Video game developer

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    The Effect Of Video Games ON Youth Every since the inception of video gaming parents there as been a stigma that video game players are wasting there time as well as there minds. It has even been called an evil force that is corrupting our youth. However, Many studies have shown that not only are the risk to increasing negative mental behavior low there may be positive changes brought on by gaming. In addition to physiological benefits these study 's have also shown to have positive physical…

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    Nintendo Life Cycle

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    brief history of the product (discussing its product life cycle) Introduction stage Nintendo Ds was originally called “playing cards” when it was founded in the 1890’s. It was one of the pioneer video consoles in the early 1980’s. Nintendo became extremely popular once it introduced the ultimate famous game, Mario Boys. Nintendo had came out with “ The Gameboy ”( which was a huge success) before the Nintendo DS. Therefore, starting out, Nintendo already had a market of consumers who wanted to…

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    sport. Competitions are held worldwide between professional gamers and have become a career for many. Anything that is requires skill and is competitive should be considered a sport. Organizations have been created with different teams for different games and have acquired sponsors to support them. Gaming should be considered a sport because it requires skill and is competitive and it is a passion for many. Competitive gaming has been called “eSports” the “e” meaning online. There have been…

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    Despite the numerous videos portraying inflatable bounce houses being lifted and rolled along the ground or, worse yet, being raised high in the sky with small children inside, the popularity of these types of toys continue to rise. Bounce House Injuries Inflatable bounce house injuries have led to hundreds of personal injury law claims being filed in the U.S.: The injuries sustained range from broken arms to neck injuries and, in the most severe cases, death. Fatal injuries sustained typically…

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    and desensitisation, she also stated that children will grow up lacking basic communication skills. Furthermore, studies by Rebecca Hiscott (2014) stated It has been argued that games can boost a person’s ability to make quick decisions and visual skills. Neuroscientist Adam Gazzelley (Cited in Abbott, 2013) designed a game, NeuroRacer, that can improve a cognitive deficit, which is multitasking. Other studies by Carr (2010) recognise that cognitive overload is caused by the overuse of…

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    This specific division was formed to pursue the technology of video projection. It designed manufactured and sold sophisticated video projectors for industrial use and applications. Those projectors can be used to project images and information on to large screen. What makes BPS stands out is their scan rate, which measure the speed at a projector was able to process electronic signal. BY 1989, BPS has 3 lines of projectors: those are Video, data and graphics, projector and they are the leaders…

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    Empathy Deficit Analysis

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    claims that in the beginning of the study, the investigated levels of empathy in college students were “’looking sort of flat, or no real pattern, up until 2000. … And then there’s this sudden, sharp drop’” (O’Brien 467). Around the new millennium, video games, computers, and cell phones rose in popularity. Once this is taken into consideration, the correlation between increased technology and decreased levels of empathy is greatly supported. Professionals also see a relation between empathy and…

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    prior with a different color scheme and structure. Nintendo was currently facing an issue when releasing their first home console in the U.S as it was releasing during the Video Game Crash in 1983 which transpire in North America primarily. The oversaturation of video games caused a negative connotation and confusion on which games followed a quality standard in the market, making the consumer feel insecure when purchasing software. Nintendo of America was set in a position where they had to…

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    Case study 1: Nintendo It is interesting to consider the video game industry as an example of strategies used by the different firms to compete and stay among the greatest sellers of video games and consoles since those strategies evolve as technology evolves. However, despite the fact that this industry seems a bit different from the more classic cases, it is safe to say that like any other type of firm, the goal of video game producers is to increase their sales and thus, gain a certain kind…

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    It lied in the hands of the other citizens themselves, who could turn on someone’s channel and watch them while they slept, while they showered, while they used the bathroom, etc. The feeling that their private information and they, themselves, were at the whim of someone else, someone they did not know or did not trust, contributed to the loss of privacy felt by Quiet’s participants. This feeling of one’s life being in someone else’s hands was likewise represented in Michael Foucault’s idea of…

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