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    Home Video Game Industry From JIAN QU To Dr. Scott Kiker Date 6/23/2013 1. Why the rapid growth of Atari? Why the 1982-85 collapse? How did Nintendo rebuild the industry? What was its strategy? The reason of rapid growth is the Atari’s products are highly differentiation. Atari is the first company enters the market‚ although some companies enter the market later‚ but Atari already build the reputation of highest technology support and the popular games provider to the customers. In the

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    seventy nine Billion in income (2014). History of Medical Video games Company Scientific Video games was founded in 1973 while the maker from the first protected immediate lotto ticket. Rival Autotote Company purchased Medical Video games Keeping Corporation in 2000 as well as the recently mixed company started to be just Technological Games Company in 2001. By the next year‚ almost two-thirds of most equine and greyhound race was monitored with Autotote computer systems‚ and both on-monitor and

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    describe future developments The field of video games is one of the most exciting because it is constantly developing and advancing so quickly. Unlike a lot of areas of ICT which have reached a level of stability‚ all parts of games‚ gaming and games development are still growing and will continue to grow. This means there is the potential for individuals to have completely new ideas and be the first to create something in the field. The popularity of games is growing exponentially‚ with more and

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    Company Analysis: Nintendo released a kind of video game player that is played at home called Wii in 2006‚ but it has been available in 7th December 2007 in market. Nintendo has founded by Fusajiro Yamauchi on in September 1889 in Kyoto‚ Japan. Nintendo has 21 subsidiaries and 8 affiliates and also a common deponent in Video games industry. Its brand was established for the family entertainment. Nintendo’s history is a company for video games and toys with the reason for serve entertainment for

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    Home Video Game Industry In 1972 founders Nolan Bushnell and Ted Dabney scrounged $50‚000 from family‚ friends and local banks‚ formed their own company. They hired Alan Alcorn who created Pong and put a sample unit in Andy Capp’s Tavern in suburban Sunnyvale to see if anyone would play it. Twenty-four hours later‚ the owner called Bushnell in a rage and demanded that he get over to the bar with his tool kit as soon as possible--the prototype game had broken down because it was being flooded with

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    2.3.2 Marketing Mix 8 2.4 Associations 9 2.5 Ten Keys to a strong brand 9 3. BRAND ARCHITECTURE 10 3.1. Brand portfolio 8 3.1.1 Consoles 8 3.1.1.1 Wii 8 3.1.1.2 Wii U 8 3.1.1.3 Nintendo DS Family 8 3.1.2 Games 8 3.1.3 Characters 8 3.2 Typology of branding structures 9 3.3 Dynamics in brand structures 9 3.4 The key principles for brand structures 9 3.5 The end of local brands 9 4. ADVERTISING CAMPAIGNS 8 4.1 Advertising campaign By Camille

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    In today’s society video games can cause many behavior problems. The violence in video games can affect children in many ways. Violent video games affect a person’s brain and health. At last‚ violent video games also affect the player’s personality in various ways. Acting violently and having nightmares are two ways of how violent video games affect children. Some games contain some graphic content‚ and may give children ideas that they do not understand. These games also make children believe

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    Video gaming is the largest entertainment industry‚ with an estimated 1.2 billion people engaged worldwide. Whilst women represent 46% of gamers and female game creators are increasing‚ games are still predominately made by and for men. As a result‚ misogynistic and sexist representations of women are created in the interest of male fantasy that is reflected in both game context and game play. Throughout many video games a patriarchal culture of sexism is maintained‚ reinforced and normalised through

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    Children turn into teenagers‚ and teenagers turn into criminals. Violent video games and movies turn into violent weapons. But the feeling of playing the violent game‚ or watching the violent movie‚ stays the same. It stays the same until the teenager no longer gets the rush of energy from the game‚ but they want that feeling for real.That same teenager is bullied at school and one day‚ he has had enough. The teen takes a weapon to school and a school shooting occurs. Who is to blame? The parents

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    History of Video Game Development Presented by: Caleb Arbaugh The First Video Game • Creator: William Higinbotham • Year: 1958 • Where: Brookhaven National Laboratory en o f s i n o w rT The First Video Game Console • Creator: Ralph H. Baer • Year: 1967 All six games released‚ resembled Tennis for Two in some way. w o Br x o B n First Licensed Home Game Console • • • Company: Magnavox Year Licensed: 1972 Modified Version of The Brown Box (1967) y d O y e ss Who Played Video Games? • •

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