Ps 3 Game over

In: Business and Management

Submitted By kileo999
Words 348
Pages 2
Brief
Case: Sony Playstation 3: Game Over?
Backgrounds:
The origins of the modern video games was the proliferation of pinball machines and jukeboxes and other games at the same style in the 1930s and 1940s
The electromechanical games were mostly based on physical activities like baseball, car racing and horse racing.
The idea for playing video games on home television sets came in September 1966 from Ralph Bear.
In 1972 the first home video game console, the Odyssey was launched whit 16 pre-programmed games and a retail price of $99
In 1972 another person realizing the commercial potential for the video games was Nolan Bushnell, and later in the 1970s, Bushnell and the company he helped to found, ATARI, would become major winners in the beginning of the game industry.
Analysis SWOT:
Strengths. - The game industry have a lot of innovation some always have a star products and a very good sales and whit a really huge market.
Weaknesses.- For me the games industry is a very competitive business because have three powerful companies Sony, Microsoft and Nintendo and whit a little advantage one company can have a victory like Microsoft when launched the xbox360 a year before the other firms and whit that could get a lot of sales.
Opportunities. - The evolution of the industry do not have limits like the wii and the kinect that this option of video games use a control that perceive the moves of the player and whit this innovation have a more and more clients of this new style of games and any company can develop a new way to play and get more market.
Threatens. - May be is a dangerous industry because even when you get innovation and development if you do not do a good research about the needs of the players and the clients you can fail like Sony whit the PS3 that they put a particular powerful chip that contain nine simultaneously working microprocessors and a…...

Similar Documents

Game

...contexts and can be imprecise. Instead, terms such as 'pathological gambling' or 'substance abuse' are used in the diagnosis of addiction related diseases. Video Game Addiction Researchers have explored the notion of video game addiction since the mid eighties, however the research on the topic is disparate and preliminary. Research is accelerating now. Due to the abovementioned shortfalls of the term 'addiction', the phenomnon has also been referred to in research by other prefixes and suffixes such as excessive, intemperate, overuse, pathological, compulsive and problematic. Researchers turned attention to the topic after reports surfaced of arcade gamers becoming alarmingly preoccupied with gaming and displaying anti-social behaviours to support play, including stealing to fund play and neglecting social responsibilities such as school or work. It is yet to be determined how severe the negative consequences are of video game addiction, compared to other syndromes which have research more research attention. Pathological Gambling Applied to Video Game Addiction It is useful to illustrate how behavioural addiction has been studied by first looking at pathological gambling. Pathological gambling is an example of a behavioural addiction, and is also the model most used to explore excessive video game play. Pathological gambling is well recognised by medical authorities and it has a diagnosis in the Diagnostic and Statistical Manual of Mental Disorders (or DSM,......

Words: 2385 - Pages: 10

Game

... Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Chapter 1 How Game Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Chapter 2 Simple Steps To Being Natural . . . . . . . . . . . . . . . . 9 Confidence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Abundance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Sexual Escalation . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter 3 The Importance of Opening . . . . . . . . . . . . . . . . . . . 15 Chapter 4 The Myths of Seduction . . . . . . . . . . . . . . . . . . . . . . 19 Chapter 5 The Format To Meeting During The Day . . . . . 23 The Situational Opener . . . . . .. . . . . . . . . . . . 2 4 Chapter 6 Day Game – Live Approach Broken Down . . . 27 Introduction My experiences have given me a massive edge in dating and attracting the women I wanted. I don’t rely on a bunch of pre-scripted lines and techniques but rather on applying real psychological theory based on real-life scientific studies. Not only have I learned what triggers attraction but I have the in-field experience to know firsthand which techniques work and which ones don’t. When you understand the principles of dating and attraction you can turn it on whenever you want. Not only will you never be alone but you will also be able to get the kind of girlfriend you’ve always wanted. In this manual, I’ve broken these steps down into a......

Words: 7728 - Pages: 31

Ps 101

...come, because for over 30 years, China has relied extensively on lower wage rates and export-driven growth. But wage rates have been bid up, as happens; the Chinese are victims of their own success, you could say. And secondly, the rest of the countries in the world are not going through high rates of growth, and they’re not going to be importing the way they had been historically. So, that formula isn’t going to be as successful going forward as it has been. China needs to shift away from an export-driven economy to more of a consumption model. It needs to be mindful about funding its state-owned enterprises, about subsidizing state-owned companies. It needs to lessen its reliance on low-end manufacturing and move up the value chain. By the way, these aren’t my observations; these are observations by Chinese leadership. If you follow any Chinese leader’s speech on China’s economic transformation, these are the points he’ll make. We would call that market rationalism or just normal evolution as a country rises to middle-income status. But there are also some countervailing impulses. There’s a strong streak of economic nationalism; there is a desire to promote national champions; there are protectionist impulses; and investment barriers—the policies called indigenous innovation, where China looks for ways to highlight or promote local companies at the expense of international competition. The fundamental economic question is: Will market rationalism prevail over these kinds......

