Video Game Console Essay

Too much of something can always harm you. This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

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According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

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Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes.

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Video Game Console Essay

Introduction

This three year strategic marketing plan for the Alpha System has been created by its founders to secure additional funding for growth and to inform employees of the company’s direction. The first year of the marketing plan will be a tactical/guerilla approach to marketing with certain objectives and goals to meet. Even though Alpha Systems was launched 2 years ago on a Kickstarter campaign, the firm has seen tremendous growth over the last several months. We have had a lot of recognition from major video game publications and blogs. Our beta group has given us the right feedback to improve our video game system and worked out all of the major flaws in the system. The demand for our console is predicted to be high after we tried to get funding on “Shark Tank”. There was enough demand that we had to limit the number of beta tester request. Our pre-sale Kickstarter campaign saw high demands for people wanting day one systems.

The market segment we service has been very receptive to our system launched with a high quality aluminum console, which is available in several popular colors to reflect our user’s personal style. Over the next three years, Alpha Systems can increase distribution, and enter a new era for our console and accessories; which will increase our bottom line sales and affect our return on our investment into our system and winning customers from the major gaming system platforms.

Mission Statement

“Our mission is to merge the valleys and gaps between the popular gaming platforms. It will allow users to play all popular games across multiple platforms on a single system; eliminating the need for multiple video game machines and accessories.”

Product Description and Classification

Alpha Systems video game console system will support all major video games system platforms, and allow you to use the online content provided by the game. There is a custom dashboard and the operating system reads all of the codecs that PlayStation ™, Xbox ™, Nintendo™, and retro games. The Alpha Console will have the ability to support surround sound and high definition video. The system will also support DVD, and Blu-ray codecs. There will be two controllers in the box with an optional smart controller that customers can purchase. The system will have 16 GB of DDR3, and a two terabyte SSD hard drive. The operation system will be based upon open source Ubuntu with a dashboard look at feel. There will be support for web browsing and online video streaming. Applications like Spotify and Netflix will be pre-installed.

Product Classification

The Alpha System will fall under the classification of a Specialty Product Offering classification of the three-way product classification system. By providing a single console for you to play all of your favorite games on without the need for multiple systems to play the games one. Alpha System will become the premier video game system.

Target Market

Our target market is parents of teens who are looking to give their children the latest in technologies, and young adult’s age 19 to 25 who are avid game players, and have the disposable income to buy a higher end gaming system. Also we would target people who would want a single system, but yet would want to play games exclusive to PlayStation ™ and XBOX ™ and other gaming systems.

Competitive Situation Analysis

Analysis of Competition using Porter’s 5 Forces Model

Competitive Rivalry:

Our business model and advertising is directly pointed to compete in the same arena as Microsoft and Sony for the premiere video game systems. By doing this it will show the larger video game systems that will we not back down and that we are confident in our product.

Threat from New Entrants:

After Alpha System enters the market, our business model is structured about gaining a majority of ground in the market place, and taking user away from XBOX™ and PlayStation™ and allowing them to play all the proprietary games all on one system. While we always will work hard on our product to stay current in an ever changing video game world. We have developed work around all of the major media digital rights management codecs. This will allow all major games to be played regardless of what system they are designed for. This will allow the optical drive to read the gaming media.

Threat from Buyers:

The number one threat from buyers in this market segment is loyalty to another brand. They may simply choose to buy an XBOX™ or PlayStation™ simply because they are used to buying those systems. There is a certain social stigma attached to owning an XBOX™ or PlayStation™ since they are for the most part the only video game systems on the market. Getting Vloggers, and bloggers to give our system positive review can go a long way towards neutralizing the negative stereotype a new system may or may not have.

Threat from Suppliers:

Many of the suppliers of the raw goods needed to develop the cross-platform gaming systems may have exclusive deals with Microsoft or Sony to build gaming systems. With that being said we may have to find new suppliers or research other avenues to get the gaming system made, and have to make a well informed and financially sound choice as to the direction we will go with manufacturing the system.

Threat from Substitutes:

Microsoft and Sony will always be a direct substitute for our console, but our job is to show the customer how our product is different and a better solution to their gaming system even if it is the smallest differences and, in our humblest opinion, superior.

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SWOT Analysis

In this first paragraph, please introduce the SWOT analysis. For more information, see the recommended text, index topic “SWOT analysis.” This section is laid out to summarize the analysis in a table, and is then followed by more detailed explanations of each item. Please see specific instructions in the four sections below the table. STRENGTHS *indicates core competency

Strengths

We will be the first non-major bard video game system on the market that will play games from every video game system.

Alpha Systems will not succeed without an innovative product. We have established that we can be as flexible as our users need us to be. If there is a game that we cannot play we will develop a way to play that game.

