Video game platforms Essays

  • Controversy Over The Best Platforms In The Video Game Industry

    890 Words  | 4 Pages

    In the gaming industry there is an ongoing debate over the best platform for the best gaming experience! Millions of passionate fans voice their opinions arguing and justifying the way they have chosen to game, but which side is right? Is one truly better then the other, or is it completely subjective? What is the best way to enjoy video games, PC’s or consoles? It all depends on the player. The PC (Personal Computer) has been around since the early 1980’s and the birth place of gaming as we

  • Similarities Between Lara Croft And Princess Peach

    1260 Words  | 6 Pages

    The video game industry has had numerous controversies related to various topics, such as violence, explicit graphics, addictions and sexual themes. In this essay I am going to be exploring how women are represented in video games and in particular, I will be focusing on the contrast between Lara Croft and Princess Peach. Lara Croft appears in the Tomb Raider series and Princess Peach features in many Nintendo games such as, ‘Super Mario Bros’, ‘Mario Galaxy’ and her own game ‘Super Princess Peach

  • Texting Has A Negative Effect On American Youth

    431 Words  | 2 Pages

    are now falling behind in their education. By going online, playing video games, texting, etc. Texting has an affect on American teenagers because they are falling behind in their education and the overuse of technology by race. To begin with, texting has a negative impact on the youth by falling behind in their education and the overuse of technology by race. The text states " It 's these high levels of TV, video games, and other entertainment technology with display teen

  • Five Dangers Of Pokemon Go

    985 Words  | 4 Pages

    to get a ball, and private establishments have noted non-paying customers entering their facility for the same such purpose. Where the game may provide an outside element of engagement, it is clear that there has been a disregard for the boundaries within the real world, and here lies the danger. According to Dalia Lašaitė, co-founder and CEO of CGTrader, “3D games and interaction is a vital part of our modern society. However, when the line between reality and the real world fades, it is equally

  • Informative Essay: The Definition Of Virtual Reality

    1023 Words  | 5 Pages

    It incorpores a video screen for both eye and a magnetic motion tracking system, which was connected to a closed-circuit camera. The Headsight was not developed for virtual reality applications as virtual reality (the term) doesn’t exist then, it was for immersive remote

  • Activision Blizzard Case Study

    1200 Words  | 5 Pages

    Activision Blizzard is a leading video game developing and publishing company. Its games operate on gaming consoles, mobile devices and PCs and are sold through retail channels or digital downloads. 1.1.1/ History of the company Activision Blizzard was created in July 2008 from the merger of Activision and Vivendi Games (parent company of Blizzard). Activision (currently named “Activision Publishing”) was initially founded in 1979 by two former employees of Atari, David Crane and Alan Miller

  • Xbox One Case Study Summary

    2211 Words  | 9 Pages

    CASE STUDY REPORT The Xbox One Launch: From Crisis to Contender for the All-in-One Games and Entertainment System. By Microsoft, Assembly, a Daniel J. Edelman Holdings company. 5 months prior to the launch of Microsoft’s Xbox One, the gaming platform faced negativity from its core gaming audience and also faced stiff competition from Sony’s Playstation 4. Research In order to assist their campaign, Microsoft conducted various primary and secondary researches, which formed the integrated communication

  • Taking A Look At Activision

    1360 Words  | 6 Pages

    California, Activision is consistently among the largest video game publishers in the world. The company reached the top of domestic charts in 2007 and has been an industry leader in subsequent years. (Jenkins, 2007) (Figure 1.) The company currently owns the rights to many of todays most popular video game franchises, including: Guitar Hero, Call of Duty, and World of WarCraft. In 1979, Activision was founded as the first independent video game software developer and distributor. The company first

  • Swot Analysis Of Ubisoft Entertainment

    1520 Words  | 7 Pages

    development of computer video games, head office is located in Montreuil, France. The company includes studio in over 20 countries, including Russia, Canada, Spain, China, USA, Germany, Bulgaria, Ukraine, Romania and Italy. Ubisoft is one of the largest game publishers in Europe. It has 6010 highly skilled and well-trained employees in programming, modeling, animating etc. Ubisoft Entertainment is positioned at the top of the market, selling high quality video games on different platforms and relatively at

  • Nintendo Case Study

    709 Words  | 3 Pages

    popularity within the video game market. The company became very familiar with business tactics as well as marketing long before it entered the gaming industry as it was founded on September 23, 1889 by Fusajiro Yamauchi in Japan. Their products varied, beginning with producing Japanese playing cards to branching off into the toy market, establishing the company’s future direction. By 1981, Nintendo began to test the waters by releasing their first coin-operated arcade machine game, Donkey Kong, which

