sales account for a large portion of Nintendo's total sales; however, hardware sales don't drive a large portion of Nintendo's total sales. At Nintendo, the games sell the consoles. Of course, the console itself can affect the game play experience in its role as a
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how videogames are affecting their children’s lifestyles. Inappropriate games are sweeping the
Video games. They provide an escape from reality to explore worlds and realms beyond our own. However there is a lot of controversy surrounding wether or not video games are good for you, many people are under the impression that video games turn kids and adults alike into mindless zombies hellbent on violence but in this essay I aim to convince you that not only is this untrue but that video games are actually beneficial. I’d also like to mention that too much of anything is bad for your health,for example extremely high quantities of broccoli can be toxic.
To conclude, Nintendo’s core competencies are: create video games that cost the people less as it did with Wii, it depends more on innovations and creativity instead of advanced technology, and it targets new segments of people such as; the elderly and women. The company has to worry about two main things. The first one is that the firm should create some video games with technology and graphics to attract people who like technology. The second thing is that the company should open stores that only sell Nintendo's games to give more choices for people who like its games. These two ways could help Nintendo to increase its sales and its profits.
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.
“I 'm very careful about how I portray violence in my films. I do believe that violence, especially violent video games, is not a good thing for young kids” (Lee, quote hook). This quote taken by Stan Lee expresses the exact predicament video game designers are facing, about how violent video games truly are violent and effect young adults. Although video games have ratings on them just like how movies and T.V. shows do, which can protect or keep unnecessary violence away from teenagers and children. Meanwhile electronically controlled devices can still produce violence in children because of the careless portray of cruel and vicious scene’s game designers produce in their games, such games like GTA. Brutal and savage video games should
Games can be attractive and amazing when we experience good graphics, colors and good sounds. This is how console games are ranked. Microsoft Xbox and PS4 are two different companies but their concept of gaming is same. If you compare graphics of these two gaming console then it you can see difference playing different games. You may not find huge different but little difference.
How often do we hear video games are bad for our kids? If you simply google “video games controversy” the results are absolutely polarized articles by major news sources. They are, according to many opponents, at fault for violence and the waning attention span and intelligence of our country 's children. However, there is no real scientific evidence of this. Actually the contrary is true according to Daphne Bavelier of the Bavelier lab of University of Geneva and a cognitive neuroscientist. Bavelier addresses this topic in a positive and scientific light. Her research is posed as how can video games benefit us; rather than how they hurt us. Bavelier uses a variety of methods to appeal to her audience in her engaging speech on video games
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.