By creating a market for the all-in-one gaming systems, we will be the gaming system that plays all of the major games from the major gaming machines.

Weaknesses

Low name recognition- At first we will have to hustle to find our share of the 55 billion dollar gaming industry. We will have to have a heavy ad campaign to get our name out there fast.

Being we are going to be an unknown system at first we have to be creative in how we select our suppliers. Any mistake we make could and will be fatal to our company.

Opportunities

Some of our target demographic will not go away from their video game console at all. We can understand that, but we will use target ad campaigns that will attract the users in that demographic via YouTube and viral videos, and social media buzz. These will get the people we want to reach at the rate we need to reach them at which is fast and immediate.

We will also use a hands on approach at E3, CES, Insomnia Gaming shows and pretty much every comicon in the US and Europe and Japan. This will give our target demographic a hands-on time with our gaming system. We will have several systems set up on a local area network, and have a championship game battle.

Job creation we will create jobs in America for the system and put people back to work.

Threats

The major video game manufactures like Microsoft, and Sony will likely take us to court and try to stop us, but we will prevail because of the ability to have free market competition, and they will be looked at as having a majority of control over the market.

They may make changes to their digital right management coding to try to stop us from having their games played on our systems, but we will work with them and come up with a deal as long as they are willing to play fairly, and allow open source game codec development.

Sony and Microsoft my push out the newer systems before they are due on the market; which means we will have to adapt to their new DRM. They may also try to purchase us in order to put an end to interfering in their 55 billion dollar market place.

During the next three years, Alpha System seeks to achieve the following objectives using our marketing mix, including product, price, distribution, and marketing promotions strategies. If core financing is approved for this marketing plan, Alpha System will ramp up manufacturing, allowing Alpha System to achieve the following:

Market Objectives

Product Objective

Expand into 5 major retailers buy 1st black Friday we are on the market. To hit our 2.5 million dollar sales goal.

Price Objective

To maintain our 15% ROI by the end of the fiscal year.

Place Objective

To add 10 more major retail chains throughout the world by the end of the second fiscal year.

Promotion Objective

To achieve 50 percent market awareness by the end of the 2nd fiscal year.

Marketing Strategies

We will have the most useful mix of marketing strategies, because focusing on getting our name out there will our primary focus. We will launch up to 30 viral video, and we will harness all of the video game YouTubers, bloggers to review and rate our game system by shipping them two free game systems. One to play and one to give away. The game systems will be in a special color because they are going to be limited pre-launch editions. These will create the buzz we need pre-launch. We will also use gaming convention in the USA and Europe and Asia to allow our system to be been prior to launch. This will allow people to get hands on experience with the system and allow them to see the capabilities of what is possible with our technology. Product Strategies

Customizable Colors

Sleek design

No additional cost to online services

Price Strategies

Research the price points.

Set a mid-range price point that will make the system desirable.

Stage focus groups in regards to price.

Place Strategies

Develop relationships with major retailers, and find out supply chain requirements.

Work out requirements with 3rd party logistic providers.

Plan logically which distribution hubs product will be shipped from in relationship to retail locations.

Promotion Strategies

Viral Videos on YouTube, Social Media, Web launch day

Game Trade Shows

Give away systems pre-launch/ Day One Special Edition

Explanation of Strategies

This is the most effective strategies for our gaming device. We have thought out the development, and distribution, and promotion that will work for our product. Our product is simply the best system on the market and we will push it out to people, and allow them to realize what they have been missing out on over the past 30 years of video gaming, and show them the future of gaming and that they have a choice that is not Microsoft or Sony.

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Tactics and Action Plan

Our Tactic and action plans are designed precisely from date of design to the 3rd year of product life. We feel that we will not have to micromanage our people, but yet make them accountable for their role in the greater good that is to place Alpha System on the market.

Product Action Plan

Tactic

Due Date

Responsible Party

Develop System Blue print

Month 1

Engineering

Operating System and Codecs

Month 1 and 2

Programming

Source raw materials

Months 1 to 4

Sourcing

Price Action Plan

Tactic

Due Date

Responsible Party

Research Competition

Months 5 to 9

Marketing

Focus Groups

Months 9 to 13

Marketing

Pre-Launch Trade shows

Months 3 to 24

Marketing

Place Action Plan

Tactic

Due Date

Responsible Party

Develop Retail chains placement

Year 2

Sales

Choose Logistics partner

Months 23 to 24

Operations

Supply Units prior to commitments

22 to 36

Operations

Promotion Action Plan

Tactic

Due Date

Responsible Party

Produce Videos

Months 23 to 36

Marketing

Celebrity endorsements

20 to 36

Promotions

Give Aways

35 to 36

Promotions

Monitoring Procedures

Monitoring is the most important procedure we will have weekly conference calls with suppliers to make sure our raw materials and finished goods are underway, and will make the cargo ship in time to be shipped to our logistics partner. We can hold in person meetings to discuss development and pre-launch status. Prior to launch of the system we will hold a companywide conference to show people what their hard work contributed to. We will also seek to make a positive Return on our investment through the distribution chain, and seek to make sure we are complying with retailer’s requirements. Also we will ask retailers for reports to see how many units are moving off the shelves.