Words: 31136 - Pages: 125

Inner Game

...Seddit - WIKI: Core Materials:Inner Game Source What is Inner Game? Inner Game is what goes on in your mind. It's the attitudes , values and emotions you carry with you in every moment of your life. A man with s olid Inner Game will have few problems attracting women. He will have s trong confidence and s elf-es teem. He is the man every one of you reading this s hould s trive to be. I've put a lot of focus and effort into writing and collecting the bes t references on Inner Game pos s ible. I encourage you to read the pos ts linked below. Revis it them from time to time and feel free to as k any ques tions you may have. Without further ado... My personal contributions on Inner Game. These should provide a good base to start from: Inner (and outer) characteristics that should define who you are as a man: Les s on 1: Primer on Being a Modern Alpha Male by TofuTofu How these characteristics are manifested internally and externally: Les s on 2: Alpha Body Language & Tonality AND MORE (from RSD) by TofuTofu How being happy affects your game and how to achieve happiness: Les s on 3: Importance of Projecting an Aura of Happines s and Well-being by TofuTofu What 'Giving Value' Means and its Importance: ON GIVING VALUE: Why you're not being invited out to do cool things by TofuTofu These are the best of the best Inner Game posts on seddit. Please read them carefully, they are worth your time: Inner Game traits of alpha males: The Inner Game of Being Alpha by Mays onNSS The 4......

Words: 8728 - Pages: 35

Mintzberg 5 Ps of Strategy

...The Strategy Concept I: Five Ps for Strategy* Human nature insists on a definition for every concept. The field of strategic management cannot afford to rely on a single definition of strategy, indeed the word has long been used implicitly in different ways even if it has traditionally been defined formally in only one. Explicit recognition of multiple definitions can help practitioners and researchers alike to maneuver through this difficult field. Accordingly, this article presents five definitions of strategy-as plan, ploy, pattern, position, and perspective-and considers some of their interrelationships. To almost anyone you care to ask, strategy is a plan-some sort of consciously intended course of action, a guideline (or set of guidelines) to deal with a situation. A kid has a "strategy" to get over a fence, a corporation has one to capture a market. By this definition, strategies have two essential characteristics: they are made in advance of the actions to which they apply, and they are developed consciously and purposefully. (They may, in addition, be stated explicitly, sometimes in formal documents known as "plans," although it need not be taken here as a necessary condition for "strategy as plan.") To Drucker, strategy is "purposeful action"', to Moore "design for action," in essence, "conception preceding actionn2 A host of definitions in a variety of fields reinforce this view. For example: in the military: Strategy is concerned with "draft[ing] the plan of......

Words: 9436 - Pages: 38

Simulation Game

...15th April 2014 The aim of the Competition and Strategy course is to provide students with deep knowledge on strategic decision-making in a business environment and the strategic principles behind it. Within this course my team members Kristijan, Yaniv, George and me (Team KUGY) had the opportunity to apply our academic and theoretical understanding and knowledge in an online business simulation game, wherein we created our own car business and competed on the European car market fictionally. This paper aims to elucidate the advance of our strategic decision-making, observes the reasoning behind it and examines the following implementation of our approach. Founded on the definition of strategy being “A plan of action designed to achieve a long-term or overall aim”, we questioned ourselves in the commencement of the game what our strategy would be (Andrews, 2010). Subsequently, after considering the theories studied in class we decided that we needed to express our own and coherent strategy in less than 40 words, fitting to the restrictions objective, advantage and scope (Tregoe, Zimmerman, Schuster, 2008). “Attaining maximised profitability by carefully trying to get to know our customers’ needs, consequently adapting our products to suit their expectations to an extent where we would stop serving and start appreciating, so as to charge a premium price” (Yaniv, George, Kristijan and Ugo). The theoretical model we chose to establish our strategy was Porter’s generic......

