The video rental industry was one of the more growing services retailers in the mid-1990s. However, due to Blockbuster, many rental video companies have failed to compete against this category killer. West Coast Video, Video City, and Hollywood Video, which are among the few and only large competitor’s of Blockbuster in the tri-state area. Many family-owned video rental stores could not compete against Blockbuster’s assortment of videos. Blockbuster opened its first store in 1985 and has grown to
Analysis of Music Video Aphex Twin – Come to Daddy This Aphex Twin video is certainly one of the most dissimilar music videos that I have studied. It intertwines elements of different genres, to create a video so different to reality; it shocked the nation when released. The director, Chris Cunningham, wanted to make an impact with this video which he did with great style and distinction. Story/Narrative The video starts with quite a gentle and sombre feel to it, where you see an
An Analysis of the Video "Like A Prayer" by Madonna Madonna first arrived in the national popular culture in 1984 with her song "Borderline". She moved very quickly in the ensuing years to make several records (many of which have gone multi-platinum) and to take several world tours with sold-out concerts, and has caused quite a bit of controversy in what she has done in the public eye. Examples include posing nude for Penthouse magazine (and announcing afterwards that she was not ashamed for doing
Music videos are apart of humans visual language, they are an artform and although they are arguably on the decline, music videos are an important factor of an artists career. Due to new technologies music is consumed on the internet and forgotten about daily. So from a record label point of view, an artist needs something bigger than an a song to get noticed; artists need strong creative visuals to give them a substantial competitive advantage over their peers (Boardman). A music video takes the
Decades ago Michael Jackson’s iconic “Thriller” music video was released. A music video was something that had never been done before in the music industry. His popular song combined with the memorable video, ended up making him a pop sensation. Today, an artist creating a video to go with their newest song has now become commonplace in the music industry across all genres. For my project, I chose to focus on the Hip-Hop and Rap industry, as this particular style of music is especially popular with
Argument Analysis Everybody loves video games! With advancements in technology, video games have been available to more people worldwide. While people have been playing these video games many studies have been conducted on them. Are they good are they bad? Well Emily makes an argument that they are actually bad for people. But how good exactly is this argument? In the argument The Violent Side of Video Games author Emily Sohn attempts to support the claim that video games have a negative
Analysis of Video Game Systems The consumer video game systems offer an exciting opportunity to discuss and analyze the design of technology based on the strategy of each of the players within the industry. We will focus our analysis on the next generation of video consoles: Nintendo’s Wii, Microsoft’s Xbox 360 and Sony PlayStation 3 (PS3). First, we will analyze the targeted customer and the proposition designed by each company to attract them. In this part, there is a description of each
a YouTube video about. However, earlier this year a video regarding this very topic went viral and received over 12 million views on YouTube. It is titled, Wealth Inequality in America, which was produced by the YouTube user Politizane. The issue of wealth inequality across the United States is well known, but this video shows you the magnitude of the disproportion in intense and illustrative manner. It uses charts to explain in the simplest of forms, the issue of inequality. The video is a little
The Impact of Gaming The documentary that I watched is named Mind Games: The Power of Video Gaming by filmmaker Ron Thomas featuring Brad Bushman, James Paul Gee, and Martin Burnbaum. Ron Thomas uses pathos, ethos and logos to explore the advantages and disadvantages of video gaming. I think the filmmaker succeeded in building a strong argument through his appeals to ethos, pathos, and logos. Ron conducts interviews with retro gamers and experts in psychology, linguistics and education. Ron is
For three decades, the Nintendo Company has been on the front line of the video game industry. With competitors continuing to develop new video game systems and more exciting games to play with those systems. The Nintendo Company has come up with their own ways to keep video game enthusiasts interests in mind. Even though the video gaming at home did not start with Nintendo, The Nintendo Company did start a video gaming revolution with the release of the Nintendo Entertainment System or NES in 1985
the decline and video games are becoming increasingly more popular in the modern world. At the beginning of this article Johnson is quick to share his view that video games are more of a waste of time as they are not as beneficial to the brain like reading is. He mentions that readers are generally more active and interested in events and the world around them, while gamers tend to live a more sedentary lifestyle. Johnson then attempts to illustrate a parallel universe where video games are released
In Support of Video Games Why Videogames Are Not a Waste of Time Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value
Playing video games has become an increasingly popular hobby in the United States of America. Even though it has become more popular and successful, playing video games also carries a negative stigma with it. Some people associate it with laziness, wasting of time, or nerdy. Some go even further and say that violent video games cause aggression or even violent behaviors. When a major catastrophe like the Virginia Tech shooting or the one at Sandy Hook Elementary School occurs, the media are quick
started his career with Chicago Sun-Times Newspaper and worked there until death. In his time he was a writer, Ebert wrote the article, “Video Games Can Never Be Art,” in which he gives us the basic response to questions asked to him early on that video games are childish and simply cannot be considered art. While many may agree with Ebert, his argument is invalid. Video games, to me, should be considered art because they introduced me to the art of graphics at a young age, they are an artform in the
The first video game was a simplistic game that involved bouncing a ball between two bricks. This game was called Pong and it came out in 1972. A lot has changed since 1972 in the video game community. Games have become much more complex where guides are needed to just learn the controls of a game. Steven Johnson, author of “Why Games Are Good For You”, questions why gamers find games so addicting, even though they cause some to act violently. He figures that people play videogames so much because
and became intriguing for the generations of modern age. As one of the most popular ways of entertainment, video games were the most suitable choose for answering public demands and steampunk games started to be published by game developers. The children of the modern age showed their interests almost immediately and steampunk themed video games became one of the most loved genre for video game enthusiasts. Game developers first started to work on steampunk games as early as 1985. The game called
Individual assignment 2 ( Internal Analysis) BUS 400- 003 Name: Hamda Eissa ID: 201004785 Each company in any industry especially the one that has many competitors that compete each other to be the leader in that market, has to analyze its internal performance. This analysis could help the company to enhance its strengths and to know its weaknesses to take any actions that the company needs. Nintendo; in the video game industry, has two main rivals which are: Sony and Microsoft, so it has
The twenty-first century has opened the doors to many innovative and popular media advancements, including video games. Ever since their birth, video games have received unjust blame for many of the problems that corrupt our youth. In Karen Sternheimer’s “Do Video Games Kill?,” she presents many common misconceptions that video games receive claiming that they create violent behavior, and provides counter arguments to these accusations. Given the inaccurate depiction of violence related to videogames
Prompt 2- video gaming So growing up we didn't really play video games, well except Mario on the old nes. When the first person shooting games started coming out on systems I would see people play them, and I would get motion sickness just from watching. My brother forced me to try and play one day and I got physically ill, it was ridiculous. However, once I was older and more in control of my ability to not get motion sickness from it, I started playing all the new fps (first person shooting)
It’s too common to see a video game release that takes itself too seriously. When things are taken too seriously and fun is removed from the grand scheme of things, you are left with an industry that recycles old game concepts and does little to introduce fresh ideas to reinvigorate the industry. Every so often a title comes along that turns the gaming world on its head through means of great humor and original conceptual design. Hyperdimension Neptunia is that kind of game. Taking place in a