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Video Game Console Essay

The Xbox 360 is the second video game console produced by Microsoft, and the successor to the Xbox. The Xbox 360 competes with Sony’s PlayStation 3 and Nintendo’s Wii as part of the seventh generation of video game consoles. We plan to launch a high-quality, it is slimmer than the previous Xbox 360 model and features integrated 802. 11 b/g/n Wi-Fi, TOSLINK S/PDIF optical audio output, a 250 GB hard drive, 5 USB 2. 0 ports (compared to the 3 from older versions) and a special AUX port.

The overall goal of xbox 360 marketing program is to create enhanced public awareness through a comprehensive marketing campaign. we would like to see a 15 percent increase in the segment market of brand awareness. The Xbox 360 is very user friendly,convenience with Wi-Fi Connection, good customer services and advices, free download video game trailers. Additonal, We are planning to provide a prefect customer services system. Building brand awareness among affluent consumers. Using low price to penetration in the market segmentation.

Also We will use pull strategy to capture potential consumer and use push strategy to reach with good relationship with each media channel. Internal situation Our company mission is reach a brand awarness of 60% up to 75% in the cosumer market. We will build up a good communication with our partner, using promtion discount offer to wholesaler and retailer, we will provide more information of our new products to them. External situation When economic recovery, it will make people have more purchase power to buy their needs.

Highly income will make people to increae their enterainment with standard of living. Xbox360 compete with others manufacture such as PS3, Wii in the segment market. SWOT Analysis of Xbox360 Xbox360 is very powerful strengths such as Kinect (originally known by the code name Project Natal)is a controller-free gaming and entertainment experience for the Xbox 360 video game platform. The users to control and interact with the Xbox 360 without the need to touch a game controller through a natural user interface using gestures, spoken commands or presented objects and images.

The project is aimed at broadening the Xbox 360’s audience beyond its typical gamer base. The Xbox360 is using HD Technology which makes a beautiful image and with visual expression. The powerful of Xbo360 is easily compat wiht previous Xbox games, it makes convenience who wants to play a previous games. Our pice is lower than PS3, Launch of Xbox 360 250 GB – $299. 99 and The price of PS3 each unit cost around $400 to manufacture by August 2009 with 160GB. Our Weakness is the lack of Microsoft Xbox 360 Strength:

• Integration of next generation DVD players i. e. HD technology • Backward compatibility with previous Xbox games • Online product – the first of its kind • Lower price than most comparable competitor PS3 • The new product of kinect Weakness: • Expensive hardware and games • Production flows • Direct competition with Nintendo because of equally large customer base Opportunity • Penetration of new markets in ME • Penetration of untouched markets by means of bundling • Partnership with Hollywood studios Threat • Lower cost competitor i.e. Nintendo • Anti trust issues in Europe • Hardware complication Competition Sony Play Station.

3 Strength: • Integration of next generation DVD players • Backward compatibility with previous PS2 • Mostly Free Online product • Recent decline in profits Weakness: • Expensive hardware and games Opportunity • Great product lunch covering global spectrum. • Penetration of new markets in ME • Penetration of untouched markets by means of bundling • Partnership with Hollywood studios Threat • Lower cost competitor i. e. Nintendo.

• Delays in production • Constant strategy change Nintendo Wii Strength: • Uniqueness of hardware motion detection • Low cost hardware and software • Intuitive usage Weakness: • Joystick liability • Limited selection of software Opportunity • Penetration of new markets in ME / Europe / Asia • Marketing to novice gamers including seniors and adults Threat • Loss of potential customer because of lack of software selection and sophistication of games. • Software developers abandon game development because of lack of adequate profits.2. What is competition like in the video game console industry? Do a five-force analysis to support your answer. Which of the five competitive forces is strongest? Which is weakest? Would you characterize the overall strength of competition in video game consoles as fierce, strong, moderate to normal or weak? Why? What forces are driving changes in the video game console industry? Are these driving forces acting to make the industry more or less competitively intense? Are the driving forces acting to make the industry more or less profitable in future years? Answer :

Issues arising from the 5 forces model (Porters model) below allow an analysis of the overall nature of competitive forces affecting growth and future profitability in the video games console industry. [pic] Rivalry amongst competing sellers is the strongest force at play in this industry. In order to gain market share on the “battlefield” companies such as Sega, Nintendo, Sony and Microsoft have competed by “developing products that were technologically superior and more powerful than the offerings of rivals” (case 6). Each new console release was quickly followed by a superior offering by industry competitors.