Words: 2058 - Pages: 9

Mgt 216 Week 3 Ethics Game Simulation Paper

...MGT 216 Week 3 Ethics Game Simulation Paper Get Tutorial by Clicking on the link below or Copy Paste Link in Your Browser http://hwguiders.com/downloads/mgt-216-week-3-ethics-game-simulation-paper/ For More Courses and Exams use this form ( http://hwguiders.com/contact-us/ ) Feel Free to Search your Class through Our Product Categories or From Our Search Bar (http://hwguiders.com/ ) Ethics Simulation Paper Introduction This ethical simulation game was designed to help us in identifying the ethical problems that business community faces everyday and then presenting them in an orderly manner to make an ethically viable decision. It also included a fake scenario to test the communication skills of the participants. Ethics Simulation Experience I was assumed as an operations analyst of an imaginary company and had to make decisions based on the available information. Our company made a product which fulfilled the FDA requirements and standards but the product was somewhat MGT 216 Week 3 Ethics Game Simulation Paper Get Tutorial by Clicking on the link below or Copy Paste Link in Your Browser http://hwguiders.com/downloads/mgt-216-week-3-ethics-game-simulation-paper/ For More Courses and Exams use this form ( http://hwguiders.com/contact-us/ ) Feel Free to Search your Class through Our Product Categories or From Our Search Bar (http://hwguiders.com/ ) Ethics Simulation Paper Introduction This ethical simulation game was designed to......

Words: 2370 - Pages: 10

Assignment 3: Parenting Practices over Generations

...child growing up in the 1940s are different in many ways from a child growing up today. Read the article: Kotchick, B.A. & Forehand, R. (2002). Putting parenting in perspective: A discussion of the contextual factors that shape parenting practices. Journal of Child and Family Studies, 11(3), 255-269. http://www.thecampuscommon.com/library/ezproxy/ticketdemocs.asp?sch=auo&turl=http://search.proquest.com/docview/210500919 Synthesize what you learned in your readings as well as the above article to address the following: •Using the chart/table below, list at least 4 parenting practices of 3 generations. (Note: Parenting practices are not the same as parenting styles, which will be discussed later in the course). You can describe parenting practices of 3 generations of your family members, another family you interview, or general practices of generations based on research you find. For example, how did each generation address issues such as education, extracurricular activities, breastfeeding, sleeping arrangements, religious involvement, etc.? Include brief demographic information (e.g., sex, age, region of the country) Note: 3 different generations means 3 different time periods, not 3 different people. •Now review the chart/table and discuss the following: ◦How were the parenting practices similar and different between generations? ◦Explain the concept of cohort effects. What cohort effects (e.g. historical or social events) might have influenced the parenting......

Words: 537 - Pages: 3

Flappy Bird's Now Officially Game over

...Flappy Bird’s now officially Game Over Have you seen the bird with thick lips, which looks really heavy, that can’t fly on its own? Tap to flap was its line to be able to go through the spaces of the tubes from above and below. That game which has a weird looking bird that keeps on making people curse themselves when it got itself bumped with the tubes, is called the Flappy Bird. In May, Dong Nguyen uploaded a new game to the iOS App Store. It was just one of the hundreds of apps added to Apple’s iTunes marketplace each day. Nguyen had created a simple game in which the player controls a funny-looking bird by tapping the screen, and it needed a simple name. He called it Flap Flap, until he realized another app had the same title. Luckily, developing and updating games on the App Store is such a fast, iterative process that he was able to quickly retitle it Flappy Bird. Perhaps you’ve heard of it. This game was very common to most teenagers where in they waste time just to be in high score. It was very viral that became the next Angry Birds and next Temple Run. Months after he released it, Flappy Bird shot to the top of the charts, drawing even more players, which made it even more popular, which drew in even more players. Millions of people were downloading Flappy Bird at its peak, and Nguyen was raking in $50,000 a day from the pop-up ads that appeared during gameplay. The concept of the game is just very simple: You tap the screen to make the bird fly, release to...

Words: 803 - Pages: 4

Ps 340 Final Assignment

...PS 340 Unit 9 Final Assignment: Tracey’s Story 9/2/2015 Tracey is a twenty-one-year-old student who has been diagnosed with Autism Spectrum Disorder (ASD). Although Tracey has difficult with transitions, she is determined to achieve all of the essential accomplishments of a normal young adult. Can Tracey get past her impulsive behavior, and all of the other symptoms of her disorder, to transition into adulthood? With the right plan in place, I believe Tracey will be able to achieve her goals and transition into adulthood. In this paper, I plan to outline a plan that will assist Tracey with her transition (Heward, 2013). Tracey has set several goals that will assist her in her development into adulthood with independence. Tracey’s goal for her education is to attend college. Unfortunately Tracey only possesses a second grade reading level, which will mean she will require assistance with college level coursework if she is to succeed. Tracey also aspires to work in an office someday, just like her father does. Another major goal that Tracey has is to move into an apartment with a friend from college, upon graduation (Heward, 2013). There are several types of supports that can be offered to Tracey to assist her with transitioning into her goal of having an office job. Clustered placement is where job coach supports between 2-6 individuals with ASD in a common community setting. Support is provided throughout the tenure of employment, but may be faded over time.......

