Premium Essay

The 3d Generation: Video Game Preference

In:

Submitted By nickztah32
Words 1542
Pages 7
The 3-D Generation
Video Gaming Preference of the Youth of Today
Written by:
Grade 10 – Timothy

Chapter 1
Introduction
Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel of the technological world.
Through this research will be able to understand what causes a teenager to explore the world of gaming? How often do teenagers play video games? What type of video games do they play? What do they learn from playing Video games? And finally, How many games do they actually play?
This research is solely based on the Grade 6 and High school students of GGCA campus. It only limits the maximum number of 25 students. Any statistical data provided only limits to those 25 students. Further research maybe applied.
By reading this research paper you come across terms you may have not seen before. These acronyms and terms are widely used in the gaming community to define game genres or even point of game play. Some examples of terms are:
1. FPS (First Person Shooter) - emphasize shooting and combat from the perspective of the character controlled by the player.
2. TPS (Third Person Shooter) - emphasize shooting and combat from a camera perspective in which the player character is seen at a distance.
3. RPG (Role-Playing Games) - are a video game genre where the player controls the actions of a protagonist as this character lives immersed in a fictional world.
4. MMORPG (Massive Multiplayer Online Role-Playing Game) - MMORPGs feature the usual RPG objectives of completing quests and strengthening one's player character, but involve up to hundreds of

Similar Documents

Premium Essay

Samsung Marketing

...established design institutes in Europe, US and Asia. Samsung separated a budget of $ 126 in a program for building complete global design. In already crowded electronics consumer goods sector, Samsung decided to launch products which were technologically advanced and innovative. With this, Samsung gained a competitive advantage among its competitors. It also established research facilities in California (United States) and Tokyo to improve its product line. Another marketing strategy that Samsung implemented was lifestyle targeting rather than technology targeting. Samsung identified that consumers bought goods that matched their lifestyle instead of the technological features. Therefore, Samsung positioned its products to the Generation N and Generation Y consumers. This was possible due to the effective coordination of the activities of the company’s geographically...

Words: 3760 - Pages: 16

Premium Essay

Marketing Plan

...races and his 3D worlds? Ever wanted to take the live-action first-person shooter, “Call of Duty” or “Madden” on the road and play against friends during a road trip or a long flight? Well guess what? Us…good folks here at Microsoft have been working day and night to on some monumental news!!! Microsoft’s ambitions have been nothing short of amazing and being a huge pioneer in the IT industry, dating back to its inception in the early 1980’s. Microsoft is the world’s number one leading in software development and has controlled an overwhelming share of the personal computer operating system market. Microsoft’s products, do not stop at the development of software, nor operating systems; the company supplies the world with a number and variety of different types of products, including their office software, Zune (digital music player), CRM applications, sever and storage software, and last but not least XBOX as well as, the XBOX 360 video gaming consoles. Now that we are entering 2013, XBOX has stood by idle, in the portable gaming device market as we watched Sony & Nintendo dominate their way through this particular gaming market. Well now!! Microsoft has been absence for far too long, and it’s time to make our presence felt, which is why we have developed a brand new totally portable, online gaming experience. By venturing into this realm of gaming this will open doors as well as allowing us a huge market and opportunity to grow within. While the portable game industry is...

Words: 4734 - Pages: 19

Premium Essay

Nintendo's Wii Case Analysis

...Nintendo’s Wii Case Analysis SUMA11 Sec F Business Policy July 24, 2011 CASE ANALYSIS Nintendo’s Wii COMPANY NAME: Nintendo Corporation Limited. INDUSTRY: Video Game COMPANY WEBSITE: (www.Nintendo.com) COMPANY BACKGROUND: Nintendo was founded in Japan in 1889 by Fusajiro Yamauchi, originally they sold playing cards called hanafuda cards, a popular card game in Japan, after few decades in 1983 they became as a video game company, creating the first video console known as NES (Nintendo Entertainment System), with the advances of the technology they continue improving their systems and realizing more advanced consoles, in 1990 their release an improved version of the NES, the super NES (SNES), then in 1995 they created another console positioned as the #2 in sales at that time behind the first Sony playstation, the Nintendo (N64). The GameCube console was released in 2001 to compete with the new generation of video games like Sega Dreamcast, Microsoft XBOX and Sony Playstation 2, with very popular games like Mario Bros and Sonic, converting the characters of these games part of their image. In 2006 they created the Nintendo Wii, an extraordinary console with a great innovation technology; with a motion sensor allowing the user to play moving the remote control in the air adding realism and interaction between the user and the videogame. The other great characteristic of this console is the internet capabilities, Nintendo Wii was the first console...