Some members including Sony and Microsoft were losing money on console sales in the hope of increasing market share and profiting from the subsequent games sales. This cycle of using technological enhancements to differentiate consoles was broken when Nintendo launched the Wii. This simple and new approach to gaming appeared risky and shocked industry commentators. However it proved successful for the firm as by 2009 they had sold 51. 6 million Wii consoles which almost amounted to the combined sales for Microsoft’s Xbox 360 and Sony’s PlayStation 3.

The case study refers to competition in the video games console business having intensified due to factors such as “new entrants, consolidation and the continuous development of new products”. At present however it could be said that the weakest competitive force is that posed by the threat of new entrants for a number of reasons. These include the relatively high barriers to entry into the games console market i. e. high capital requirements for manufacturing, distribution and advertising involved. The slow growth rate in the console market at present would also suggest that it may be unattractive to attempt a new entrant strategy.

There are also high switching costs from one console brand to another and a strong network effect. This comes about when gamers build up a suite of games linked to one particular console and have friends with whom they can exchange games and play against. They may also have a brand preference which may impact on any new entrant’s ability to gain market share. The competitive pressures from the substitute products of firms outside of the games console industry could be classed as weak at the moment. Arcade video games could be classed as a substitute to a games console.

There are a growing number of games available online through social networking sites which may be accessed freely and consumers may also opt for more traditional board games. If general economic conditions are prolonged the competition exerted by substitute offerings may increase. The power of suppliers in the games console market is weak at present due to the backward integration of a number of manufacturers. The inputs required for games consoles can be sourced from any number of producers and firms in the console industry have formed partnerships and alliances to increase their control over input quality and consistency of supply.

Buyer power is increasing as this period of economic downturn persists. It is effectively a “buyer’s market” at present. Buyers can be classed as retailers, wholesalers and consumers. Buyer power from the end consumer’s perspective is strengthened by weakening demand and price sensitivity to nonessential items such as games consoles. The power of the retail buyer segment is weak because they are dispersed and no major retailers can exert pressure. Games consoles are not commodities nor are they standardised products and where differentiation is strong buyer power may diminish.

The overall strength of competition in the video games console industry can be classed as strong based on the combined average competitive forces exerted as illustrated in the five forces model. If we take another industry for comparison, the grocery business, it could be said that the strength of the competitive forces are fierce because of the standardised nature of the products involved, the profit margins, the lower barriers to entry and the nature of the value chain activities.

In the video games consoles industry the market has seen seven generations of consoles come to market since the 1980’s yet only a handful of companies have been involved. Some have not survived i. e. Atari, Sega whilst others are new to the industry, Sony and Microsoft. This is due to the technological nature of the product and the relatively high barriers to entry. The video games console industry is reliant on an array of factors which drive change. This piece will focus on four of these factors.

One of the more positive changes is that of increased globalisation and the increased revenues that can be realised from emerging markets. This has been aided by a lowering of trade restrictions between countries, widespread internet distribution and increased product choice and availability through e commerce. Globalisation also means that companies can exploit labour and manufacturing opportunities. This may open the door to possible new entrants to the market as barriers to trade and ability to source lower cost inputs are realised. The result will be an increase in rivalry and competition between industry members.

Societal concerns, lifestyles and changing consumer tastes are very relevant to the games console market. By bringing the Wii to market Nintendo were able to tap into the female and family gaming market which had been underexploited up until then. By changing the user experience to that of a more physical motion based activity they were able to appeal to fitness concerns and societal needs. They effectively widened the reach of their market through implementing these changes. This intensifies competition as industry members seek to innovate in order to address these concerns and changing needs.

Emerging internet capabilities and applications are intrinsically linked to growth in the games console market. These technological advancements have allowed gamers to interact with each other online i. e. the Xbox was able to leverage its online community network due to increased broadband connectivity and storage facilities and allowed it to partner with Netflix’s library to stream content. Increasing functionality to encompass complete home entertainment systems should result in a growth in revenues. Product and marketing innovation are also key drivers of change.

As new products become available and innovative marketing methods are employed first time buyers can be attracted as can existing owners of games consoles. This can increase profitability and reinvigorate the games industry. By focusing on differentiating their products and creatively marketing them, companies can increase demand and competition. Managers of firms need to be aware of these dynamic change driving factors and assess the implications of each on profitability and growth. Having done this they can design and change their strategy in order to adjust to the competitive forces that may arise.A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to cathode ray tube (CRT) display device, but it now implies any type of display device that can produce two or three dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles . These platforms range from large mainframe computers to small handheld devices.

