42 BAB IV DESKRIPSI OBJEK PENELITIAN 4.1 Sejarah EA Sport

Total Page:16

File Type:pdf, Size:1020Kb

42 BAB IV DESKRIPSI OBJEK PENELITIAN 4.1 Sejarah EA Sport BAB IV DESKRIPSI OBJEK PENELITIAN 4.1 Sejarah EA Sport Gambar 4.1 logo EA Sports Electronic Arts rnerupakan sebuah perusahaan multinasional yang menghasilkan berbagam macam produk multimedia. Didirikan pada tahun 1982. Perusahaan ini mempekerjakan 8.000 karyawannya pada tahun 2008. Bermarkas di Redwood City, California. Perusahaan ini didirikan pada tahun 1982. Nama itu sendiri mempunyai arti: “seniman elektronik” atau “seniman perangkat lunak”. Perusahaan yang didirikan pada tanggal 28 Mei 1982 oleh Trip Hawkins, menjadi perusahaan pelopor pembuat industri video game. Awalnya EA hanya merupakan penerbit video game rumahan yang berbentuk software, namun pada awal 1990-an perusahaan ini mulai mengembangkan game dan dengan didukung oleh konsol. EA kemudian berkembang dan tumbuh melalui akuisisinya dengan beberapa developer software lainnya yang telah sukses. Pada saat ini, EA menjadi perusahaan yang paling sukses dalam menerbitkan produk permainan olahraga. Adapun beberapa game yang telah 42 diterbitkan berdasarkan lisensi film yang telah popular seperti Harry Potter dan permainan lama yang masih berjalan seperti Need for Speed, Medal of Honor, The Sims, Battlefield, dan Burnout. Berikut ini adalah beberapa video game yang telah sukses dan familiar di masyarakat seperti FIFA series (1993-sekarang), James Bond series (1999-2005), The Sims Series (2007-2008), Star Wars : The Old Republic (2011), dan masih banyak lagi. Saat ini, EA telah mengembangkan dan menerbitkan game Sport diantaranya FIFA (sepak bola), Madden NFL (american football), NHL (ice hockey), NBA Live (basket), dan UFC 3 (seni beladiri). Adapun beberapa produk waralaba yang dihasilkan oleh EA diantaranya game Battlefield, Need for Speed, The Sims, Medal of Honor, serta beberapa waralaba baru seperti Crysis, Dragon Age, Mass Effect, Titanfall, Star Wars : Knights of the Old Republic, dan Army of Two. Electronic Arts Sports atau yang biasa disebut EA Sports merupakan perusahaan yang mempublikasikan game Battlefield 4. Game ini menampilkan sebuah permainan baku tembak dengan gameplay yang memperlihatkan tangan tokoh utama sebagai tampilan utama. 43 4.2 Profile Game Battlefield 4 Gambar 4.2 desain cover video game Battlefield 4 Battlefield 4 adalah sekuel game Battlefield 3 yang sudah diluncurkan oleh EA atau Electronic Arts pada tanggal 28 Oktober 2013 ke PlayStation 3, PC dan Xbox 360, serta ke PlayStation 4 dan Xbox One. Cerita game yang satu ini tampaknya masih menjadi pondasi cerita yang paling relevan untuk digunakan oleh sebagian besar game FPS (First Person Shooter) ini. Video game Battlefield 4 sebagai game FPS (First Person Shooter) tidak hanya memainkan aksi baku tembak melawan musuh. Karakter yang dimainkan adalah tokoh utama yang dimana hal ini dapat menggiring pemikiran pemain pada alur cerita yang sudah ditentukan oleh pengembang, dan dalam video game ini pemain juga tidak bisa memilih alur cerita atau misi sesuai keinginannya sehingga pemain akan selalu terarah pada ideologi tertentu. Battlefield yang memiliki alur permainan dengan menggunakan aksi baku tembak ini memiliki label Mature 16+, 44 yang artinya video game ini memiliki konten yang hanya cocok untuk kalangan yang berusia 16 tahun atau yang lebih tua diatasnya. Pada toko resminya game ini tidak dapat dibeli secara bebas, karena ada batasan usia penggunanya. Namun di Indonesia game ini diperjualbelikan secara bebas karena memiliki banyak penggemar. Dalam ceritanya video game memiliki latar belakang fiksi dengan tema peperangan. Game ini terbagi menjadi beberapa misi dengan tokoh utama yang kita perankan yaitu sebagai Sersan Daniel Recker “Reck”, yang menjadi bagian dari tim elit bernama Tombstone pasukan khusus yang cukup disegani