Words: 1268 - Pages: 6

Premium Essay

Computer

...are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial. It enables the mind of the players to be more active, especially those puzzle-based games. It helps the player to come up with decisions in tight situations, especially those adventure games that keep the players to...

Words: 2445 - Pages: 10

Premium Essay

Mktg Report

...MKTG2100 Principles of Marketing 08 Fall Nintendo: Situation Analysis Krista Law C3110728 Kimberley Campbell C3194572 Julia Arellano C3206262 Haydon Potter C3207158 Table of Contents Executive Summary 2 Introduction 3 Market/Customer Situation Description 4 Industry & Product Category 4 Segmentation Bases & Variables 4 Demographic 4 Psychographic 5 Target Market Description 5 Marketing Situation Description 6 Product 6 Price 6 Promotion 7 Place 7 Process 7 People 8 Physical Evidence 8 Competitive Situation Description 9 Macro-environment Forces Situation Description 10 Demographic 10 Economic 10 Natural 11 Political 11 Technological 11 Socio-Cultural 11 SWOT Analysis 13 Strengths 13 Weaknesses 13 Opportunities 14 Threats 14 Main Opportunity Description 15 Conclusion 17 Reference List 18 Executive Summary This report comprises an analysis on the current and projected marketing performance of Nintendo. After careful and extensive research, a comprehensive analysis of these situations provides an insight into the anticipated future of the company. This will allow Nintendo to evaluate their current marketing situation and make appropriate changes in order to increase the effectiveness of any future marketing campaigns. The methods of analysis include: * An analysis of the current market/customer situation, this provides...

Words: 6464 - Pages: 26

Premium Essay

Android

...INTRODUCTION Android is a mobile operating system that is currently developed by Google, it is based on the Linux kernel and designed primarily for touchscreen mobile devices such as smartphones and tablets. Android’s user-interface is mainly based on direct manipulation, using touch gestures that loosely corresponds to real-world actions, such as swiping, tapping and pinching to manipulate on-screen objects along with a virtual keyboard for text input. In addition to touchscreen devices Google has also developed android for other platforms such Android TV for Television, Android Auto for Cars and Android Wear for wristwatches. Each of these platform have special interface to sooth the platform. Variant of Android are also used on Notebooks, game console, digital camera and other electronics. As smartphones and tablets become more popular, the operating systems for those devices become more important. Android is such an operating system for low powered devices that run on battery and contain hardware like Global Positioning System (GPS) receivers, cameras, light and orientation sensors, WiFi and UMTS (3G telephony) connectivity and a touch screen. Like all operating systems, Android enables applications to make use of the hardware features through abstraction and provide a defined environment for applications. Unlike on other mobile operating systems like Apple’s iOS, Palm’s web OS or Symbian, Android applications are written in Java and run in virtual machines. For this purpose Android...