Specialized video games such as arcade games, while previously common, have gradually declined in use. The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for game play, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow or require the player to use a keyboard and a mouse simultaneously.

A few of the most common game controllers are gamepads, mouse, keyboards, and joysticks. Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback. The present era is the age of modern communication technology is an integral part of youth lives in the twenty first century.

The world of electronic media however is changing dramatically; the vast majority of youth have access to multiple media. Most have internet and video game access and a significant portion have cellphones and iPads. Video games have been an important part of our culture (Sherry 2001). The term Video game in the broadcast possible sense is a form of computer based entertainment. Youth play video games for fun with the goal of progressing to the next Level (stage in playing games) and eventually conquering the opponent whether that’s another player or the computer.

What’s more the social aspect sharing tactics experiences and explanation helps cement what they have learned. Opportunity for gaming are everywhere and teens are playing video games frequently. Educational video games, handheld device and media production tools can allow young students to see how complex language and other symbols systems attached to the world. From the first rock arrow heads to globe spanning communication network, human have attempted to use technology in improving length and quality of life.

Video games are digital entertainment media that utilize both audio and visual channels to capture the audience attention and immense the in the developers vision. In many cases, this involves putting the player in the role of the avatar that interacts with the in game cases. In essence the player is the star of an interactive movie he sees his avatars action portrayed on screen for his entertainment. It logically follows that the aesthetics for video game should attain similar standards to that of a movie, the quality of both visuals and sound should be high.

According to Anderson, Buckley and Gentile 2007; Anderson and Bushman 2001: Anderson Carnagey, Flangnan, Benjamin Eubanks and Valentine 2004; Anderson & Dill 2000, Experimental and longitudinal and meta-analytic data indicate that playing violent video games increase aggression hostility and aggressive thoughts. According to Hannon, 2007 Epstein, Beeches, Graf and Roemmich 2007. Games with positive content show positive effect. For Example, playing a dancing Video Game can help children lose weight Konami Dance Revolution 2007.

Today, sophisticated video games require players to pay constant attention to the game rather than passively watching a movie. This has both positive and negative impact on the player. 1. 2STATEMENT OF THE PROBLEM It’s worth thinking about video game habits. The rapidly evolving nature of video game graphics, violence, and realism cautions against any definitive statement about the impact of video games on social behavior.

According to an article by Sheri Rauh (2006), “Video Game Addiction No Fun” addiction was defined by Dr.Michael Brody as, “The person needs more and more of a substance or behavior to keep him going. If the person does not get more of the substance or behavior, he becomes irritable and miserable. ” According to the Report of the Council on Science and Public Health on the topic of Emotional and Behavioral Effects, Including Addictive Potential, of Video Games, (2007) the committee stated that they had engaged in a thorough study of how video games were affecting lives but had insufficient evidence that playing video games for more than two hours per day could be considered an addiction.

However, they did recommend that two hours of screen time, television, video games and computers was the maximum amount of time that anyone should have every day. In Samaru, due to the establishment of many game centers, many youth that nowadays find freedom too early to laze around. Sometimes some of them sneak through tightened blockages to video centers to satisfy their craving which at the long run help them in derailing them from the path of morality. It does not only constitute distraction but loss of other invaluable assets like time, money and domestic disobedience.

Therefore study becomes necessary in other to know what these youth gratify from by spending so much time in game centers playing games.

1. 3RESEARCH QUESTIONS The study shall seek answers to the following questions: 1. Does regular playing of the game teachesteach you how to play the game in reality? 2. What are the pleasures derived from playing the game? 3. Why do youth prefer playing soccer play station to other games available to them? 4. Does regular playing of the game divert them away from other pressing responsibilities? 1. 4RESEARCH OBJECTIVES.

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The aim of the study is mainly to provide for an empirical base for understanding what gratification do youth derive from constant playing of video games. As such, the specific objectives of the study are as follows: 1. To know the pleasure youth derive from playing video games. 2. To know if playing soccer play station teaches youth how to play football in real life 3. To know the reason why they prefer play station soccer to other available game. 4. To know if the game deviate them from their responsibilities. 1. 5SIGNIFICANCE OF THE STUDY.

This research work will be of significance because it will know what the youth in Samaru gratify from playing video games specifically soccer play station and what impact does playing it have on them. The research will be able to show what intension they have when packaging the content and to let us know the regulatory body controlling video game content. Finally the research work will be adding to the academic knowledge. 1. 6SCOPE Video game has been and will continue to be a highly popular form of entertainment for the last 30years.