bersama dengan William Dunn, “Irish” Graves, dan “Pac” Pakowski. Recker adalah Sersan Tombstone Squad, unit khusus Korps Marinir Amerika Serikat. Dia dikerahkan ke berbagai wilayah di dunia dalam upaya untuk mengungkap dan mencegah rencana laksamana Tiongkok yang memulai konflik antara Cina dan Amerika Serikat. Awalnya Recker dan Tombstone dikirim ke Baku, Azerbaijan untuk mengambil informasi tentang hubungan Rusia dan Cina. Kemudian gamer akan menjalani misi khusus ke negara superpower tandingan – China, tepatnya di Shanghai yang saat ini tengah berada di ujung perang saudara. Dan di sini kondisi keamanan sedang benar-benar kacau, demonstrasi di mana-mana, ditambah dengan aksi pembunuhan salah satu calon pemimpin yang dipercaya bisa membawa perdamaian. Di tengah kekacauan seperti inilah, Tombstone diminta untuk masuk ke China dan menyelamatkan tiga orang penting dari Shanghai: Kovic, Hannah, dan suami Hannah. 45 Misi pertama yang dilaksanakan mungkin terlihat sangat sederhana, yaitu menjemput tiga orang penting yang berada di sebuah hotel di Shanghai China dan kemudian membawanya keluar dari China. Namun semua itu dilakukan di tengah kekacauan yang terjadi di China, hal ini ditimbulkan akibat kudeta yang dilakukan oleh Admiral Chang. Intinya semua tempat yang dikunjungi oleh pemain adalah daerah konflik yang sedang bergejolak. Namun pada saat perjalanan keluar dari China menjadi semakin sulit ketika hati nurani Irish menjadikan sebuah masalah. Tidak hanya ingin menyelamatkan tiga orang penting ini saja, namun Irish memaksa untuk membawa semua pengungsi dari daerah konflik di China untuk ikut ke kapal perang Valkyrie, yang merupakan kapal basis operasi mereka. Hal ini justru membuat militer dari China yang saat ini berada di bawah kekuasaan Admiral Chang untuk mengejar kapal Valkyrie. Namun kapal Valkyrie tidak tinggal diam dan berusaha bergabung dan menyelamatkan diri ke kapal induk U.S.S Titan, namun faktanya kapal ini telah ditemukan sudah hancur berantakan. Di bawah komando Garrison, opsi terbaik pada saat ini adalah menyerang secara offensive dan menghancurkan basis pertahanan utama China yang berada di Singapura. Saat berusaha menghancurkan markas China di Singapura, pasukan Tombstone justru menemukan fakta yang lebih mengejutkan. Fakta tersebut tidak lain adalah Rusia yang ternyata juga berperan di balik konflik yang sedang terjadi ini. Rusia ternyata menjadi negara yang berdiri di belakang Admiral Chang. Kolaborasi dari Rusia dengan China ini menjadi menakutkan dan jauh lebih mengancam untuk Amerika Serikat. Namun sial bagi Tombstone, mereka tertangkap di Singapura dan dimasukkan ke dalam penjara yang berada di Pegunungan Kunlun. Walaupun telah 46 tertangkap mereka berusaha melarikan diri dari penjara kemudian mereka diarahkan untuk menemui Mayor Greenland yang berada di kota Tasghar. Setelah itu mereka diberi tunpangan untuk kembali ke kapal Valkyrie yang saat ini berada di Terusan Suez. Faktanya kapal Valkyrie telah diserang oleh militer China. Mereka pun harus berperang untuk menyelamatkan kapal Valkyrie dari serbuan pasukan China. Setelah itu yang menjadi misi terakhir pasukan Tombstone adalah meledakkan kapal perang yang ditumpangi oleh Admiral Chang. 4.3 Karakter dalam video game Battlefield 4 Dalam video game Battlefield 4 ini memiliki berbagai macam karakter fiksi sebagai pelaku dalam video game. Karakter-karakter ini ditentukan pada alur cerita yang dibuat dan sudah ditetapkan sebelumnya oleh pihak pengembang. Adapun beberapa karakter dalam video game Battlefield 4, yaitu : 1. Sersan Daniel "Reck" Recker Gambar 4.3 Sersan Daniel "Reck" Recker 47 Sersan Daniel "Reck" Recker adalah tokoh protagonis dan karakter utama yang dapat dimainkan dalam mode permainan single player dalam Battlefield 4. Reck merupakan Sersan Tombstone Squad, unit khusus Korps Marinir Amerika Serikat. Dia dikerahkan ke berbagai wilayah di dunia dalam upaya untuk perdamaian dunia. 