Video Game Consoles

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    Stereotypes Of Gamers

    industries in the world is the video game industry, where $24.8 billion was projected to be spent on video games globally in 2013 (Park & Lee, 2011). Resulting from this growth is a growing community of video game players, or gamers, generating new ways to interact and socialize. During the early years of video games, many games had the objective of obtaining a high score, where the champion could display their three initials—until someone surpassed it. Many video games were in an arcade machine form

    Words: 1107 - Pages: 5

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    Future Statement

    believe is going to take over the video gaming industry. There is a misconception on what the first videogame actually was. Most people would when asked would say Pong, Pac-Man, or Asteroids. These games came about in the 1970’s and 1980’s. The first actual videogame, however, was created in 1958 by William Higinbothan, who was a physicist in the employment of the Brookhaven National Laboratory. Since then, like all of the other technology we have, the video game industry has continued to be revolutionized

    Words: 657 - Pages: 3

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    Do Games Like 'Grand Theft Auto V' Cause Real World Violence

    violent video games. Violent video games for kids and adults help keep the crime down because the games are keeping the children and adults entertained and from them committing crimes or from hurting other people or themselves. Role-playing games with simulated violence are diverting for kids. Violent video games are keeping crimes down as the stories state. The story “Do games like ‘Grand Theft Auto V’ cause real world violence?” states “No study has ever shown that violent video games result directly

    Words: 355 - Pages: 2

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    Nintendo

    Video Game Industry Copyright © 2004-05, RocSearch Ltd. Table of Contents 1. Market Size .................................................................................... 3 2. Market Statistics ............................................................................ 4 3. Competition ................................................................................... 6 4. Market Trends ............................................................................... 7 5. Driving Forces

    Words: 1900 - Pages: 8

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    Effects of Computer Games

    The Effects of Computer Games Addiction On Academic Performance of Students. A Research Paper Prof. Aurora De Luna English Teacher New Era University, Lipa City branch Antonio Julius V. Arellano 9-Galatians Introduction In the few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for students. In more

    Words: 309 - Pages: 2

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    Entrepreneurs in Sri Lanka

    within and around the video game industry are changing. The two frameworks are discussed below: PESTEL Framework: This categorises environmental influences into six main types, namely: political, economic, social, technological, environmental and legal. A PESTEL analysis on the video game industry is carried out below: Political: Factors such as taxation policies, foreign trade regulations and social welfare policies influence the video game industry. Video games have a tendency to play

    Words: 2936 - Pages: 12

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    Study of Gaming Sector in Bangladesh

    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

    Words: 10129 - Pages: 41

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    Trends in Digital Gaming: Free-to-Play, Social, and Mobile Games

    assess new technologies with regard to existing standards inside and outside ITU-T and their likely impact on future standardization. Previous reports in the series include: Intelligent Transport Systems and CALM Telepresence: High-Performance Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing:

    Words: 10531 - Pages: 43

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    The Effects of Computers Games on the Accademic Performance

    EFFECTS OF computer games on the academic performance Introduction The term computer game is in sharp competition with video games, console games, and arcade games. Video games and console games usually mean gamesconnected to a TV, whereas arcade games means games placed in public spaces.Computer games on the other hand, are occasionally used to mean games played on apersonal computer. However, since all of these areas have been developed inclose parallel and because all of these games are played on

    Words: 975 - Pages: 4

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    Bowman Online Game

    Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive

    Words: 4058 - Pages: 17

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