Words: 3950 - Pages: 16

Free Essay

Ic- Internet of Things

...IC the Future! Frost & Sullivan’s Virtual Thought Leadership Panel on Internet of Everything Measurement & Instrumentation March 20, 2014 © 2012 Frost & Sullivan. All rights reserved. This document contains highly confidential information and is the sole property of Frost & Sullivan. No part of it may be circulated, quoted, copied or otherwise reproduced without the written approval of Frost & Sullivan. Moderator’s Profile • 12 years of expertise in semiconductor and wireless industry. Special expertise in business and product strategy, positioning, consulting and market analysis. Heads a team of global analysts that conduct both syndicated and custom research on various segments of the semiconductor industry. Some of the application that are on focus in the semiconductor group including automotive, healthcare, consumer electronics, aerospace, defense, industrial, wired and wireless communication 2 • Aravind Seshagiri, Program Manager, Measurement & Instrumentation Frost & Sullivan Follow me on: (Connect with social media) @asesh1974 • • Key Take Away’s from the previous edition Ian Ferguson, Vice President Segment Marketing Security is non-negotiable. ARM is concerned about fragmentation of standards and compromise on privacy. Performance, power efficiency and the flexibility to reconfigure on the go are they key needs for next gen processors. Bob Doud, Director of Marketing Privacy a pressing issue rather than actual information overload...

Words: 2300 - Pages: 10

Premium Essay

Nt1330 Unit 1 Reaction Paper

...1) What surprised you most about the changes from the textbook in Internet/Web 2.0? a. The most surprising change I’ve discovered throughout the years and noticed from the textbook is how fast a platform or service is replaced by another. We’ve witnessed this trend for many years with client-side applications, although the lifespan of web applications tends to be shorter. Everyone loves to try a new application, however if you’re part of a younger generation and your parents are using a “old platform” and posting your baby pictures online, you might as well forget being the high school prom king or queen. Not to mention having your parents troll your posts. The survival of these applications depends on their user base, if trust is breached...

Words: 1872 - Pages: 8

Premium Essay

Markteting Assignment - Sony Corporation

...Mix…………………………………………………………………………………………………….18 15. Sony‘s Distribution Channels………………………………………………………………………………….19 16. Sony Corporation's Success………………………………………………………………………………….…20 17. SWOT analysis…………………………………………………………………………………………………........22 18. Recommendations to maintain Competitive Advantage…………………………………….…..24 19. Conclusion………………………………………………………………………………………………………….….25 20. Bibliography / References………………………………………………………………………………….....27 Introduction: Sony is a leading corporation primarily operating in electronics. They are leading manufacturers in electronic goods. Sony holds a great quality and technological leadership in the market. Sony products are in the fields of entertainment, communication devices, laptops, video games, motion pictures, music, personal computers, digital cameras, robots and other financial services. This report brings an overview about the principles of marketing and implementation of these principles by the Sony Corporation. History Sony...

Words: 4525 - Pages: 19

Premium Essay

Study of Gaming Sector in Bangladesh

...double-digit figures in growth on most IT sectors, the gaming sector not among them. Bangladesh is far behind most of its neighbors in the gaming industry. There are several reasons to this, as well as probable causes. Based on interviews and focus group discussion, we have come up with several problems and prospects, as well as reasonable solutions to the problems, of the game development sector. In the aftermath, appendices and a bibliography would assist our honorable readers to better understand our methodology and enable them to refer to and compare this study with similar pieces of work. Contents Page no. Letter of transmittal i Executive summary ii 1. Introduction 1 1.1 Origin of the Report 1 1.2 Objective 1 1.2.1 Broad Objective 1 1.2.2 Specific Objectives 1 1.3 Literature Review 1 1.4 Scope 2 1.5 Limitations 3 2. Background of the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 Dhaka Racing 9 Chittagong Racing 9 Arunodoyer Agnishikha 10 Aerial Multi-Player Dogfight...

Words: 10129 - Pages: 41

Free Essay

Effects of Computer Games

...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................