2. Kimble "Irish" Graves Gambar 4.4 Kimble “Irish” Graves Sersan Kimble "Irish" Graves adalah seorang Marinir Amerika Serikat di militer AS, yang muncul di Battlefield 4. Dia adalah bagian dari Tombstone Squad. “Irish” berasal dari kota New York. Irish merupakan sosok yang selalu bersama Reck dalam melaksanakan misi. 48 3. William Dunn Gambar 4.4 William Dunn Sersan William Dunn adalah seorang Marinir AS di militer AS dan mantan pemimpin Tombstone. Setelah terluka dalam aksi dan kaki kanannya diamputasi, dia terbunuh setelah timnya terlibat dalam tabrakan mobil yang membuat kendaraan mereka di bawah air. Dia memerintahkan Recker untuk menembakkan kaca depan dan menyelamatkan dua anggota tim lainnya, mengorbankan dirinya dan tenggelam dalam proses itu. Dia memerintahkan mereka untuk meninggalkannya di dalam kendaraan, yang dengan enggan mereka ikuti. Ketika kendaraan itu tenggelam, Dunn meninggal di Laut Kaspia. 49 4. Clayton Pakowski Gambar 4.5 Clayton “Pac” Pakowski Sersan Clayton "Pac" Pakowski adalah seorang Marinir Amerika Serikat di militer AS dan anggota Tombstone Squad yang ditampilkan di Battlefield 4. Pac dan Squad Tombstone (Recker, Irish and Dunn) dikirim ke Baku, Azerbaijan untuk mengambil informasi tentang hubungan Rusia dan China. 50 5. Huang "Hannah" Shuyi Gambar 4.6 Huang "Hannah" Shuyi Huang "Hannah" Shuyi adalah agen Dinas Rahasia Tiongkok di Battlefield 4. Dia bergabung dengan pasukan Tombstone untuk melindungi seorang VIP China Ji Jié, tetapi berteman dan berperang dengan anggota Tombstone. 4.4 Lokasi video game Battlefield 4 Video game Battlefield 4 memiliki setting lokasi pertempuran di berbagai negara. Penggambaran lokasinya tidak sepenuhnya mirip dengan aslinya karena telah terjadi peperangan dan mengalami kerusakan. Adapun beberapa lokasi memiliki tanda yang ikonik sehingga penggambaran lokasi tersebut masih bisa diamati secara visual. 51 1. Baku – Azerbaijan Baku merupakan
Recommended publications
  • NIBC First Round Case NIBC Ele Ctro N Ic Arts Contents
    NIBC First Round Case NIBC Ele ctro n ic Arts Contents 1. The Scenario 2. Background Information 3. Tasks & Deliverables A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis E. Presentation 4. Valuation & Technical Guidance A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis 5. Rules & Regulations 6. Appendix A: Industry Overview 7. Appendix B: Precedent Transactions Legal Disclaimer: The Case and all relevant materials such as spreadsheets and presentations are a copyright of the members of the NIBC Case Committee of the National Investment Banking Competition & Conference (NIBC), and intended only to be used by competitors or signed up members of the NIBC Competitor Portal. No one may copy, republish, reproduce or redistribute in any form, including electronic reproduction by “uploading” or “downloading”, without the prior written consent of the NIBC Case Committee. Any such use or violation of copyright will be prosecuted to the full extent of the law. Need for Speed Madden NFL Electronic Arts Electronic Arts Welcome Letter Dear Competitors, Thank you for choosing to compete in the National Investment Banking Competition. This year NIBC has continued to expand globally, attracting top talent from 100 leading universities across North America, Asia, and Europe. The scale of the Competition creates a unique opportunity for students to receive recognition and measure their skills against peers on an international level. To offer a realistic investment banking experience, NIBC has gained support from a growing number of former organizing team members now on the NIBC Board, who have pursued investment banking careers in New York, Hong Kong, Toronto, and Vancouver.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]
  • Raporttien Ulkoasu Ja Lähteisiin Viittaaminen
