Nintendo Entertainment Analysis and Development

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  • Videogame Effects On Adolescents Essay

    a violent videogame, rather than the nonviolent videogame, there is a physiological activation (perhaps connected to increased motor activity) while playing and an increased emotional involvement which remains after the end of the game… which shows that having played a violent videogame produces effects on aggressive behavior only after frustration, supports our findings” (Baldaro et al). The question that remains is why such similar studies produced such different results? The answer lies in the video games chosen for both studies. The first study used Super Mario Galaxy 2, and Mad World Wii while the second study used Unreal Tournament, and Puzzle Bobble. Both studies chose a game that was rated M for mature audiences only by the Entertainment Software Rating Board (ESRB), and a game that was rated E for everyone by the ESRB. Both M rated games were very similar with desscription of extreme animated violence and gore. The E rated games though are completely different. Super Mario Galaxy 2 is a free world third person video game that contains mild animated violence. While Puzzle Bobble is a classic bubble shooter puzzle game is rated E for everyone with a description of challenging puzzle solving. The point of Super Mario Galaxy 2 is to defeat enemies, and collect power stars. On the way to rescue Princess Peach, who has been taken by Bowser. The point of Puzzle Bobble is to shoot bubbles of the same color into clumps of at least three of a kind to make the bubbles…

    Words: 1467 - Pages: 6
  • Nintendo Case Analysis

    and analysis of Nintendo Wii’s history, and current product development dilemma we have developed some possible solutions in that we believe could improve the dimensions of the Wii product, and Nintendo as a brand. These options are as follows: Utilize identical or substitutable technologies similar to competitors, innovate and create new games and products within target market, revamp the launch strategy, create better work conditions for developers. Our first recommended solution is to…

    Words: 1279 - Pages: 6
  • Rubik's Cube Essay

    The Rubik’s Cube In A Nutshell Background Rubik’s cube is a toy puzzle designed by Ernö Rubik during the mid- 1970s. It is a cube- shaped toy consisting of smaller cube pieces, called “cubies” with 6 faces possessing contrasting colors. This rather primitive-looking phenomenon was exceptionally popular during the 1980s, and peaking 1980 and 1983 with around 200 million cubes sold worldwide. Even today sales continue to exceed 500,000 sales worldwide each year, consequently earning the title…

    Words: 984 - Pages: 4
  • The Great Console War Analysis

    In this game players act as the head of both the console division, and game design (E.X Phil Spencer, or Shuhei Yoshida. The length of the game is 20 turns (or five years with four quarters each) and represents the lifetime of each system. During each turn of the game, the player must make decisions on how they want to run their company such as what games and peripherals to put into development. Each decision the player makes can positively or negatively affect how their company and by…

    Words: 724 - Pages: 3
  • Case Study: Oblivion Sound

    believe that Spotify would not only create buzz for the new installment, but also target a new demographic. As Spotify recently announced that they’re producing their own content, we believe that it is our best interest for them to create the soundtrack for Nuclear Syndrome III. That way, Spotify will release the soundtrack months before the launch of the game, promoting the company and the game in addition, to promoting its own original content. o Nuclear Syndrome III Demo for Download on…

    Words: 918 - Pages: 4
  • Pinball: The Evolution Of The Baffle Ball In The 1940's

    When Pong was created, only a few shapes and colors were used for the game. (Wolf 239) The quality of the graphic used discrete pixels which sets two restrictions. The two restrictions are: display capabilities and processing capabilities. By having these two restrictions, graphic in video games were only capable of displaying minimum quality. However, as video games grow, the development of many genres such as adventure would focus on characters. This would mean that creators of video game…

    Words: 1005 - Pages: 4
  • The First Video Game Console

    You’re at your friend’s house to play his brand new awesome Kinect system. Of course you are really enjoying it and it’s probably the best thing ever. But you can’t help to be curious about such a complex thing, you may not wander on it but there is that little spot in your brain that just makes you wonder about these ingenious inventions. Almost everyone here today is probably familiar with the most famous and exquisite game consoles. Today’s technology has enabled us to create some of the most…

    Words: 1129 - Pages: 5
  • Video Game Consoles Essay

    was made by Nintendo too. The president didn’t come up with the idea of the Gameboy, but a custodian came up with the design of the Gameboy. This handheld device has a beautiful 8-bit Core Processing Unit (CPU) and a smooth black and white liquid crystal display (LCD) which made it equivalent in speed to the Nintendo Entertainment System (TIME,1). The Sega Genesis was saga 's first shot at gaming. It was the first 16-bit console in the world which made it popular for its time (TIME,1). Its…

    Words: 1238 - Pages: 5
  • History Of Nintendo

    The history of Nintendo Video games have been around for many years with many different companies making different contributions. One of the more well-known companies would have to be Nintendo. Nintendo is the successful company it is today because of three things: The very start of the company, their gaming consoles and the influence of their characters. Nintendo has a history dating back to the late 19th century. The Nintendo Company was founded on September 23, 1889 by Fusajiro Yamauchi.…

    Words: 1238 - Pages: 5
  • Nintendo Koppai: A Very Brief History Of Nintendo

    business was “Nintendo Koppai.” The company was very successful. However, in the 1950s, the company became concerned about the long term popularity of playing cards. They made a deal with the Walt Disney Company to use their characters on cards. It was successful, but eventually the business stalled. Today Nintendo is a five billion dollar company. The industry has come a long way since “Nintendo Koppai.” That change has had a large impact on our culture. In the early 1970s the company became…

    Words: 776 - Pages: 4
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