Computer and Video Games Industry - Nintendo - Essay Example
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Extract of sample Computer and Video Games Industry - Nintendo
This industry posses a different dynamic situation and a new and unique business environment in which very few players tend to dominate both in software as well as hardware industry. Sony is supposed to be leading in the hardware industry through its Play Stations whereas Microsoft is a late entry into the hardware market through its own gaming console to rival Sony and other players. Based on such aggressive competition in the industry it can safely be assumed that this industry is not only growing but also pose a great challenge to the industry players to be more innovative and creative in presenting new and unique gaming themes to gain competitive advantages in the industry.
This study will explore the dynamics in the video industry and how it behaved in the past and what is its key drivers in the 2000s and how the industry develops into short to long-term with special emphasis on the software as well as hardware.
As outlined above that the video gaming industry is expected to generate a revenue target of more than $50 Billion in the current year, the expectations are that the industry will grow at least in the short run. A close look at that industry will suggest that it’s most avid users i.e. consumers are not just children but also include adults with the average age of the users ranges in 30 years pointing towards the diverse and vast customer base the industry is catering to. However, the key driver in the industry has always remained the innovation whether in the past or in the current 21st-century consumer market for the video games. As the industry has now emerged as a parallel entertainment industry to the Hollywood, therefore, it is now being more and more structured and sophisticated as far as the production and development of these games concerned.
This innovation and creativity further become complicated especially within the domain of the software when the developers of the games face hardware constraints such as faced by the Sony when its Play Station 2 Console restricted it to embark on the more creative and innovative software games to launch.
This paper "Computer and Video Games Industry - Nintendo" focuses on the world video gaming industry that generated profits well over $24.5 Billion in the year 2006 and is still believed to be a growing and competitive industry as there are expectations that the sales will exceed $50 Billion marks during 2008. …
Importantly, these video games nowadays are used in many constructive and beneficial ways. There were constant criticisms leveled against these video games as they accused of promoting sedentary lifestyle as well as violent behaviors among the people, particularly children and young adults.
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
Strengths. Being the pioneer in the in-game advertising industry, Massive has been has already established a strong image in the market. Massive enjoys the first mover advantage relative to its competitors. It can be recalled that the company is the first one to consult distributors and publishers as well as arrange focus groups with gamers to determine their preferences.
An individual needs to take a balanced approach and put these utilities to advantage, by making use of them judiciously. Excess of everything is bad and so is the case with playing video games.
Most of the video games help to increase the power of concentration and
This work aims to identify whether it is possible to effectively utilize video games in developing morality instead of destroying the same. The main allegation against video games is that they make children lose empathy, trust and concern for others. This is so
cross various visual stimuli but they have to identify the important ones which is their enemy or the target in order to successfully kill the target. This characteristic of fast paced shooting video games help in enhancing their visual attention.
Video games even assist in
The conclusion from this study recommends that the organization of Nintendo needs to offer higher concentration over the research and development. Only then, it might become successful in developing varied types of inventive products. This might help the organization of Nintendo to achieve its financial objectives and targets.
Video games are electronic games that entail human interaction with a user interface, which generates visual feedback on video devices; personal computers and video game consoles used to be the most common video game electronic
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both