Words: 13956 - Pages: 56

Premium Essay

New Product for Nestle

...diversified his business and latter was branded the world’s largest food and beverage company. Nestle adopted the international strategy and led them to provide nourishing food for Asians’ health and wellness. In order to attain a higher market positioning, Nestle designed a customer-driven marketing strategy that build the right relationships with the right customers and in turns segmented them based on their needs and preferences. Hence, their variables are demographic and psychographic. Since then, in responding to fast economic growth, Nestle invested and set up their first Asia Research and Development (R & D) office in Singapore to support in developing more products. 1.1 Unique Selling Proposition Nestle Coco-yoghurt is a nutrient setter in market. They are the first to introduce the coco-yoghurt in the market. The USP of coco-yoghurt is unique, nourishing, instant and affordable and Nestle will positioned it as a high quality nourishing beverages of consumer’s convenient focus. Positioning statement like “To all baby boomers, Generation X & Y who are always on the go, Nestle Coco-Yoghurt drink is an attributes to a healthy lifestyle of premium ingredients in relation to Convenient, Nourishing and affordable to start your day in seconds. “ Therefore, the positioning will be achieved by leveraging Nestle coco-yoghurt a competitive edge: market experience from its competitors. 1.2 Differentiating i) Product differentiation Firstly, the product...

Words: 2069 - Pages: 9

Premium Essay

Dell Manual

...account 12 12 12 12 Locking and unlocking your computer Accessing the desktop Turning off your computer Start screen and tiles Apps Closing an app Snapping apps 12 13 13 14 14 14 14 More Information 15 Setting Up Your Computer Connecting To The Internet Connecting to the Internet Using LAN Connecting to the Internet Using WLAN Connecting to the Internet Using WWAN Setting up Audio Configuring 5.1/7.1 Audio Connecting 5.1 Speakers Connecting 7.1 Speakers Setting Up Your Printer 16 16 16 16 17 18 18 19 20 21 Contents  3 Setting Up Your Webcam Integrated Webcam External Webcam Setting up Bluetooth 22 22 22 22 About Your Computer Power Adapter Battery Coin-Cell Battery Touchpad Display Touchscreen 3D 3D Camera 23 23 24 24 25 25 25 25 26 Keyboard Physical Keyboard Keyboard Backlight On-Screen Keyboard Keyboard Connection Types Wired Wireless 26 27 27 28 28 28 28 Service Tag and Express-Service Code Locating the Label on Your Computer Dell Support Website BIOS Setup Program 29 29 29 29 4  Contents Storage Device Internal Storage Devices Removable...

Words: 18778 - Pages: 76

Premium Essay

Nintendo Ds – Marketing Strategy

...TV commercials, movie theater pre-show trailers, and the actual casing and packaging of the product. A high quality 30 second commercial is estimated to cost $100,000 to $350,000 dollars. Movie trailer slides are estimated to start at $1500+ for a four week period. Casing and packaging redesign costs are unknown but estimated to be relatively small when spread over the number of units being produced. Total costs for the Nintendogs Pink DS promotion would be nearly $30 Million dollars over the span of four months. Strategy: By combining packaging and targeted advertisements in Television and pre-movie ads Nintendo will be able to attract young females age 5-17. This demographic has not traditionally participated in video gaming outside of cell phone games and digital “pets” however the interactive DS platform combined with female targeted software such as Nintendogs offers a winning strategy to tap into this...

Words: 6123 - Pages: 25

Premium Essay

Mobile Media

...The Mobile Landscape Insights for Advertising April 25, 2011 Table of Contents I. Introduction 3 II. Consumer Behavior Trends 4 III. Mobile Technology 7 Mobile Devices and Services Other mobile-relevant technologies of interest The Development of Native Apps vs. Web Apps IV. Mobile Advertising 16 Banner ads on mobile devices Mobile applications or apps Mobile gaming Mobile commerce Location-based services or LBS Mobile and Health Mobile Metrics and Analytics V. The Future of Mobile Media 30 VI. Conclusion 34 VII. Works Cited 35 Part I: Introduction As predicted nearly ten years ago in their article, “The Death of Advertising,” Roland Rust and Richard Oliver wrote, “the new media represent a vast ‘network of networks,’ now often referred to as the information superhighway. A technical reality, major parts of the information super highway are under construction all over the US (1994).” During the digital revolution of the last decade, modern humanity has experienced a shift in traditional media consumption habits, which is now culminating with mobile technology. In examining the emerging mobile landscape, two things are increasingly apparent. One, mobile technology is heading into uncharted territories. Two, this is happening at unprecedented rates. This landscape is so unpredictable that the introduction of a new highly...

Words: 10349 - Pages: 42