2008 in video gaming

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    Kung Fu Panda Essay

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    Kung Fu Panda Showdown of Legendary Legends Teaser 1: Be the strongest kung fu warrior in Kung Fu Panda Showdown of the Legendary Legends. Teaser 2: Fight with or against your favorite Kung Fu Panda characters like the lovable Po and the fierce Tigress. Teaser 3: Compete with four other players in Kung Fu Panda Showdown of the Legendary Legends to determine who is the best kung fu warrior. Use iconic characters like Po, Shifu, Tigress, and Tai Lung in epic battles. Fight in various locations

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    Five Forces Analysis of the Video Game Industry The video game industry 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 with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry:

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    Scoffed at by many during its infancy, the global video gaming industry has become a multi-billion dollar enterprise today that promises continued strong growth in the future. With several platforms and thousands of game titles available in hundreds of languages, video gaming systems are increasingly popular among young and old players alike. Although uptake patterns continue to shift among major target countries, video game demand, particularly online gaming, remains strong in countries such as South Korea

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    Nintendo's Wii Strategy

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    PlayStation 3. The heart of Nintendo’s strategy was the assumption that consoles do not necessarily require leading-edge power and performance. This is a radical stance since the gaming industry traditionally competed on technological performance, graphic quality, and game realism: factors valued primarily by die-hard gaming fans. Nintendo shifted its focus to providing a new form of player interaction targeted at a wider demographic than the traditional avid game audience. Nintendo’s new business

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    Strategy Video game industry is synonymous with names like Sony, Microsoft, and Nintendo. A number of changes have been witnessed in the video game industry with respect to competition and technology. Atari, a U.S. based company, and Namco from Japan are some of the undisputed initial players in the video game industry. They literally brought the video games to teenagers who accessed them in the shopping malls and video games arcades. Home consoles however made it possible for video game lovers

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    Marketing Emotiv Essay

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    development team incorporated existing electroencephalography technologies to introduce a relatively inexpensive and effective cognitive and emotional recognition system. Management at Emotiv believed that video gaming applications represented a solid opportunity for the EPOC technology. EPOC would allow gaming users to move

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    a glance, video games may seem to serve the simple purpose of mindless entertainment with no relevance beyond that. In truth, video games are actually able to explain several sociological concepts. Video games are a massively shared hobby to the point where its own culture exists. Social integration is another key aspect of gaming. Many choose to play role-playing in games in which they essentially live another life outside of the real world. Lastly, there is no denying the impacts video games have

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    The market for video games targets people of all ages, these games however are not just for recreation but are also making headway in the academic world gearing more towards learning through play on the educational level. With a recent spike in popularity and availability video games have become something of interest with academic scholars, teachers and concerned parents wondering how an increased exposure to video games will affect their students academic success. In theory, one would believe that

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    Gee, J.P. (2008). Chapter 17: Literacy, video games, and popular culture. In D.R. Olson & N. Torrance (Eds.), The Cambridge Handbook of Literacy (pp. 313-325). New York: Cambridge University Press. Gee in this study prioritizes the importance of popular culture and video games as poular culture media characteristic. Gee believes that the goal of reading instruction instruction has to be more forward-looking than simple decoding and literal comprehension (American Educator, 2003; Chall, Jacobs,

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    Esports Essays

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    Competitive Gaming Competitive gaming, also known as e-sports, is becoming a worldwide phenomenon. With huge events and tournaments that are watched by millions of passionate fans, many people are beginning to question whether playing video games can be considered a real sport. Even though e-sports may not be as physically demanding as traditional sports like football and basketball, the structure, strong fan base and the requirements to seriously contend in the competitive gaming scene legitimize

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