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    Violent Video Games

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    The game used eight vacuum tubes to simulate a missile firing at a target‚ controlled by four knobs. By the 1970 ’s arcade machines and handhelds were added to already existing computer systems. This was known as "The Golden Age of Arcade Games." Atari was founded in 1972. Pong‚ the first successful arcade game‚ consisted of hitting a ball across a simulated tennis net. Pong sold 19‚000 units the first year it was released. The evolution of games progressed‚ bringing more realistic graphics that

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    Wii Case Study

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    Technology and Innovation Strategy Individual Assignment: “Nintendo Wii” (09/25/2012) ------------------------------------------------- Matteo Berzoini ID: 1432814 ------------------------------------------------- 1. How attractive is the video game console industry in 2008? 2. As Sony attempts to regain industry leadership from Nintendo‚ what lessons should Kuzuo Hirai learn from the history of the video game industry? How has the structural attractiveness of the industry changed

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    The Political Implications of Video Games Video Games are one of the largest franchises on earth today‚ while technology progresses‚ so do these games‚ but when did these games become so violent? It all started with the first video game‚ and the foundation of the franchise we know today. Pong‚ the very first commercial video game released in 1972‚ a virtual game in which a player would hit a ball back and forth with either a friend or an AI (artificial intelligence) until the ball was dropped. But

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    Much in the world today is of Japanese origin. Indeed‚ Japanese influence can be seen all over the world—on television‚ in comic books‚ in video games‚ in electronics‚ in the film industry‚ and even in music. In fact‚ currently‚ 60% of all the cartoon shows being broadcast on television the world over are from Japan. (Croal) Indeed "Japanese anime characters have established a substantial base of fans in Europe and North America" (Shuhei). Similarly‚ the Japanese video game industry has been

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    Nintendo

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    ends’s S-trategy for the ‚.c A s E .1 Sdly Sarrett The Llnivcrsity of AJabama in ofAlahma for market sqnwqr gxne consoles (PS3) on b€e third-gffidisl selliag in_ eanieit drrirrg Nwbc l?‚ 2006‚ h headlion agairst M*xodb first-b-sta*et rhich had been rdcsd a full 1a ear2005. Tbc n€& LJ/pe suruuding h*ich overshadcred *e innoduction of -Wii system bliday seasm" Ss5r srted is vidm ganre console segmen since 2ffi0‚ Iwata warited to todally change the ryrtet’s

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    Analysis of Mattel vs Hasbro

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    Mattel vs Hasbro Mattel: History: Mattel was founded in 1945 by Matt Matson and Elliot and Ruth Handler as a picture frame manufacturing company. The name Mattel was derived from a combination of the two names‚ Matt and Elliot. They operated out of a garage in Southern California. Handler then recognized an opportunity and began to manufacture dollhouse furniture with scrap material from the picture frame business

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    Leonardo Di Caprio

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    Leonardo Wilhelm DiCaprio (born November 11‚ 1974)[1] is an award winning American film actor. He gained worldwide fame for his role as Jack Dawson in Titanic and has starred in many other successful films including Romeo + Juliet‚ Catch Me If You Can‚ and Blood Diamond. He has appeared in Martin Scorsese’s recent films Gangs of New York‚ The Aviator‚ and The Departed‚ causing people to compare this relationship to that from which actor Robert De Niro benefited early in his career.[2] DiCaprio is

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    Video Games as Art

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    Video Games as Art Dylan Armitage December 10th‚ 2012 100883983 Video Games Are Art Are video games art? Up until the early 21st century‚ the dominant ideology surrounding this topic is resounding “No”. Art critics‚ such as Roger Ebert that state “video games cannot be art.” (Roger Ebert’s Journal)‚ and philosophers continually dismiss the idea. This ideology is no longer an accepted truth. I will argue that video games are a form of art. Video Games have gone from simple games and concepts

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    Trial Products

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    ROBERT E. SMITH and WILLIAM R. SWINYARD* The role of direct versus indirect experience in the attitude-behavior consistency issue Is reviewed. Using a new communications model‚ the authors extend the direct/ indirect experience paradigm to a common marketing scenario: product trial versus product advertising. The specific contributions of attitude strength and typw of behavior are examined‚ and results show that when ottitudes are based on trial they predict purchase very well. When attitudes

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    Jeff Harber Professor Barnaby Palmer GLA 618 OL1: Film Music History 6 December 2012 Back to the Future: Past‚ Present‚ and Future Whether you are a movie buff or just a dude from the 80 ’s‚ there is a good chance you have seen the classic movie “Back to the Future.” Accompanied by an iconic cast and crew‚ the movie garnered so much popularity‚ Universal Studios pumped out three installments of the Trilogy --”Back to the Future 1‚ 2‚ and 3. With Steven Spielberg ’s and Robert Zemeckis

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