  • Harvard Business Case Study Nintendo's

    1359 Words  | 6 Pages

    success in the last 150 years in the gaming market. They have prided themselves in keeping their cultural traditions alive, while producing competitive games and software devices for gamers around the world. The game console and video game market is changing rapidly as technology advances. Companies such as Apple and Microsoft have introduced new platforms of gaming that allows users to participate on-the-go, and also involve a social media aspect to it. Nintendo has started to fall behind in their competition

  • Oculus Evolution Case

    915 Words  | 4 Pages

    Facebook acquired Oculus Rift for approximately $2 billion but some critics are in doubt whether Facebook is the right partner for coming up with a VR gaming platform as in the past some intents of Facebook introducing gaming were considered difficult to maintain and not in line with the social focus of the bigger Facebook platform (Parkin, 2014). What strategies should Facebook and Mark Zuckerberg follow to make this technology and the business unit Oculus Rift a success in this nascent VR gaming

  • Reality Television: Is Reality TV Real Or Real?

    866 Words  | 4 Pages

    Were you aware that “reality TV episodes have increased to 57% of all television shows that can be found on your screens”? Television is undoubtedly a medium of telecommunication used by countless number of people. Most of the world’s population uses a great deal of electronic devices and upgrade when new models appear. However, according to a TNS consultancy report, people are continuing to stay loyal to their television every single day. This would obviously mean that a majority of those people

  • Informative Speech About Superheroe

    2707 Words  | 11 Pages

    Guardians of the Galaxy is a really fun movie. It’s one of the best movies of 2014, actually. But just because people liked it, (so did I) that doesn’t necessarily make it a “good movie”. However, insert Thesis. As I’ve already stated, this is a “Marvel Movie”. And that in itself is either really good or really bad. In this case, it’s not the latter. It actually depends on the kind of person you are, though. If you don’t like superheroes (The most popular film genre), ideas taken from Star Wars

  • Analysis of the Movie 'Expelled' from a Sociological Perspective

    1504 Words  | 7 Pages

    For this Sociology On Screen assignment, I selected and analyzed the comedy movie, “Expelled”, directed by Alex Goyette and distributed by 20th Century Fox in the year of 2014. It all begins when Felix O 'Neil (Cameron Dallas), a troublesome teenager, gets expelled after recklessly pranking in Eastwood High School. He is a well-known prankster who rewired the fundraising money of the cheerleading team to a koala bear sanctuary, exposed incident photos of his teacher publicly, and hacked the vending

  • Hedonic Ambivalence: The Paradox Of Horror Film

    1392 Words  | 6 Pages

    The movie industry is a main factor of each society in the new world; no country around the globe lacks movie theatres, TV channels specialized in broadcasting movies, or, naturally, the Internet where you can access any movie in the history of cinema. Various studies have been done on the emotional and behavioral effects movies from all genres can cause to their audiences who differ in age, interests, social stance and other significant variations. However a specific genre has predominantly gained

  • The Negative Effects Of Technology On Children

    1098 Words  | 5 Pages

    Introduction In today’s digital age, everyone is surrounded by technology and young children are no exception. According to this study by Dr Nirmala Karuppiah, 95% of the children started playing with electronic devices before they turned three (Teng 2013). Digital devices are increasingly integrated into their daily lives. As children continue to become more immersed in media, many adults have begun to wonder about the positive and negative effects of such exposure to the high amount of electronic

  • Searle's Argument Analysis

    1917 Words  | 8 Pages

    The idea of creating an artificial intelligence is becoming ever more popular in our society. Featured in movies such as 2001: A Space Odyssey, Blade Runner, and Ex Machina, many present artificial intelligence as mysterious entities that are dangerous to society as a whole. As the technology that humanity has at its disposal continues to improve, many fear that the threat artificial intelligence presents in these movies will become a reality. Even Elon Musk, the CEO of Tesla Motors and SpaceX said

  • Prank Movie Analysis

    966 Words  | 4 Pages

    It takes us into the present, with the movie starting with three millennials out in the streets pranking unsuspecting people while filming all the action on a handheld gopro. The scene first starts with Jean, her hands with splatters of blood asking help from another victim. This isn’t the type of victim that involves murder, it’s actually a prank victim. The victim eventually believes her, while Jean acts like she is in pain and shows her back to the victim. It seemed like it had a knife

  • How Do Children Misuse Technology

    736 Words  | 3 Pages

    parents being eaten by lions that the children imagined because the children didn't want the nursery taken away. This story demonstrates the strong misuse of tech not only by children but by adults because we rely on our phones and computer or video games to entertain us and keep us content and it shows how we are obsessed with tech and dont always need to have it to be happy. The