They encourage player to become part of the games, sport games like soccer, wrestling motor and bike racing etc. These games consoles have different models e. g Play Station 1, Play Station 2, Play Station 3 and the newly xBox. Therefore this study will focus on the use and gratification of video games specifically soccer play station as regards to the joy they derive craving immorality and how the usage has increase socialization among youths in Samaru. 1. 7LIMITATION The research will have much limitation which will be made know at the end of the research work. 1.

8JUSTIFICATION OF THE STUDY The study is necessary or problematic because it is important for the community and the youth at large to know the effect of video games on their ward and to know how far they can follow the laid down rules given by the gaming regulatory bodies on the type of game that their ward can be exposed to. 1. 9DEFINITION OF TERMS Video Game: The term video game generally refers to interactive entertainment programs that are projected onto television-type screens, either by coin-operated arcade games or dedicated game-playing computers called video-game consoles.

Electronic Games: Electronic Games, interactive hardware or software played for entertainment, challenge, or educational purposes. Emotions: Signifies a reaction involving certain physiological changes, such as an accelerated or retarded pulse rate, the diminished or increased activities of certain glands, or a change in body temperature, which stimulate the individual, or some component part of his or her body, to further activity. Gratification: The highest stage of Satisfaction, fulfillment, indulgence, enjoyment, pleasure, delight

REFERENCE

Asika (2002) Research Methodology in Behavioral Science. Ikeja Logoji Longman Nig Plc. American Medical Association. (2007). Report of the Council on Science and Public Health. (CSAPH Report 12-A-07). Retrieved from www. ama-assn. org/ama1/pub/upload/mm/467/csaph12a07. doc Rauh, S. (2006). Video Game Addiction No Fun. Retrieved from http://www. webmd. com/mental-health/features/video-game-addiction-no-fun Bushman, B. & Anderson, C. (2002) Violent Video Games and Hostile Expectations: Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1979-1986.

Braun C. and Giroux, J. (1989), Arcade video Games: Proxemic, Cognitive and content Analysis, Journal of Leisure Research, 21 & 92. Dill, K. E. , & Dill, J. C. Video game violence: a review of the empirical literature Aggressive and Violent Behaviour, 3. 407 – 428 Microsoft ® Encarta ® 2009. © 1993-2008 Microsoft Corporation. All rights reserved. Gentile, D. A. & Anderson, C. A. (2003), Violent Video Games: The newest media violence hazard. In D. A. Gentile (Ed), Media Violence and Children. Westport, CT: Praeger Publishing.Too much of something can always harm you. This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

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Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes. Too much of something can always harm you.

This rule also applies to video games. Playing video games too often and for too long can harm you in more than one way. Many people argue that video games are ruining the lives of many children in today’s world. This is because they have no restrictions on what they play and how long they play it. Many video games these days include a lot of weaponry and, and an objective that involves killing or having to injure someone. Of course it would be terrible if a child killed someone in the real world, so why should killing them in the virtual world be any different?

According to Violent Video Games (2010), “playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered”. The disadvantages that are so commonly packaged with the word “video game” only come out in a child with the excessive use of them. There are good and bad games, and good and bad ways to use them (Chatfield, 2010). Blake (2006) found that “When kids play these games and see their favorite character commit some type of violent action, they want to repeat it”.

Another negative affect that video games have on children is that they can put a bad image of women into their heads. Blake (2006) discovered that, “Women are not usually used in video games, and when they are, their purpose is usually sex appeal”. This causes children to think of women as just good looking objects to have sexual relations with. Another disadvantage of video games is that it causes children to be isolated from the social world around them. Whenever they are at home the child will go straight to the gaming console or computer.

Also, while they are at school or somewhere else outside of the house, all they can focus on is thinking about how they are going to beat that next level once they get home. According to Blake (2006), “It causes the student not to care about grades or learning and to want to stay as far away from the real world as possible because of how much the player likes the videogame world”. Video games can have many bad affects if not limited. It is crucial for parents to limit their children’s video game intake, in order to avoid the horrible affects that it causes.

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Video Game Console Essay

I got my first video game console in the summer of 1991. My parents purchased it from SEARS for my birthday and at which point I had no idea what it was. A couple of the kids and their parents knew that it was and were shocked that my parents spend $100 dollars on something like that. It was still in the box until one afternoon I came home from school. I set it up in the living room, only room with a television. Popped in Super Mario Bros, this simple 8-bit game would change the entertainment industry. I did not become a fanboy until I attend Florida A&M.

