Tuesday, January 28, 2020

Video game and software industry Essay Example for Free

Video game and software industry Essay Introduction The video game industry is very broad in scope and continuously growing at a rapid pace (Exhibit 1) with billions of dollars to be made. Although the large potential for growth cushions rivalry amongst the existing competitors in this industry, video game companies constantly focus on differentiating their products and seize new opportunities to gain and secure their customers loyalty in order to continue in the business. Most of these new opportunities are created through advancements in technology which have a huge impact on the video game industry by enforcing constant growth. Aside, threats like new competitors, substitutes, and regulation influence the video gaming and software industry every day, making the market even more competitive, while an increasing desire for fun and unique products on the customer side force companies to steadily create new and innovative technology. Therefore, competition among companies in this industry can be fierce, with each video game company struggling against the others for market share. Sales According to the Entertainment Software Association (ESA) (Exhibit 2) game sales hit $7. 0 billion in 2005 for total sales in the U. S. game software market for game consoles (PlayStation, XBOX, etc. ) and PC games. With $6. 06 billion, the lions share of the overall sales came from console game sales, while $. 953 billion were cumulated through PC game sales. Expressed in units of games sold, in 2005 190. 5 million units were sold for console systems compared to 38 million units for PC games. Historically sales of video games have grown in almost every year since 1996. US based sales (Exhibit 1) in 1996 were $2. 6 billion (74.1 million units) and rose to $7. 4 billion in 2004 (250 million units), which was an increase about roughly 300%. For 2006, statistics show that 42% of the target audience purchased or planned to purchase one or more games. The following games are the top selling game titles for 2005 (Exhibit 3): With the release of the Nintendo Wii, and Sony PlayStation 3 (PS3) (which came out at the end of 2006) industry sales can be expected to increase even more, while overall retail sales of game machines, software and accessories for other system should also see more sales. Although Sonys release of the PlayStation 3 had various initial problems due to supply constraints, the perceived ease of finding the PS3 in online or offline stores is noticeably higher than for Nintendos Wii. On the other hand, with an average of $249. 99 per console the Wii has a much more attractive sales price, while the PlayStation 3 is priced at $599. 99. Controversy and Regulation Computer and video games are subject to routine controversy and regulation. While not all games have a dark side, sometimes computer and video games include graphic violence, drug usage and profanity. Due to these and other questionable things being placed in games, the Entertainment Software Rating Board (ESRB) was established to police the games and place a rating on every game dependent upon content, similar to the ratings movies receive. The ESRBs ratings are intended to give truthful and objective information about the substance in computer and video games for consumers to allow them to make a knowledgeable purchase choice more easily. Some challengers of video games include parents groups, politicians, organized religion groups and open lobby for new laws and legislation to be enforced in the United States (U.S. ). Competition The video gaming industry is competing with television, movies and music in an overall crowded entertainment market. The capability to play music and movies with game consoles and handhelds (PSP, Nintendo DS) drives overall industry growth, since consumers intend to see video gaming devices as a do-it-all media device platform. The video gaming industry has been growing exponentially in recent years and is expected to continue growing in the future. While the video game market is expected to increase mostly driven by online gaming and the continued development of portable gaming devices, the online console gaming market is primed to explode due to advances in networking and online gaming capability along with the increased availability of broadband to the global market. The ability to download games and to access better-quality content, including high-definition video, has increased and plays a major part in influencing the design and features of subsequent generations of video games and the hardware that supports them. Demographics and Statistics According to the industry statistics reported by the ESA 69% of heads of American households play computer and video games in 2005, compared to 75% in 2004. The average game player is 33 years old, and is therefore slightly older compared to the average game player in 2004 (30 years old). Remarkable, in 2005 25% of gamers are over the age of 50, compared to 19% in 2004. The percentage of male gamers increases by seven points of percentage to 62%, while the number of female gamers decreases (38% in 2005, 43% in 2004). The average age of a buyer of computer and video games is 40 years. The statistics show that adult gamers have been playing computer and video games on average for 12 years and that an increasing number of adults have become gaming enthusiasts. Accordingly, the gaming industry is shifting its focus from teenagers to adults. There is also an opportunity for growth in the family gaming segment, where 61% of parents believe that games play a positive role in their childrens lives. The top four reasons why parents play video games with their children are as follows: Data also shows that parents are likely to play the game as well. 35% of American parents say they play computer and video games, and the average age of a parent playing games is 37 years. Conclusion Overall trends help or impede an industry given the analysis above. Because the video game industry is very dynamic and has space for growth, the industry must be ready take advantage of any opportunity that is presented to it. Companies have to respond quickly to competitive moves, especially in sectors like product development and product differentiation to counter with their own to stay competitive. A first mover advantage may give a leading company more market share and customer revenue and a beginning step on the learning curve. The basic premonition is that video game companies must utilize their opportunities by taking advantage of new technology and innovative ideas, while being prepared to combat the threats if they want to stay alive. This way, the industry will continue to grow to support the overwhelming numbers of customers. References: Essential Facts About The Computer and Video Games Industry 2006 by the Entert ainment Software Association. http://www. theesa. com/archives/files/Essential%20Facts%202006.pdf 2006 Essential Facts About The Computer and Video Games Industry 2005 by the Entertainment Software Association. http://www. theesa. com/files/2005EssentialFacts. pdf 2005 Survey Reveals U. S Gamer Market Is Diversifying by Parks Associates. http://www. parksassociates. com/press/press_releases/2006/gaming_pr4. html August 29, 2006 Game sales hit record highs by Beth Winegarner GameSpot http://www. gamespot. com/news/6117438. html January 28, 2005 Global Electronic Gaming Industry Will Approach $60 Billion by 2011 by BCC Research http://www. bccresearch. com/editors/RIFT052A. html June 7, 2006.