    Guide to increasing exhibition ROI - Case Electronic Arts and Digiexpo Juho Virkajärvi Bachelor’s Thesis Degree Programme in Interna- tional Business 2015 Author(s) Juho Virkajärvi Degree programme GloBBA11K Report/thesis title Number of pages Guide to increasing exhibition ROI. Case Electronic Arts and Di- and appendix pages giexpo 30 The purpose of this thesis was to create a guide for the commissioning company, Elec- tronic Arts, on how to increase the return on investment for the game company’s participa- tion at the Digiexpo exhibition. This was done by analysing Electronic Arts’ 2013 and 2014 Digiexpo participations. Based on the results, the aim was to come up with suggestions for improving future participations. The framework is based on The Global Association of the Exhibition Industry’s publication: The role of Exhibitions in the Marketing Mix. The main focus was in the analysis of exhibi- tions and ROI with an addition of customer relationship marketing. The research method used was qualitative. Included in the research was data from the ex- hibition organizer, observations from the previous two years participations and financial data. The guide for increasing exhibition ROI was created based on the analysis of this data. The results of the analysis were that more data collection methods should be implemented to better evaluate the success of the exhibition. The data currently available cannot pro- duce accurate results and cannot be used effectively. Furthermore a more active presence during the exhibition is recommended for increased customer satisfaction. As a conclusion it can be said that exhibition participation for companies in the gaming in- dustry is a very good opportunity to leverage the chance to promote upcoming or recently released game titles in a semi-controlled environment at a relatively low cost.
    [Show full text]
  • La Nuova Frontiera Del Retrogaming,Un&
    Polymega: la nuova frontiera del retrogaming Le librerie digitali di PC e console sono inondate da titoli dall’aspetto vintage ma per ora, dopo la chiusura di LOVEroms e LOVEretro e dell’effetto domino che si è venuto a creare, gli interessati a riscoprire i veri e propri titoli del passato per ora non vivono giorni facili. SiaSteam che gli store digitali delle console non stanno offrendo una vera alternativa alle tanto amate ROM e i rivenditori su eBay sembrano voler girare il coltello nella piaga. Per quanto nero possa sembrare lo scenario attuale qualcuno si sta già muovendo e un ambiziosissimo progetto avviato un anno fa sta per vedere la luce: stiamo parlando della Polymega, una console di una nuova compagnia chiamata Playmaji e fondata da ex dipendenti diInsomniac e Bluepoint games (senza contare che questi hanno lavorato a giochi tripla A come Ratchet & Clank e Titanfall) e che promette compatibilità con ben 13 sistemi (in realtà 30 se contiamo che questa “frankenmacchina” è region free). Questi, per la gioia dei più appassionati, sono: Sony PlayStation Neo Geo CD Turbografx 16/PC Engine Turbografx 16 CD/PC Engine CD-ROM2 Supergrafx Super CD ROM2 NES SNES Sega Mega Drive Sega CD Sega 32X Sega CD32X Sega Saturn (quest’ultima annunciata a sorpresa con il trailer di lancio per l’apertura dei preorder) Chiunque di fronte una tale lista rimarrebbe senza fiato e i retrogamer di tutto il mondo potrebbero ritrovarsi un sistema che potrebbe risolvere un’infinità di problemi, dallo spazio in casa ai soldi da spendere per i sistemi, i giochi ed eventuali pezzi di ricambio o per la manutenzione di quest’ultime (specialmente per le console a CD costruite con un sacco di pezzi mobili o batterie RAM da cambiare).
    [Show full text]
  • Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
    “Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher.
    [Show full text]
  • Game Developer
    ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design.
