IT in the Video Game Industry Emanuel Ultreras BUS 381 Instructor: P. Witman October 20 2011 Fall 2011 Video Games were once a simple simulation of pong using two lines and a dot for imaging. They were played and mastered by a minority group of individuals most commonly referred to as “nerds”. Since those days in 1975 the video game industry market has gone through an exponential growth. With the revolutionary changes in technology and the social changes in product demand the
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Five Forces Analysis of Video Game Console Industry Threat of Substitutes: The main substitute for a video game console would be a personal computer. They can both be used for playing different types of video games and be used for entertainment. The threat of this substitute edging out video game consoles is very low‚ because they are not completely similar. If anything‚ video game consoles are edging out personal computers in the gaming industry. The threat of substitutes in the video game
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Industry background The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development‚ marketing and sale of video and computer games. It includes video game consoles‚ game software‚ handheld devices‚ mobile games and online games. The video gaming industry has been growing exponentially in recent years. The growth is expected to leap-frog in the future. Following chart shows the projected market share by 2010 of different segment
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5 forces analysis of the video game console industry a. Rivalry among competing sellers There are lots of game console companies all over the world‚ but the main competitors who dominated the industry is only three: Nintendo、Sony、Microsoft. The switch cost of buyers is low because with the maturing of the industry‚ the main competitors are competing by innovating and offering service similar to competitors. And there are only three main competitors in the industry; the limit of choice reduces
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Introduction The video game industry is very broad in scope and continuously growing at a rapid pace (Exhibit 1) with billions of dollars to be made. Although the large potential for growth cushions rivalry amongst the existing competitors in this industry‚ video game companies constantly focus on differentiating their products and seize new opportunities to gain and secure their customers loyalty in order to continue in the business. Most of these new opportunities are created through advancements
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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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History The history of video games goes as far back as the 1940s‚ when in 1947 Thomas T. Goldsmith‚ Jr. and Este Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s and 1980s‚ when arcade video games‚ gaming consoles and home computer games were introduced to the general public. Since then‚ video gaming has become a popular form of entertainment and a part of modern
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Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years‚ and it only shows signs of growing larger in the years to come. In the United States alone‚ the market has grown considerably where 60% of all Americans play video games‚ 40% are women‚ and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com)
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Ethical Debates in Video Game Design Like any industry‚ the video game industry certainly has its fair share of ongoing ethical debates regarding the sort of content that designers should be allowed to place in their games. The issues themselves are indeed ethically questionable issues‚ with potentially consequential results. I have chosen four that highlight the importance and nature of some of these debates. One of these debates is about excessive violence in video games‚ and whether it ’s
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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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