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    In the early ages of video gaming‚ males were predominantly targeted by game companies‚ which resulted in games that were designed for mostly heterosexual males (indie games were created and variations of mainstream games‚ but they were not profound and didn’t become well known). Within the past decade‚ this stereotypical idea has diminished‚ and females currently represent almost half of the gaming demographic‚ about 46% to be exact. Gaming holds a greater significance than we thought‚ which is

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    Video Games

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    Video Games Before computer games flourished through the past eras‚ patintero‚ sungka‚ tumbang-preso‚ tumba-lata‚ tagu-taguan and sipa were one of the most anticipated outdoor games inside our country. Experiencing these kinds of games imprints almost our half life and we can’t have a complete childhood experience without getting tapped hard on the back‚ been hit by a flying slipper for it missed the target‚ playing with shells‚ screaming and cheering over your teammates‚ jumping over a person

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    Media Analysis Video Games

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    Video Game Media Analysis Often video games are simply regarded as play things and because of this‚ are not brought under any scrutiny except for how they harm children. The video game as a medium though offers many new ways of interacting with a simulated world that the likes of movies or books could never dream of achieving. Marshall McLuhan describes games in general as‚ “situations contrived to permit simultaneous participation of many people in some significant pattern

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    firm’s activities and resources to the environment in which it operates. This essay will analyse the micro and macro external environment in the part five years (2000 to 2006) of IBM Company by using PESTEL and five forces model to analyse in the first part. The second part will discuss about the advantages and disadvantages of the two possible alternative strategies for IBM. Part 1: Analysis of Micro and Macro External Environment 1.1 PESTEL Analysis The external factors can be divided into

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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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    Jewels 3 Micro environment 3 a) Customer. 3 b) Supplier. 3 c) Competitors. 3 d) Marketing intermediate 4 Macro environment 4 a) Political 4 b) Economic 4 c) Technology 4 Libresse 5 Micro environment 5 a) Customer 5 b) Company 5 c) Competitors 5 Macro environment 6 a) Cultural. 6 b) Economic 6 c) Natural 6 d) Demographic 6 Fair & Lovely 7 Micro environment 7 a) Company 7 b) Customer 7 c) Public 7 d) Competitor 7 Macro environment 8 a) Cultural

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    Micro and Macro Environment

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    1. Micro Environmental The microenvironment consists of five components. The first is the organization’s internal environment—its several departments and management levels—as it affects marketing management’s decision making. The second component includes the marketing channel firms that cooperate to create value: the suppliers and marketing intermediaries (middlemen‚ physical distribution firms‚ marketing-service agencies‚ financial intermediaries). The third component consists of the five types

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    Micro Environment Notes

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    Micro Environment Notes • The forces within an organisation’s industry that affect its ability to serve its customers and clients – target markets‚ partners and competitors. (Marketing 2nd Edition by Elliott‚ Rundle-Thiele Waller) - Customers - Clients - Partners - Competitors • All factors in the micro environment affect the marketing. Marketing managers‚ during the marketing process‚ must account for all factors in relation to marketing‚ specifically within the micro environment. Customers

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    Do violent video games cause behavior problems in teenagers? Would an age restriction help decline the controversy that violent video games cause behavior problems or have parents associated the aggression because of the many massacres and deaths related to teenagers who have played violent video games. Aggression could be defined as “feelings of anger or antipathy resulting in hostile or violent behavior; readiness to attack or confront‚” in other words‚ aggression causes violence‚ but what causes

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    Video Game

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    V GE4102 Video Game: History‚ Industry‚ Society and Creative Group Project: Instructor: Dick Thung Group members: Wong King Shan 51827746 Kwok Ho Yin 51824559 Chan Kin Wa 51836509 Hui Hon Sum 51823145 Chau Yau Chi 51492837 Choi Hoi Yu 51807840 1. Introduction of the game This is a role-playing game while role-playing game (RPG and sometimes roleplaying game) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting

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