    [Show full text]
  • 9Th Annual Interactive Achievement Awards Winners Announced by the Academy of Interactive Arts and Sciences
    Contact: Cylor Spaulding Wendy Zaas Rogers & Cowan 310-854-8168 310-854-8148 Geri Gordon Miller Academy of Interactive Arts and Sciences 818-876-0826 ext. 202 [email protected] 9TH ANNUAL INTERACTIVE ACHIEVEMENT AWARDS WINNERS ANNOUNCED BY THE ACADEMY OF INTERACTIVE ARTS AND SCIENCES God of War Conquers the Awards with Seven Wins Richard Garriott Inducted into AIAS Hall of Fame CALABASAS, CA – February 10, 2006 – The Academy of Interactive Arts and Sciences (AIAS) announced last night the winners of the 9th Annual Interactive Achievement Awards held at “The Joint” in the Hard Rock Hotel and Casino in Las Vegas, NV. Sony Computer Entertainment America’s “God of War” was the evening’s big winner earning seven coveted AIAS statues. Red Octane’s “Guitar Hero” came in a close second garnering five wins. In addition, AIAS inducted computer games pioneer Richard Garriott into the AIAS Hall of Fame. The Interactive Achievement Awards is a peer-based award that recognizes the outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry. “Last night’s award ceremony was an exciting event as we recognized the best in video games,” said Joseph Olin, president, AIAS. “It was an impressive year for video games and the interactive entertainment industry is commended for their creative vision.” The winners in each category are as follows: I. Game of the Year: a. Overall - God of War (P: Sony Computer Entertainment America, D: Sony Computer Entertainment America-Santa Monica) b. Computer - Battlefield 2 (P: Electronic Arts, D: Digital Illusions) c.
    [Show full text]
  • Modelos De Negocios En La Industria Del Videojuego : Análisis De Caso De
    Universidad de San Andrés Escuela de Negocios Maestría en Gestión de Servicios Tecnológicos y Telecomunicaciones Modelos de negocios en la industria del videojuego : análisis de caso de Electronics Arts Autor: Weller, Alejandro Legajo : 26116804 Director/Mentor de Tesis: Neumann, Javier Junio 2017 Maestría en Servicios Tecnológicos y Telecomunicaciones Trabajo de Graduación Modelos de negocios en la industria del videojuego Análisis de caso de Electronics Arts Alumno: Alejandro Weller Mentor: Javier Neumann Firma del mentor: Victoria, Provincia de Buenos Aires, 30 de Junio de 2017 Modelos de negocios en la Industria del videojuego Abstracto Con perfil bajo, tímida y sin apariencia de llegar a destacarse algún día, la industria del videojuego ha revolucionado a muchos de los grandes participantes del mercado de medios instalados cómodamente y sin preocupaciones durante muchos años. Los mismos nunca se imaginaron que en tan poco tiempo iban a tener que complementarse, acompañar y hasta temer en muchísimos aspectos a este nuevo actor. Este nuevo partícipe ha generado en solamente unas décadas de vida, una profunda revolución con implicancias sociales, culturales y económicas, creando nuevos e interesantes modelos de negocio los cuales van cambiando en períodos cada vez más cortos. A diferencia del crecimiento lento y progresivo de la radio, el cine y luego la televisión, el videojuego ha alcanzado en apenas medio siglo de vida ser objeto de gran interés e inversión de diferentes rubros, y semejante logro ha ido creciendo a través de transformaciones, aceptación general y evoluciones constantes del concepto mismo de videojuego. Los videojuegos, como indica Provenzo, E. (1991), son algo más que un producto informático, son además un negocio para quienes los manufacturan y los venden, y una empresa comercial sujeta, como todas, a las fluctuaciones del mercado.
    [Show full text]
  • Examining the Dynamics of the US Video Game Console Market
    Can Nintendo Get its Crown Back? Examining the Dynamics of the U.S. Video Game Console Market by Samuel W. Chow B.S. Electrical Engineering, Kettering University, 1997 A.L.M. Extension Studies in Information Technology, Harvard University, 2004 Submitted to the System Design and Management Program, the Technology and Policy Program, and the Engineering Systems Division on May 11, 2007 in Partial Fulfillment of the Requirements for the Degrees of Master of Science in Engineering and Management and Master of Science in Technology and Policy at the Massachusetts Institute of Technology June 2007 C 2007 Samuel W. Chow. All rights reserved The author hereby grants to NIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now know and hereafter created. Signature of Author Samuel W. Chow System Design and Management Program, and Technology and Policy Program May 11, 2007 Certified by James M. Utterback David J. cGrath jr 9) Professor of Management and Innovation I -'hs Supervisor Accepted by Pat Hale Senior Lecturer in Engineering Systems - Director, System Design and Management Program Accepted by Dava J. Newman OF TEOHNOLoGY Professor of Aeronautics and Astronautics and Engineering Systems Director, Technology and Policy Program FEB 1 E2008 ARCHNOE LIBRARIES Can Nintendo Get its Crown Back? Examining the Dynamics of the U.S. Video Game Console Market by Samuel W. Chow Submitted to the System Design and Management Program, the Technology and Policy Program, and the Engineering Systems Division on May 11, 2007 in Partial Fulfillment of the Requirements for the Degrees of Master of Science in Engineering and Management and Master of Science in Technology and Policy Abstract Several generations of video game consoles have competed in the market since 1972.