Monday, January 20, 2020

Essay --

2.2. Review related to morphological variables Noutsos, K., Koskolou, M., Barzouka, K., Bergeles, N., & Bayios, I.36 (2008) In a study performed by the researchers with the adolescent team Board Jump and volleyball players, found that the team Board Jump players were basically shorter (166.9[+ or -]4.7 cm) than the regular volleyball players (175.2[+ or -]6.3 cm). However, in the adolescent team Board Jump and volleyball players which had similar body mass and FFM. as compared to the study by, Hoffman, J.37 (2006) reported that the average height for 17-year-old American females was 163-2 cm. Therefore, adolescent team Board Jump players were slightly taller than the average American female. Kmanthropometry profile (weight, stature, sum of six skin folds, muscularity and vertical jump) of Brazilian (BCN Osasco female) volleyball athletes (age : 13 to 22 years) in 3 age groups: A-(13 to 14 yrs old), B-(15 to 17 yrs old), C- (>17 yrs old) with different training experience Gr.l (0 to 2 yrs) Gr.2 (2 to 4 yrs) and Gr.3 (>5 yrs) were studies Silva, L.R.38 (2000) One-way the scholars added the ANOVA and post hoc (Turkey) test for the collection of the statistical analysis. The study showed a significant difference was observed for most of the variables studied among the age groups and between the shorter (Gr.l) and longer (Gr.3) trained groups. Can, F.39 (2004) in the study conducted by Can, he had a purpose to describe certain morphological characteristics of women soccer players and to examine aspects of training and performance. The researchers choose twenty-two anthropometric sites were used in measurements of somatotype 49 and body composition; flexibility, agility, anaerobic power, leg muscle power and dynamic pulmonary functio... ... female hockey players, from 4 universities of Punjab. The age of player's ranged between 18 to 24 years. The stepwise regression was applied to assess the importance of different variables in predicting hockey playing ability. The result of’t’ ratio suggested that endurance run test, standing broad jump, grip strength (LH), vertical jump, wrist flexion, age, height, and weight were significantly important in evaluating the hockey performance. Also, the results failed to find support for speed as an important predictor of hockey playing ability. The result of this analysis again stresses the positive role of physical fitness components in hockey playing ability, the investigator even suggested that if we conduct proper speed training with the athletes of any event it improves their jumping performance , so it is useful for the study of the board jumpers.