Besides my classes and football schedule, I usually spend my free time in my apartment. One of my friends back home told me about Microsoft’s Xbox gave gamers the ability to play against each other and they did not need to be in the same living room. Walked into a Game Stop and walked out with my first console since the Nintendo my parents got me so many birthdays ago. Once at my apartment, plugged everything in and started playing. Completely different from what I remember when I was eight years ago. Xbox became my gateway drugs, from hours of study, from the beating my body would take from football and boredom. History of Sony’s gaming console.

Before Sony entered into the gaming industry they establish Sony Computer Entertainment (SCE) in mid-November of 1993. SCE main purpose was to handle production, R&D (research and development) and the sale of both hardware and software for their video game consoles. This introduction took place a year before Sony launched their first video game console, Playstation. Playstation shipped to Japan first, in December of 94 and it was not until September 1995 when it shipped to the rest of the world. Playstation joined Nintendo 64 and Sega Saturn as the fifth generation of gaming consoles.

Playstation sold for over nine years and sold over 100 million units worldwide, 2004 was the last year that Sony produced a Playstation. In 2000, SCE launched their second console, Playstation 2 (PS2). A decade later PS2 would be most popular console even well into the seventh generation console like Playstation 3 and Xbox 360. At their initial launch, PS2 only competition was Sega’s Dreamcast, which made $97 million on its release date. SCE closed the gap quick with PS2, which made $250 million on launch day.

What helped a lot with the PS2 success was the console’s backward compatibility, gave gamers to play a lot of their favorite Playstation on their new PS2 and it was equipped with a DVD-player. With this feature, it helped expand SCE audience beyond their target audience, from the everyday gamers to someone wanting to upgrade their home entertainment system. With PS2 initial success and continue success, Sega’s Dreamcast had no room to grow and finally discontinuation in March of 2001. PS2 remaining the only console on the market for six months until the announcement of Nintendo’s GameCube and Microsoft’s Xbox. By this time, PS2 had huge advantage over the two, so to complete with both systems.

SCE marked down their prices by $100. Towards the end of 2006, Playstation 3 (PS3) hit store shelves for the holiday season. This was the only console on the market that used a Blu-ray disc drive to run their software (games). With the launched of PS3, SCE introduced an answer to Microsoft’s Xbox Live online gaming service, Playstation Network (PSN) and it was free everyone. This system was also backward compatible with pervious Playstation games. SCE developed PSN to help Playstation gain ground with online gaming and downloadable content (DLC).

What I liked about PSN was that it allowed it’s user to download the full game and gave the gamer a trail period of 60 minutes. This was a lot better than go out and spending $60 dollars on a game that would eventually turn into a paperweight. Last year SCE introduced their fourth installation of Playstation, Playstation 4 (PS4) and released a week before Microsoft’s Xbox One. PS4 only other competition is Nintendo’s Wii U. Nintendo since GameCube focused more on younger gamers because it could not keep up with the mature rating games that both Sony and Microsoft released. With Nintendo taking a back step, PS4 only real competition was Xbox One. Playstation 4 has not looked back since their launch date.

By early February 2014 they have sold over five million units, compare to Xbox One three million units. History of Microsoft’s gaming console Late 2001 Microsoft took its first steps in the gaming industry. They announced their first gaming console to the world Xbox. Not since 1996 has, an American company offered a gaming console. By early 2002, Xbox completed with all of the sixth generation console Nintendo’s GameCube, Sega’s Dreamcast and Sony’s Playstation 2. In all honestly, Microsoft only real threat was Sony’s Playstation 2; as both consoles were designed for the advanced gamer.

With the launch of Xbox, Microsoft also ventures into the world of online gaming, with their service Xbox Live. Unlike Sony’s Playstation 2 and Sega’s Dreamcast, Xbox Live charged a fee to play online against players across the world and gave subscribers the ability to download gaming content to gamers. Like the other two consoles, gamers were required to have their own broadband connection. Before Xbox discontinued, it has sold 24 million units worldwide. Four later after the successful launch of Xbox, Microsoft introduced Xbox 360.

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With the success of Xbox and the video game industry entering its seventh generation gaming console, only three major players where left in this industry; Nintendo, Sony and Microsoft. Microsoft launched Xbox 360 with Xbox Live, as they did with Xbox. With the introduction of Xbox Live, not only did it change the way gamers played their game but also changed how the industry produce their games.

Per Colin Moriarty, Senior Editor at IGN. com, he reported that by October of 2013 Xbox 360 has sold 80 million units and still climbing. With this success, it made Xbox 360 the seventh best gaming console, behind both Sony’s Playstation and Sony’s Playstation 2. This showed the video game industry that Microsoft, like Sony once before them, was a major player and was there for the long run.

