"Macro environmental analysis of video games industry" Essays and Research Papers

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    Video games have become one of the favorite past times with children of all ages‚ and even some adults. What is not normally thought about when buying a new game console or game is: Do video games influence a child’s psychological development and make them more aggressive and violent? Do video games affect a child’s grades? These will be some of the topics we will be discussing. Some parents have the concern that video games‚ among other outlets‚ affect their children and cause them to

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    Sports vs Video Games

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    and outside play over video games. Kids in the world today know little about sports and the rules. But spend more time playing video games then outside being active. What happened to neighborhood hide and seek‚ or pick-up basketball games with other neighborhood kids. Today children are more interested in video games‚ computers and television‚ and parents are afraid of letting their children run around the streets because of kidnappings. When I was a kid I had video games but I spent most of my

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    Children and adults alike flock by the thousands to pick up and take home the latest video games. These days there are hundreds of video game titles to choose from on many different platforms so one is sure to find one that suits them. This trend has spawned an enormous economic force both in the United States and worldwide. According to 1up.com‚ video game sales were actually down in 2004 to $9.9 billion from $10 billion in 2003 in the United States alone (Lee). Perhaps more importantly is that

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    Blanchard English 1102 20 September 2011 Video Games Impact on Youth Today Video games are the most popular form of entertainment and they are enjoyed by people from all age groups. Playing video games can have tremendous impacts on the different age groups‚ most importantly on the youth. The impact of video games on the youth has many different sides and it is a highly debated topic. One side feels that it has no impact on the youth and is only a game in which the content is meant to be enjoyed

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    The influence of the video game in children A. Violence. 1. Criminal behavior. 2. Disrespect for the authority and law. 3. Use and abuse of drugs and alcohol. B. Sex. Content 1. Abuse of toward women 2. Use of foul language and obscene behavior. 3. Category of the Video game C. Murders. 1. Killing people. 2. Killing animals. 3. Emotional effects. Conclusion. ¿Did you know that in 1980 the video games transformed in a phenomenon that revolutionized

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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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    association of violent video games and aggressive behaviour. Conclusions: Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However‚ methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus‚ aggressive behaviour may be a consequence of playing violent video games‚ an expression of hostile traits that existed before exposure to these games‚ and/or it may be a result

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    argued that video games should be a sport for the past couple years. Their arguments are that people need to be moving for an activity to be a sport. Those people then point out all of the sports that do include physical movement. What they fail to do is list those sports that do not have movement. There are many sports that do not require the player to move‚ one of those sports being chess. Video games have been slowly trying to make its way onto that list as well. Video games have moved to

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    The Relation of Narratives and Video Games Video games are a relatively new form of entertainment; the first video game is considered to be Tennis for Two (1958)‚ around fifty years ago‚ while film has been around for over one-hundred years‚ the printing press for over five-hundred‚ and storytelling for thousands of years before that. Because of its newness‚ video games are a developing medium‚ their conventions and potential have not been explored as fully in comparison with film and literature

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    research has shown that video games are the fastest growing form of entertainment in the world‚ and almost young people age 8-18 play video games an average of 13.2 hours every week (Price-Mitchel‚ 2013). It seems that the young people who are influenced utmost by these games. Many people believe that some games may have positive impact‚ but other people consider that some games are probably in reverse. Consequently‚ people may destroy themselves if they continue to play games without knowing about

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