"Gaming the gamers case" Essays and Research Papers

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    which is majorly influenced by the hardware installed base‚ has transformed immensely over the last decade. The demand of video games for PCs has been majorly driving the software market revenues in India since FY’2008. The percentage share of PC gamers in India was ~% in FY’2013‚ thus contributing a noteworthy share to the overall video games software market in India. The two major players in the video game hardware market in India are Sony and Microsoft. Sony’s PlayStation dominated the video

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    Case

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    Abstract Electronic Arts or better known yet as (EA) is known as one of the biggest gaming development companies still around today. Electronic Arts is the organization in which develops markets and distributes the so called EA games. The man behind Electronic Arts Inc is Trip Hawkins who hired designers and programmers to develop EA games as early as 1982. During that time‚ the company developed only home computing games that laid the foundation of today’s EA games which include the Battlefield

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    How Coevolutionary Gaming Can Facilitate Group Decision Making Introduction: Coevolutionary war gaming is an unconventional scenario planning process put forward by Jeff Cares and Jim Miskel in their article "Take Your Third Move First" which essentially builds on the argument that planning and subsequent decision making should not be conducted in a vacuum‚ i.e.‚ it is not enough to just look at the current facts and historical data to make decisions and plans and just assume that those who will

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    which they can apply when they are out of school. Since computer has a lot to offer to its users‚ it is also being used as entertainment and leisure and computer gaming being the most popular. There are lots of computer games that enhance the thinking abilities of students because of its gaming nature and environment like strategic gaming‚ word puzzles‚

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    STUDENT GAMBLING: EXAMINING THE EFFECTS OF GAMING EDUCATION WITHIN A COLLEGE CURRICULUM A Thesis Presented by MARYANN CONRAD Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE September 2008 Department of Hospitality and Tourism Management © Copyright by Maryann Conrad 2008 All Rights Reserved COLLEGE STUDENT GAMBLING: EXAMINING THE EFFECTS OF GAMING EDUCATION WITHIN A COLLEGE CURRICULUM

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    Case Analysis

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    Case Analysis Introduction In evaluating Case 3: “The Home Video Game Industry: Atari Pong to the Nintendo Wii”‚ it soon became evident that choosing a single company would become crucial in unlocking the next level to this Case Analysis. Much research revealed that Nintendo’s array of experience and the changes and obstacles that Nintendo has overcome‚ made them a great choice for a Case Analysis. This analysis will cover a SWOT analysis: digging deep into the internal strengths and weaknesses‚

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    Case Nintendo

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    1. After reading the articles and the case‚ what does "disruptive technology" mean to you? What are the principles behind it? How can you determine whether a technology is disruptive or not?   Disruptive technology is an innovative technology providing a new set of attributes‚ which may not be valued and accepted by the mainstream customers but can make a faster performance improvement than the existing mainstream technologies. In doing so‚ it has the capability of creating its own market with a

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    Khillwar Case

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    Khillwar Case 1. Describe Khillwar’s customer value proposition and profit model Khillwar’s customer value proposition is to provide product innovation through game design‚ engine programming‚ tool development‚ and platform porting. Khillwar’s customers are students and employees under the age of thirty who enjoy easily accessible‚ mobile‚ unique and fun games. Khillwar will make its games accessible by designing interfaces that are intuitive‚ easy to download and written in Chinese. Khillwar’s

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    nintendo case

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    series‚ Donkey Kong and the Zeldagame series (Thompson‚ Strickland‚ & Gamble‚ 2010‚ pp. C-238-239).In 2006‚ the company released a brand-new and unique gaming system‚ Nintendo Wii‚ whichwon the majority of the video game console marketing share. Currently‚ Wii console and gamesales have dramatically dropped due to the current recession. Additionally‚ gamers and analystsare beginning to ask what next console release will entail‚ implying that demand has decreasedfor the console. (Thompson‚ Strickland‚ &

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    Case Study

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    Case Study # 10 1. What‚ if anything‚ should Sony do to turn around the sales of the PS3? 2. What has been Sony’s strategic approach with regard to new product development? 3. What are the key success factors in the video gaming industry today? Are these the same as in the past? 4. What was Sony’s marketing program for the launch of the PS3? What is the competitive advantage of the PS3? What are the weaknesses of the PS3? 5. Compare the marketing program of the Nintendo Wii to the PS3. How are they

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