Hardware Manufacturers and Software Publishers' Playing-To-Win
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
1. Introduction
Latest Gaming Console 1 1. INTRODUCTION Gaming consoles are one of the best digital entertainment media now available. Gaming consoles were designed for the sole purpose of playing electronic games. A gaming console is a highly specialised piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer the ultimate gaming experience. A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running. But a Gaming Console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play. 1.1. Why are games so popular? The answer to this question is to be found in real life. Essentially, most people spend much of their time playing games of some kind or another like making it through traffic lights before they turn red, attempting to catch the train or bus before it leaves, completing the crossword, or answering the questions correctly on Who Wants To Be A Millionaire before the contestants. Office politics forms a continuous, real-life strategy game which many people play, whether they want to or not, with player- definable goals such as ³increase salary to next level´, ³become the boss´, ³score points off a rival colleague and beat them to that promotion´ or ³get a better job elsewhere´. -
OBS Transforming CX
Winning the Global Consumer Electronics Industry A checklist for global, consistent and secure CX "The Age of Experience will be defined by personalized technology that meets your needs… the devices you use will understand you as an individual, blurring the boundaries between the digital and physical worlds." HS KIM President and CEO of Consumer Electronics Division Samsung Electronics Smartphones, smart TVs, laptops and tablets, The global electrical appliances, wearable devices – the US$1 trillion consumer electronics industry permeates every aspect consumer of our lives. It is a proof of the incredible pace of Global consumer electronics innovation around us. electronics market The intense competition especially from many of the size in 2019 industry industry’s Asian leaders such as Samsung, Huawei, Sony, Xiaomi and LG, renders differentiation around product and pricing difficult. COVID-19 has accelerated competition as consumer behaviours shift from purchasing and in-person browsing to their digital equivalents. Companies are looking to create unique personalized Key trends: experiences that optimize every stage of the customer journey across each interaction, be it in-store, or via a Increased demand in website, a mobile app, social media, smartphones, or the emerging markets e-mail, to deliver the right experiences at the right Growing dominance time. Done well, enriched customer experiences will enable businesses in the consumer electronics of Asian companies industry to build customer loyalty in driving Convergence of sustainable competitive advantage in the long-term. technologies, devices and industries ¹ Consumer Electronics Market Size, Global Market Insights Key trends shaping the future Localization drives conversions As consumer electronics giants such as Xiaomi, Huawei, and Samsung compete for market shares in new geographies, a nuanced approach is crucial for building a strong brand presence across diverse markets. -
The Evolving Electronics Industry Courting the Customer Through Insight and Innovation
Smarter electronics Point of view The evolving electronics industry Courting the customer through insight and innovation Transistor by transistor, the electronics industry is literally changing the world. Consider this: today’s fastest computer can now achieve 17 quadril- lion calculations per second1, and by 2015 there will be more than seven billion mobile devices in the world consuming and generating massive amounts of data.2 Right now there are more than one billion transistors for each person on the planet.3 With innovations like these, it is no surprise that the electronics industry continues to be a leader in research and development investment across the world.4 However, despite an impressive track record of pioneering technology, today’s electronics industry is in a state of disruption. Product life-cycles are compressing, emphasizing the need to create innovative products and services faster and more cheaply than ever before. Competitive pressures are at an all-time high, with aggressive new entrants vying with a continuing need to contain operational costs. And though profit margins for some electronics segments remain relatively high, most are under heavy margin pressure. Together, these trends are driving electronics companies to find new growth opportunities. Many believe that the best way to do this—perhaps the only way to do it—is to transform their business models by getting closer to their customers. In fact, the 2012 IBM CEO study revealed that 86 percent of global electronics CEOs are implementing extensive changes in their organizations to deepen their understanding of individual customer needs, while enabling faster, more relevant responses to markets and individuals.5 CEOs realize that innovative products and services are only successful when they deliver on customer needs. -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
Activision Licenses Epic Games' Unreal® Engine 3