Words: 1531 - Pages: 7

Games

... Issue  1,  pp.122-­‐128,  2013 THE IMPACT OF VIDEO GAMES ON STUDENT GPA, STUDY HABITS, AND TIME MANAGEMENT SKILLS: WHAT’S THE BIG DEAL? Jordan Weaver, Walsh University, jordanweaver@walsh.edu Philip Kim, Walsh University, pkim@walsh.edu Richard L. Metzer, Robert Morris University, rlmst26@mail.rmu.edu Julie M. Szendrey, Walsh University, jszendrey@walsh.edu ABSTRACT Playing video games has become one of the largest leisure activities in the world. This study examines the effects video games have on college students, their grade point averages, time management, and study habits. Existing literature has linked video game usage as being negatively correlated with each of these three variables. This research, using a sample of the undergraduate student population at a private university in northeast Ohio, found a statistically significant correlation between video game usage and grade point average. Statistically significant relationships were not found between video game usage and the variables of time management skills or study habits. It is important that college students are aware of these possible negative effects of video game usage on their academic performance. This research can serve as a foundation for future research on the impact of video game playing and student performance. Keywords: Videogames, GPA, Study Habits, Time Management Skills, Student Performance INTRODUCTION The video game industry has flourished to become the world’s......

Words: 3326 - Pages: 14

Sony Playstation 3: Game over?

...Playstation 3: Game Over? Backgrounds: The origins of the modern video games was the proliferation of pinball machines and jukeboxes and other games at the same style in the 1930s and 1940s The electromechanical games were mostly based on physical activities like baseball, car racing and horse racing. The idea for playing video games on home television sets came in September 1966 from Ralph Bear. In 1972 the first home video game console, the Odyssey was launched whit 16 pre-programmed games and a retail price of $99 In 1972 another person realizing the commercial potential for the video games was Nolan Bushnell, and later in the 1970s, Bushnell and the company he helped to found, ATARI, would become major winners in the beginning of the game industry. Analysis SWOT: Strengths. - The game industry have a lot of innovation some always have a star products and a very good sales and whit a really huge market. Weaknesses.- For me the games industry is a very competitive business because have three powerful companies Sony, Microsoft and Nintendo and whit a little advantage one company can have a victory like Microsoft when launched the xbox360 a year before the other firms and whit that could get a lot of sales. Opportunities. - The evolution of the industry do not have limits like the wii and the kinect that this option of video games use a control that perceive the moves of the player and whit this innovation have a more and more clients of this new style of games......

Words: 453 - Pages: 2

Ps 3 vs Other Console

...as a reasonably priced Blu-ray DVD player. Sony also introduced a new peripheral that emulates a lot of the functionality of the Nintendo Wii’s “Wii-mote”, which will most likely sway new buyers away from Wii. Sony has also built a library of very popular games that was a major weak point at the time around release. While many of these moves are a step in the right direction, they were almost expected. For Sony to truly bring back the following they once had with the Play Station 1 and 2, they need to go back to the fundamental mentality of game content. Many of the popular games are now released for all three systems (PS 3, Xbox, Wii), which makes the unique value of having PS3 limited. Sony needs to help developers create highly unique and innovative games that are exclusive to the Playstation 3. While there are a handful of name titles that are sole residents on the PS 3, they do not have the ability to build the brand loyalty in game products that PS 3 needs to convert consumers. Wii has also created opportunity in the market, as they have expanded the consumer market drastically. Sony needs to capitalize on this by creating an alternative brand image that caters to the family and casual gamers that the Wii won over. The Playstation has the hardware to mimic the Wii’s functionality and take it to the next level. This combined with creative new ideas that are oriented with the family dynamic and entry level gamer in mind, Sony will have the ability to reclaim their......

Words: 323 - Pages: 2

Game

...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an......

Words: 15586 - Pages: 63

Games

..._________________________________________________________________________________________________ Game Outline High Concept You are ninja. You must use your special assassin abilities to overturn the mutant cakes and take back the city in the final battle of the bulge. As ninja, the player must work her way through four different lands to conquer the mutant cakes before they take over the final landscape – the city. 1. Gameplay Goal There are four main worlds within the game which progress in a parallel layout (Adams, E. & Rollings, A. 2007). The four main worlds, Country, Residential, Industrial and City must be saved from the mutant cakes that slowly take over each world. As the player traverses each landscape destroying cakes, the enemy also continues alongside her defying being completely hunted down and destroyed. The player encounters evolved mutant cakes at the end of each world level and must defeat it before gaining access to the next world. The ultimate goal is to stop the mutant cakes from reaching the City World and conquering civilization. _____________________________________________________________________________________________      2 INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ The following table describes the high level game progression through each of the four worlds and the required skill level......

Words: 4857 - Pages: 20