2008 in video gaming

Sort By:
Page 3 of 50 - About 500 essays
  • Best Essays

    Equal Gender Representation in The Gaming Franchise This paper tries to express how sexism/chauvinism ideas have infected the virtual-world of video games, and resulted in a male dominated video-gaming industry. Now, being that 49% of U.S. households own a dedicated gaming console (E.S.A. 2012), it is imperative that we address this issue. Gender disparity in the gaming business is exceedingly one-sided. Female employees constitute less than 10% of the gaming industry, and even though that shortcoming

    • 2431 Words
    • 10 Pages
    • 17 Works Cited
    Best Essays
  • Decent Essays

    Forces Analysis of Video Game Console Industry Threat of Substitutes: The main substitute for a video game console would be a personal computer. They can both be used for playing different types of video games and be used for entertainment. The threat of this substitute edging out video game consoles is very low, because they are not completely similar. If anything, video game consoles are edging out personal computers in the gaming industry. The threat of substitutes in the video game is not very

    • 745 Words
    • 3 Pages
    Decent Essays
  • Decent Essays

    Gaming Habits among Genders Essays

    • 944 Words
    • 4 Pages
    • 4 Works Cited

    As the gaming industry continues to progress, and become a bigger part of society, more people begin to become interested in games. However, game developers must decide how the games are constructed and who their target consumer is. Most games in circulation today are based on the interests of the male demographic. This raises the question, “What causes different preferences in games among gender?” There will always be distinctive characteristics that stand out between males and females, but pertaining

    • 944 Words
    • 4 Pages
    • 4 Works Cited
    Decent Essays
  • Better Essays

    Professor Anna C. Morrison English 100 14 May 2017 Negative Effects of Video Games on Teenagers I. Introduction a. Hook: Video games have developed with electronic technologies in this century and have been welcomed by the general public including children and teenagers. Today 97 percent of teenagers in the United States play video games every day as they want to relax and sales of games are growing. b. Thesis: Although video games are used for entertainment purposes, they have had many negative

    • 1776 Words
    • 8 Pages
    Better Essays
  • Good Essays

    century, video games have become quite an attraction among people of all ages and culture. A statistic showed that the age bracket for video gaming ranges from eight to forty year olds (Baran, 2012). With the (moving ahead or up) of technology, video games also have (moving ahead or up) in its interest in what's lifelike and real and (types of writing or art). The technologies allowed video games to become very fancy (or smart) and realistic. This type of (moving ahead or up) had brought the Video gaming

    • 1169 Words
    • 5 Pages
    Good Essays
  • Better Essays

    The history of video gaming goes back to the 1940’s when academics began designing simple games, simulations and artificial intelligence programs for computer science research. The first video game was invented in 1947 by Thomas T. Goldsmith Jr. and Esti Ray Mann in the United States (James n.d.). Mainstream popularity of this industry only occurred four decades ago, in the 1970’s, with gaming beginning to revolutionize in all forms. Many university graduates and businesses were becoming intrigued

    • 1218 Words
    • 5 Pages
    Better Essays
  • Better Essays

    Video gaming is mostly associated with consoles such as the Xbox and Playstation, however, wireless technology and handheld devices are producing more and more gaming applications making such an activity further accessible to those who may not perceive themselves as an ‘avid gamer’. Much research into video gaming has focused on aggression and violence; see (Bandura, 1977; Graybill, Strawniak, Hunter & O’Leary, 1987; Scott, 1995; Silvern & Williamson, 1987; Zillmann, 1983). Research into the effects

    • 2397 Words
    • 10 Pages
    Better Essays
  • Better Essays

    macroenvironment consists of many components that the company has been able to successfully use to their advantage. They have developed a product that has completely revolutionized the gaming industry. Nintendo has done their research, and managed to expand their target market to people who would never think about gaming. They have successfully produced a product that almost everyone can enjoy. Societal Trends To begin with, the Nintendo Wii is a global product with a target audience of

    • 6421 Words
    • 26 Pages
    Better Essays
  • Decent Essays

    Video games and people who play them are usually spoken of in a negative connotation because of the stereotype’s surrounding them. This is understandable because most games that people think about when they hear “video game” are the kind that involves sitting for hours on end and involving very little movement. “Aren't they all overweight for lack of physical activity, plus a steady diet of power drinks and junk food?” (Danforth, Health through gaming, 2011). This common way of thinking about the

    • 1712 Words
    • 7 Pages
    Decent Essays
  • Best Essays

    identified. (50% marks) Stefan van der Fluit (1122828) Gaming has been around ever since the invention of computers, being a great form of inexpensive entertainment. In 1993 Sony realized the true potential gaming had to offer and decided that they wanted a piece of the cake; Sony Computer Entertainment was born. A year later, Sony’s released the PlayStation. Ever since then the PlayStation brand has been a true icon amongst the gaming and home en tertainment community. Due to the rise in competition

    • 3300 Words
    • 14 Pages
    Best Essays