Saturday, May 16, 2020
Video Games And The Video Game Industry - 1290 Words
According to several studies, women are now making up a significant portion of the gaming demographic, but the industry hasnââ¬â¢t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls donââ¬â¢t play big action games, boys like the sexualization of girls in video games and wonââ¬â¢t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may someday soon rival the number of men. For many years, the video game industry catered to the tastes of young men with their overly-sexualized, one-dimensional female characters, and their beefy male protagonists (to identify with or aspire to). Of course there are exceptions, as there are with anything. There have been many fully-realized, non-sexualized, and interesting female characters, notably more modern characters such as Chloe Price in Dontnodââ¬â¢s second game, Life is Strange, Amita in Far Cry 4, and Square Enixââ¬â¢s more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider, but despite the occasional good example, there are many poor examples to go along; Polygon cites Metal Gear Solid: Ground Zeroes as ââ¬Å"[one of] the worst depictions of women in gaming {in 2014}â⬠inShow MoreRelatedVideo Games And The Video Game Industry792 Words à |à 4 Pages The video game industry has changed a lot since its inception, and a large part of that is due to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting toRead MoreVideo Games And The Video Game Industry1344 Words à |à 6 Pages In the year 2016, the video game industry hit an important milestone. As seen in this 2015-2019 analysis, the industry hit a market value of over $100,000,000,000: (ââ¬Å"THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%â⬠). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for the video game industry, it went awfully. In 1983, the video game industry crashed and has not fully recovered to the value of the marketRead MoreVideo Games : The Video Game Industry1574 Words à |à 7 PagesThe video game industry is one that continues to grow exponentially with consumers spending over $22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the opportunity to produce a stream of games that continue to expand in their nature and impact on their audience. Video games are now artistic, social and collaborative, with many allowing massive numbers of people to participate simultaneously (htt). The collaboration of the video gaming industry doesnââ¬â¢t stopRead MoreThe Effects Of Video Games On The Video Game Industry791 Words à |à 4 PagesAn Atmosphere Unknown This is the future of the video game industry. Imagine looking through the eyes of your favorite video game character but in reality, you are actual sitting on the couch. Look to the left and you see R2-D2 trying to communicate to you. To the right, you have rebel fighters shooting at storm troopers that are attacking your home planet. Virtual reality lets you do all of this from the comfort of your home. However, Augmented reality lets you do this as well, but it is less virtualRead MoreCompetitive Positioning in the Video Game Industry639 Words à |à 3 Pagesonline, PC, console, handheld and mobile game publisher with leading positions across every major category of the rapidly growing interactive entertainment software industry.â⬠1 The video game industry of today looks vastly different than it did 10 years ago, with the stark contrast being that many firms are designing their games to be more family-friendly; the stereotypes of video games no longer being just in the realm of teenage boys. All in all, the industry is faring well with reported sales ofRead MoreVideo Game Industry : Nintendo And Sony2289 Words à |à 10 PagesINTRODUCTION Nowadays, the video game industry is one of the faster growing sectors in the world and it is unbelievably expected to increase its revenues for the years ahead. Big giantââ¬â¢s companies as Nintendo, Sony and Microsoft are constantly competing and technology and innovation are vital to keep pace with this demanding and challenging field. This essay will discuss two companies within the video games industry, Nintendo and Sony, trying to define their international strategies and their proceduresRead MoreHome Video Game Industry Analysis Essay862 Words à |à 4 PagesSubject: The Home Video Game Industry: Industry Analysis History In 1949 the video game was thought of for the first time by an engineer named Ralph Baer but it would be years before video games would enter the spotlight.1 In 1972 Steve Bushnell started the first gaming company Atari. Until 1978 there were very few games for the home system. In 1982 Atari releases a newer version and sales start to sore. In 1985 Nintendo enters the market with the NES. Nintendo still outsells both companiesRead More1970s: The Birth of Video Game Industry Essay1718 Words à |à 7 PagesIntroduction 1970s was considered as the birth of video game industry, the phenomenon of gaming was growing and home gaming console Home-Pong which was a one-game-only console was invented by Atari, since then, the gaming industry has become very profitable, and more and more genre of video games were created. Although video games have become more and more popular as time changes, it still has to face the criticism, ââ¬Ëmedia panicââ¬â¢. Meida panic happens when a new media appears; people will have aRead MoreFive Forces Analysis of the Video Game Industry943 Words à |à 4 PagesAnalysis 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: threat of newRead MoreElectronic Arts and the Global Video Game Industry Essay2158 Words à |à 9 Pagesà ¡Ã §frequentà ¡Ã ¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games. The majority of video game players are preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college students play video games at least occasionally
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.