Sunday, January 12, 2020

Shawshank Redemption

Andy’s Changed Life In the film, Shawshank Redemption, directed by Frank Darabont, insight was given to the life of prisoners in bondage. Tim Robbins’ character Andy gave an excellent illustration on how new prisoners enter a world of unknown dangers and survive. Andy’s metamorphosis from â€Å"lanky new fish† to a man of prestige was definitely interesting. His change reflected on his fellow prisoners, the Prison staff, and himself as well during his sentence. Andy exemplified a man who could compromise with his surroundings and make the best of every moment.The story of Andy’s life in the Shawshank Redemption gave insight for every man beginning his prison journey. Upon the arrival of all new prisoners stood Andy, a man convicted of murder. Like any other, bets were placed on him to challenge how long he could last. Andy began his new life quiet and concrete. His fellow prisoners had no idea what type of man he would become. After being attacked a nd raped on numerous occasions Andy had to stand up for himself. As he gradually made friends with Morgan Freeman’s character, Redd, his network grew. He needed things and Redd got it for him.From that point on because of his attitude people grew interested. Andy became one of the most friendliest and dependable friends any of the prisoners ever had. The ways he carried himself and acted upon situations were accepted throughout the entire prison. Once he became well-known it was as if he was the leader of a new clan and the people enjoyed following him. He opened pathways for the men and fought for their education. Through him the prisoners were able to enjoy a library and earned opportunities to get their GED or anything else. Andy was definitely no longer a â€Å"lanky new fish† by the time he left Shawshank Prison.As for the Prison staff at Shawshank Prison, Andy’s attitude and persona took a toll on them as well. Andy was never one to cause trouble or engage in anything involving violence. After a bold act towards the head officer Andy became the accountant and tax preparer for almost the whole Prison Staff. He helped to set up college funds and savings for many of the officers. Andy’s work became so good that the warden himself used him as his personal accountant to maintain his dirty money. At this point Andy had gained respect throughout the entire prison and the officers often looked out for him.The Prison staff became dependable on Andy and his marvelous works. He handled and managed their money so they really had no choice but to trust him. I think it shocked every officer to see himself getting help from a prisoner. As Andy grew within the prison, it can be assumed that he became a prominent figure in maintain the prison itself. Therefore his role as a prisoner seemed to have disappeared and he was just a man. Officers may have feared him as a person because he grew with prestige but in the end they needed him. Every man can see a change in himself whether it is good or bad.Andy definitely saw his change from when he first entered to his last days standing on in the prison yard. When he entered prison he had no idea what he had actually done. After sitting around and living from day to day he was able to realize that life is entirely too short to sit and do nothing. He had been sentence to life on behalf of each murdered person and it was nothing he could to about. He compromised, made friends, and made the best out of every moment. He grew to recite his favorite line, â€Å"I’m innocent, isn’t everybody here? Andy noticed the life of others and knew that it wasn’t a life for him. People depended on the four walls that surrounded them, but Andy understood that they were only temporary. There was life beyond what Shawshank Prison offered. As he looked in the mirror and saw how he was aging his whole attitude changed and it reflected on in his walk and even his talk. Life is all about changing and living. Andy’s life definitely changed and he lived through each moment. His fellow prisoners had first hand experience of his life as an innocent man to a man who could and would take risk.As it shocked them, it shocked him as well. The Prison Staff didn’t clearly understand the type of man he was because he was one of a kind. I admire him because he took his surroundings and made life of it. He helped and changed people’s mind sets of life itself. Andy opened people’s hearts and minds and did it all out of his heart. I don’t believe that he needed prison to understand his purpose in life but it definitely helped him to find one. Works Cited Shawshank Redemption. Dir. Frank Darabont. Columbia Pictures, 1994. Videocassette

Saturday, January 4, 2020

The Theory Of Bacterial Transformation - 1417 Words

Background theory: Bacterial transformation is a versatile tool of central importance to molecular biology (The American Phytopathological Society, 2016; The Biotechnology Education Company, 2003). It is a process whereby bacterial cells take up and express exogenous DNA, resulting in the expression of a newly acquired genetic trait that is both stable and heritable (The Biotechnology Education Company, 2003; Bruce Roe, n.d.). For transformation to take place, the bacterial cells must enter a particular physiological state, called ‘competency’, which will accommodate transformation (The Biotechnology Education Company, 2003). Bacteria are single celled organisms that can easily pass information between one another, and thus, changes in†¦show more content†¦The pFluoroGreen plasmid contains two exogenous genes; the GFP gene and a gene for ampicillin resistance (The American Phytopathological Society, 2016). This can be seen in the below figure: Figure 2: pFluoroGreen plasmid contents (Biotechnology Education and Training Sequence Investment, 2008) Ampicillin inhibits bacterial growth by preventing the synthesis of the E. coli cell walls, resulting in cell death (The Biotechnology Education Company, 2003; Bruce Roe, n.d.). When the ampicillin resistance gene is present, it directs the production of an enzyme which blocks the action of ampicillin. Therefore, when the transformation liquid is placed on an ampicillin agar plate, the E. coli cells which reject the plasmid will not be able to block the effects of ampicillin, and therefore, will not be able to grow on the plate (The American Phytopathological Society, 2016). Green Fluorescent Protein (GFP) production is controlled by the GFP gene, which is located in specialised photogenic cells in discrete spots around the bell margin of the natural host; bioluminescent jellyfish Aequorea victoria, which is shown in Figure 3 (The Biotechnology Education Company, 2003; The American Phytopathological Society, 2016). Figure 3: Aequorea victoria glowing jellyfish (Mills. C, n.d.) The gene used in the experiment is