    [Show full text]
  • Universidad De Guadalajara
    Universidad de Guadalajara Centro Universitario en Arte, Arquitectura y Diseño Doctorado Interinstitucional en Arte y Cultura Tema de Tesis: En contra de la momificación. Los videojuegos como artefactos de cultura visual contemporánea: la emulación y simulación a nivel circuito, a modo de tácticas de su preservación Tesis que para obtener el grado de Doctor en Arte y Cultura Presenta: Romano Ponce Díaz Director de Tesis: Dr. Jorge Arturo Chamorro Escalante Línea de Generación y Aplicación del Conocimiento: Artes Visuales. Guadalajara, Jalisco, febrero del 2019 1 En contra de la momificación. Los videojuegos como artefactos de cultura visual contemporánea: la emulación y simulación a nivel circuito, a modo de tácticas de su preservación. ©Derechos Reservados 2019 Romano Ponce Díaz [romano.ponce@ alumnos.udg.mx] 2 ÍNDICE DE ILUSTRACIONES. 8 ÍNDICE DE TABLAS. 8 1.1 PRESENTACIÓN 9 1.2 AGRADECIMIENTOS 11 1.3 RESUMEN 13 1.4 ABSTRACT 14 2 PRIMER NODO: EXPOSICIÓN. 16 2.1.1 CAPÍTULO 2. EL PROBLEMA PREFIGURADO: 19 2.2 OTRO EPÍLOGO A MANERA DE PRÓLOGO. 19 2.3 EL RELATO COMO PRESERVADOR DEL TESTIMONIO DE LA CULTURA. 20 2.4 LA MEMORIA PROSTÉTICA, SU RELACIÓN CON LOS OBJETOS, Y, LA NATURALEZA FINITA 27 2.4.1 CINEMATOGRAFÍA, EXPLOSIONES Y FILMES PERDIDOS 29 2.4.2 LOS VIDEOJUEGOS Y LAS FORMAS DE MIRAR AL MUNDO 33 2.4.3 VIDEOJUEGOS, IDEOLOGÍA, VISUALIDAD Y ARTE: 35 2.4.4 LA ESTRUCTURA DE LA OBSOLESCENCIA Y EL MALESTAR DE LA CULTURA 46 2.5 ANTES DE QUE CAIGA EN EL OLVIDO: UNA HIPÓTESIS 49 2.5.1 SOBRE LOS OBJETIVOS, ALCANCES, Y LA MORFOLOGÍA DEL TEXTO 51 3 CAPÍTULO 3.
    [Show full text]
  • Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
    Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R.
    [Show full text]
  • Mark Cerny to Be Inducted Into Hall of Fame of the Academy of Interactive Arts & Sciences
    FOR IMMEDIATE RELEASE Contact: Wendy Zaas/Debby Chen Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and Sciences 310-854-8148 / 310-854-8168 818-876-0826 x202 [email protected] [email protected] [email protected] A DIFFERENT PATH; MARK CERNY TO BE INDUCTED INTO HALL OF FAME OF THE ACADEMY OF INTERACTIVE ARTS & SCIENCES CALABASAS, Calif. – January 13, 2010 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Mark Cerny will be the 13th inductee into the Academy’s Hall of Fame, which is bestowed upon individuals who’ve contributed a significant advancement within the industry while demonstrating proven success and leadership. “Mark Cerny is the closest we have come to a modern-day Da Vinci,” said Joseph Olin, president of the AIAS. “What he does isn’t restricted to a single aspect of game creation, he really is a Renaissance man. He is a diversely accomplished game designer, producer, programmer and technologist, fluent in Japanese and one of the foremost Western experts on the Japanese game market. He’s also one of the only top-level independents in a business dominated by institutions. The projects that he has contributed to have been phenomenally successful, with sales of almost two billion dollars and over a dozen titles each exceeding two million units in sales.” Cerny’s legacy is more than just an impressive list of games; through his work at Universal Studios in the 1990s he was also instrumental in fostering the development of some of the video game industry’s top stars. Ted Price of Insomniac Games, and Jason Rubin and Andy Gavin of Naughty Dog can all trace their initial breakout to projects created with Cerny.
    [Show full text]