Video game industry

Decent Essays
Improved Essays
Superior Essays
Great Essays
Brilliant Essays
    Page 5 of 50 - About 500 Essays
  • Improved Essays

    December 1, 2014 Can Video Games Change the Way People Behave? 1.2 billion people play video games because they’re addictive, entertaining, and fun. (Venturebeat, “More than 1.2 Billion People Are Playing Video Games,” page 2). Many people play video games for different reasons, such as to relieve stress, avoid schoolwork, chores, which could get out of hand. Brian Knight, one of the authors from the book, The Ultimate History of Video Games, remarked, “Before video games were introduced,…

    • 1190 Words
    • 5 Pages
    Improved Essays
  • Great Essays

    What are the positives of playing video games? There many people who play video games and enjoy it. Some enter the work force developing video games for a living. And others buy the games to enjoy themselves. People see video games as a form of entertainment for their viewing and enjoyment after a long day at work or a way to distract their kids from causing a commotion. Since the creation of the first video game, being pong the game played by two opponents to see who could score passing…

    • 1823 Words
    • 7 Pages
    Great Essays
  • Decent Essays

    Video game are very popular all around the world. It have become a daily activities of many teenager and adult all over the world. “Today 97% of teens in the U.S. play video games, and sales of games are growing. The domestic video game industry brings in nearly $12 billion a year” (The Impact of Video Games 2). Video games are great way for entertainment. It have been around us for many years. Not only kids are playing video game but also adult too. Video games can be very addicted. As a gamer…

    • 961 Words
    • 4 Pages
    Decent Essays
  • Decent Essays

    Pokemon Go Crazy The production of the game Pokemon Go has greatly increased the sales of phone chargers. According to Time’s article, GameStop, a popular gaming store, has had an increase of 45% in sales. This is just one example of how the new game has impacted the stores. The new Pokemon craze has influenced stores to promote the game and their store. Stores have been setting up Poke Stops to lure customers. Poke Stops are places where gamers can snatch Pokemon balls. Pokemon balls help…

    • 255 Words
    • 2 Pages
    Decent Essays
  • Improved Essays

    than ninety-five percent of children from ages twelve to seventeen played video games in 2008, thus fueling an $11.7 billion domestic video game industry (procon.org). In 2008 ten of the twenty best selling video games of all time contained violence (procon.org). The argument that video games augment the behavior of juveniles is completely invalid. Psychologist Christopher Ferguson led a long term study and proved that video games had no link to youth violence (independent.co.uk). From the years…

    • 1555 Words
    • 7 Pages
    Improved Essays
  • Improved Essays

    Violence in violent video games had remained to be a major concern in society. In addition to the controversy of VVGs, a new subject emerged when gender activists began to enter the discussion and industry. While studies of videogames using sociological and gender theories had existed before, these issues had been highlighted by many organizations in most recent years. One of the more prominent activists is Anita Sarkeesian. She is a Canadian-American feminist (owner of the YouTube channel…

    • 478 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Pros and Cons of Video Games Video games have been around for more than 40 years and have kept advancing with each decade. According to Stastica.com1, as of 2013, the time spent playing a video game is 23.2 minutes per day. That adds up to over 150 hours a week. The video game industry is projected to grow to more than 101.6 billion in revenue in 2014 according to Gartner, Inc.’s (American information technology research and advisory) projections. Have you ever wondered how this could affect…

    • 1241 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    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 interested in video games. In 1975 they released their first game, called EVR Race, and Shortly afterwards…

    • 776 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    massive growth in the popularity of muscle cars, marked by the most popular Ford Mustang. Another popular innovation of the time was the hatchback, with the Renault 16; a design model that has lasted into modern cars such as the Prius. This time in the industry also saw a significant acceptance of Japanese cars, as seen in the popular Toyota Corolla and the Datsun 350Z sports car (Farber). The 1960s was a time of other electronic and communication developments as well. In 1960, Theodore Maiman…

    • 1702 Words
    • 7 Pages
    Improved Essays
  • Improved Essays

    SWOT Analysis: Gamestop

    • 2103 Words
    • 8 Pages

    Strategy GameStop main focus as a company is video games. This has been their focus since the company has started. The video game industry has been big since the 21st century. GameStop has the leading companies in video game retailing. Many consumers go to GameStop to purchase their games today. One of their strategies that the company uses is allowing consumers to download some of the games. In downloading these games the consumers get to have the games without having the disc. This is great…

    • 2103 Words
    • 8 Pages
    Improved Essays
  • Page 1 2 3 4 5 6 7 8 9 50