From its release date, Microsoft made sure to lock down exclusive titles and become the first with new downloadable content (DLC). Exclusive games like Halo and Gears of War, gamers were jumping ship and trading their Playstation consoles to purchase these titles. Then in 2009, Microsoft released and again shocked the gaming industry with the introduction of Kinect. This gave gamers a glimpse of the future for the industry. Unlike Nintendo’s Wii, Kinect was completely motion censored and voice commanded. This new accessory gave Xbox 360 new arsenal to complete with Nintendo’s Wii and Sony’s Playstation 3 new Move project.

Over ten years since the launch of Xbox, in late May 2013, Microsoft announced Xbox One was to follow Xbox 360. Later that year, in November, Microsoft launched their third gaming console. This is was also the beginning of the new generation of gaming consoles. Upon its conference at E3 2013, Xbox One took a lot criticized for its initial digital rights management policies (put restrictions on the resale and sharing between gamers); along with Kinect usage, requirements and a higher price tag than its competitors. Receiving a lot of criticism, Microsoft dropped all the restrictions before release November 21 2013. Microsoft’s Xbox One vs.

Sony’s Playstation 4 @ E3 2013 Every year at E3 (Electronic Entertainment Expo) Microsoft, Nintendo and Sony hold a larger conference to display their new hardware or software. Microsoft announced that the Xbox One would launch in November 2013 and would retail at $499. They also announced the end of Microsoft Points and replaced by actual currency. Microsoft also announced a redesigned Xbox 360, available in stores immediately, which looks similar to the Xbox One. During the event did not spend any time discussing the hardware upgrades nor the policy on used games. A topic that was hurting Microsoft since they announced it earlier in the year. Priced at $499 putting Xbox One at the higher end of both consoles and this was because each console came with Microsoft’s Kinect accessory.

SCE showed the world what the Playstation 4 would look like and priced at $399 in the US ($100 less than the Xbox One). SCE also discussed “used games strategy” and Sony announced there would be no DRM (Digital Rights Management) or protection on used PS4 games. They could also trade freely and play after initial purchase.

Sony also announced that the PlayStation Plus subscription membership is now required for online gaming. 2013 let the console wars between Playstation and Xbox begin. Both consoles were release in November, giving PS4 a one-week (November 13) lead on Xbox One (November 21). At the end of 2013, the PS4 sold a little over four million units and Xbox One managed to sell over three million units. At the end of the console cycle, if Sony only managed to sell 1. 2 million more consoles than the Xbox One, Microsoft would be happy to take because it give them a tie.

However, those sales come at the end of 2013 and only had about a month and a half in the shelves, and the figures would have always ended up somewhat similar due to the rush of pre-sales and limited stock. Now that the early rush is over and both consoles are easier to find, the January sales figures would be more telling regarding the popularity of the consoles. At this time, Microsoft has yet to release Xbox One in Japan and other European countries, with a release date sometime in late September 2014. What was Microsoft thinking? What is currently hurting Microsoft sells of Xbox One, are issues that they did not address at E3?

The gaming community was not ready for the advance changes and radical ideas that Microsoft was trying to introduce. The public did not approve the idea of having to buy a game brand new. This idea was taking business away from a lot of video game store, big stores like GameStop and smaller privately own stores. This was also going to restrict gamers to lend games to each other. Sony just sat back and watched how Microsoft’s ideas fail. The gaming community turned away from those ideas. These ideas and plans were the cause of many people canceling their pre-order of the new system, even hardcore Xbox fans were jumping ship.

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Microsoft went into damage control before launch date. All the systems were to be updated before release and updated patches were uploaded on launch day. Consoles: Xbox Xbox 360 Xbox 360 w/ Kinect Xbox One Playstation Playstation 2 and Playstation 2 Slim Playstation 3 slim and Playstation 3 1st edition Playstation 4 References: “Microsoft Confirms Next-Gen Xbox Announcement”.

IGN. April 24, 2013. Retrieved April 24, 2013. “Xbox One ignites a new era of games and entertainment this November”. Microsoft. June 10, 2013. Retrieved June 10, 2013. “Retailers Sell Out of Initial Xbox 360 Shipments”. Retrieved October 14, 2008.EXCLUSIVE: Xbox One Confirmed as Name of Microsoft’s New Console”. Retrieved May 7, 2013. Microsoft: “Kinect SDK Coming In March. ”

Gadgetsteria. com. February 21, 2011. Retrieved March 16, 2011. “New PS3 has sold over one million”. Eurogamer. Retrieved November 7, 2009. “PlayStation 2 Breaks Record as the Fastest Computer Entertainment Platform to Reach Cumulative Shipment of 100 Million Units” (PDF) (Press release). Sony Computer Entertainment. November 30, 2005. Retrieved June 8, 2008. “PlayStation 2 manufacture ends after 12 years”. The Guardian. January 4, 2013. Retrieved January 4, 2013.

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