"Gaming the console bernstein" Essays and Research Papers

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    HKU982 ALI FARHOOMAND NINTENDO: DISRUPTOR BEING DISRUPTED In February 2011‚ Nintendo released the next evolution of the DS line of handheld gaming devices in Japan: the Nintendo 3DS. It was an auto-stereoscopic device that allowed users to view three-dimensional (“3D”) images without wearing 3D glasses. Despite initial rave reviews of the new device‚ sales figures were much lower than expected. In July 2011‚ Nintendo announced that it would reduce the price of 3DS by 30%1 to boost sales

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    Gamestop

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    GameStop’s growth in the industry to remain as the go to video gaming store for the video gaming enthusiast. The retail gaming industry is a relatively new industry but GameStop has shown tremendous growth since 2002. An external analysis of GameStop’s general environment will show threats to the industry that include age restrictions for rated games‚ weak copyright laws in foreign countries‚ and the emergence of substitute gaming options. An internal analysis of GameStop’s resources capabilities

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    Intrapreneurship Case Study of the Sony Corporation‚ according to Ken Kutaragi PlayStation Intrapreneur The story of the Intrapreneurial (corporate entrepreneurial) corporate struggles‚ determination and the ultimate creation of the very successful Sony PlayStation by persistent and driven intrapreneur Ken Kutaragi‚ who’s international Intrapreneurial Success story has now become one of the most celebrated in business history. Intrapreneurship has been successfully utilized by corporations‚ partnerships

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    the game would like you to produce a report on the differences between different gaming platforms. They would also like to know more about the different platforms and audiences for digital games. Task 1 It is essential when planning for the production of a game that you understand the destination platform for your game. You must explore a range of platforms comparing the constraints and opportunities provided by gaming platforms. For example‚ you could compare the constraints and opportunities of

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    Title paper

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    Today‚ videogames are a serious business‚ with nearly three-quarters of US households owning an electronic device specifically used for gaming‚ and many predicting that figure to increase in the coming years.2 Given the widespread adoption of a new generation of videogame systems introduced in 2006 and the ever growing popularity of online and on-the-go gaming‚ videogames are also no longer strictly the stuff of child’s play: surveys indicate 69% of US heads of households engage in computer and

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    Case Study: Gamestop

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    Background GameStop stores have faced many competitors through the years‚ such as Best Buy‚ Target‚ Walmart‚ etc. While these stores offer mulitple departmets‚ GameStop’s main focus has alwas been gaming. It is no wonder when the onling gaming industry was introduced‚ the threat to GameStop was grave. “With more than 6‚600 stores throughtout the United States‚ Austrailia‚ Canada‚ and Europe‚ GameStop’s management team wants to be the premier destination for gamers” (p. 58). However many obsticles

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    Tommy Deen November 28‚ 2006 ECO 201 The 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

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    VIDEO GAMES ; TIME WASTING VIDEO GAMESt; TIME WASTING There is a fine line between using your time to your advantage and one of which you’re on a couch watching the latest Hannah Montana episode. I plan on explain how you use video games to achieve that maximum goal. Many adults over the age of 40 don’t take the classic controller or the player seriously and from that you get the hate and criticism you see today. From here on out I will take you on an in-depth tour of the latest video games and

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    Thesis Game Addiction

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    Introduction Video game addiction‚ often considered a form of computer addiction or internet addiction‚ has had more and more press over the years. Video games include computer games‚ console games‚ arcade machine games‚ and even cell phones‚ PDA‚ and advanced calculator games. Since the 1950s‚ gaming has grown into a multi-billion dollar industry. Some of the addictive games now a days are the DOTA‚ World of War Craft‚ Call of Duty‚ Cross Fire and Grand Theft Auto which are mostly Violent

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    user interface to generate visual feedback on a video device such as a TV screen or computer monitor”. History of video games goes on from the early 1950s. Video games are the products for mobile/tablet‚ gaming consoles (such as PlayStation‚ Xbox‚ Nintendo etc)‚ social browser‚ handheld consoles and PC platform. Video games have an important position in our lives. In this essay‚ there are some examples and proofs that show the position of video games in our lives. Game industry has been expanding

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