Activision Licenses Epic Games' Unreal® Engine 3 Santa Monica, CA – February 23, 2007 – Activision, Inc. (Nasdaq: ATVI) announced today that it has entered into an agreement to license the Unreal® Engine 3 from Epic Games, Inc., for an upcoming as-yet-unannounced action game. "The Unreal Engine is one of the most technically advanced engines on the market and is a perfect fit for our upcoming action game," said Laird Malamed, head of production for Activision. "The engine's robust suite of programming tools will enable our development team to deliver what is sure to be an amazing game experience." "We're extremely excited to be working with Activision" said Mark Rein, vice president of Epic Games, Inc. "We've admired them for a long time and we're pleased that they've chosen to use Unreal Engine 3 and we're confident they're going to make a great game with it." About Unreal Engine 3 The award-winning Unreal Engine is known for cutting-edge graphics and a best-of-breed toolset. Unreal Engine 3 is expected to maintain those features while adding massive world support, multi-processor support, next-generation console optimizations, and one of the most mature tool pipelines in the industry. Unreal Engine 3's new toolset is designed specifically to accelerate developers' productivity for ultra-complex, next-generation content. Additional information on Unreal Engine can be obtained at www.unrealtechnology.com. About Epic Games Epic Games, Inc., based in Cary, NC and established in 1991, develops cutting-edge games and game engine technology for PC and console. -
Kaboom Atari Jaguar CD Homebrew | Ebay
Kaboom Atari Jaguar CD Homebrew | eBay http://www.ebay.com/itm/Kaboom-Atari-Jaguar-CD-homebrew/222218... Hi Bryan ! Daily Deals Gift Cards Sell Help & Contact My eBay 13 Shop by All Categories Search category Back to search results | Listed in category: Video Games & Consoles > Video Games Kaboom! Atari Jaguar CD homebrew 1 viewed per hour Item Like New | Add to watch list condition: Time left: 28d 23h 9/12, 9:15PM Seller information jeffreybonez2010 (205 ) 100% Positive feedback Price: US $29.99 Follow this seller See other items Best Offer: 3 watching Add to watch list Add to collection Tracked Longtime member Best offer available international Shipping Shipping: $19.09 International Priority Shipping to United Kingdom via the Global Shipping Program | See details Item location: Charlotte, North Carolina, United States Ships to: United States and many other countries | See details Import $0.00 (amount confirmed at checkout) Mouse over image to zoom charges: No additional import charges on delivery Delivery: Estimated between Wed. Aug. 24 and Sat. Sep. 3 Includes international tracking Payments: Credit Cards processed by PayPal Have one to sell? Get more time to pay. Apply Now | See Terms See details Any international shipping and import charges are paid in part to Pitney Bowes Inc. Learn More Returns: Seller does not offer returns. You are covered by the eBay Money Back Guarantee if you received an item that is not as described in the listing. Guarantee: | See details Get the item you ordered or get your money back. Covers your purchase price and original shipping. Description Shipping and payments Report item eBay item number: 222218487220 Seller assumes all responsibility for this listing. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Why Direct Mail? 6.5 In
11.25 in. 11.0 in. Why Direct Mail? 6.5 in. 6.75 in. With budgets and bottom-line results having greater impact on today’s corporate decision making, marketers are being held more accountable for their initiatives and spending. So what can you do to improve the effectiveness of your advertising campaigns? Here’s a media channel you may not have considered: Direct Mail. As part of an integrated marketing plan, Direct Mail has been proven to help drive customer traffic and sales. In addition, its results are measurable – arming you with concrete ROI numbers to demonstrate the success of each campaign. This guide has been designed by the U.S. Postal Service® as an introduction to Direct Mail. You’ll find everything you need to understand the strengths of Direct Mail and how to start incorporating it into your marketing campaigns – including research, case studies, formats, and helpful resources. Direct Mail is big with business. Businesses of all sizes use Direct Mail to help increase the response and ROI of their campaigns. In fact, according to the USPS® 2011 Revenue, Pieces, and Weight Report: • Businesses sent over 84 billion pieces of Direct Mail. • 51% of all mail sent was Direct Mail. 2 12UPD0220_Sales_On_Call_Tradeshow Contract Laser Required proof: Quick Print Mock-up File Name: 0220_Bro Bill to: 12UPQ0026 Executive CD: Market: REQ 119688 Creative Director: S. Taylor Run/Disk Date: 06-05-12 06/05/12 15:09 Art Director: K. Kemmer Color/Space: 4C + PMS 376 + PMS 2718 CE: 1/0 Writer: Graham Live: Production Artist: MC Account Executive: Gaines Trim: 11" 6.5" Task: pu AD file/New Production Supervisor: K. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
Before the Postal Regulatory Commission Washington, D.C
Postal Regulatory Commission Submitted 3/21/2014 4:18:52 PM PUBLIC VERSION Filing ID: 89475 Accepted 3/21/2014 BEFORE THE POSTAL REGULATORY COMMISSION WASHINGTON, D.C. 20268-0001 COMPETITIVE PRODUCT LIST Docket No. MC2013-57 ADDING ROUND-TRIP MAILER COMPETITIVE PRODUCT LIST Docket No. CP2013-75 ADDING ROUND-TRIP MAILER UNITED STATES POSTAL SERVICE COMMENTS ADDRESSING RESPONSES TO CHAIRMAN’S INFORMATION REQUEST NOS. 1, 2, AND 3 (March 21, 2014) Pursuant to Order No. 20111, the United States Postal Service (the “Postal Service”) files its comments addressing the responses to Chairman’s Information Request (“ChIR”) Nos. 1, 2, and 3, which were issued on December 18, 2013.2 Netflix, Inc. (“Netflix”) filed its response to Chairman’s Information Request No. 3 on January 16, 2014.3 GameFly, Inc. (“GameFly”) filed its response to Chairman’s Information Request No. 2 on January 17, 2014.4 These comments address the responses provided by GameFly and Netflix, and assess the significance of the information provided in these responses for purposes of the Commission’s consideration of the Postal Service’ s request to add the Round-Trip Mailer product to the competitive product list. 1 Order No. 2011, Order Establishing Comment Dates, Docket Nos. MC2013-57 and CP2013- 75 (March 7, 2013). 2 Chairman’s Information Request No. 1, Docket Nos. MC2013-57 and CP2013-75 (December 18, 2013) (“ChIR No. 1”); Chairman’s Information Request No. 2, Docket Nos. MC2013-57 and CP2013-75 (December 18, 2013) (“ChIR No. 2”); Chairman’s Information Request No. 3, Docket Nos. MC2013-57 and CP2013-75 (December 18, 2013) (“ChIR No. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts.