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Video Game

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Selling Game Machines to Weight-Conscious Women
The Nintendo Wii wants YOU!!! -- if you are overweight, a mom, a dad, older, or worried about your fading mental skills. In other words, if you are anyone but the traditional video gamer. Welcome to the world of Wii Fit, an $89 physical...
Tags: Games, Corporate communications, Sean Silverthorne, Nintendo Co. Ltd., Nintendo Wii, game, video
Blog posts 2008-05-06
Grand Theft Auto IV Debuts, Movie Industry Will Survive
The fervently anticipated newest installment in Rockstar Games' Grand Theft Auto series hit stores Tuesday, which may explain why a large portion of your younger employees called in sick. First week sales of Grand Theft Auto IV, developed by Take-Two Interactive's Rockstar North studio, have been predicted at $400 million,...
Tags: Grand Theft Auto, Movie, Video Game, Video, Games, Personal Technology, Carlos Bergfeld
Blog posts 2008-04-30
Nintendo Launches New Fitness Video Game in U.S.
By Scott Hillis SAN FRANCISCO (Reuters) - Nintendo Co Ltd launched its "Wii Fit" exercise game in the United States on Monday, hoping to get gamers off the couch and appeal to new audiences such as women and older people. Nintendo is...
Tags: Games, Nintendo Wii, Nintendo Co. Ltd., couch, gamer, video game, game, health care, women, Sony PlayStation 3, Amazon.com Inc., Microsoft Xbox, U.S., Microsoft Xbox 360, Sony Corp., video, San Francisco, marketing, allocation, positioning, Thomson Reuters Corp., Web site, con
News items 2008-05-19
Video Game Violence and Public Policy
Video games will turn 30 years old in 2002. The industry that started with Pong has become a multi-billion dollar worldwide industry. The growth of electronic games has not been without controversy, however. The subset of games that feature violence, gore, and antisocial behavior has raised concern among parents, educators,...
Tags: Games, violence, video game, game, First Amendment, video, industry, marketing
White papers
CEOS: Beware of a New Breed of Competitors in Emerging Markets
For decades, chief executive officers of Western multinationals have concentrated primarily on competing against each other—Colgate-Palmolive kept an eye on Procter & Gamble, Pfizer watched Novartis, United Technologies' Pratt aircraft engine division targeted Rolls Royce and General Electric, and so forth. But now, the Boston Consulting Group...
Tags: Games, Strategy, Financial services, William J. Holstein, Gol, Grupo Elektra, Shanda, industry, emerging market
Blog posts 2008-03-31
Andy Reif: Turning Video Games into a Professional Sport
Many businesses have large ambitions. But few start worldwide from their first day. Global video game league Championship Gaming Series kicked off in June with a draft and $5 million in player salaries as well as distribution deals in Africa, Asia, The Middle East, Europe, Latin America and the U.S....
Tags: Games, video game, video, game
Videos 2007-09-13
Intertemporal Price Discrimination With Forward-Looking Consumers: Application to the US Market for Console Video-Games
A critical determinant of the profitability of such pricing policies is the extent to which consumers anticipate future price declines, and delay purchases. It develop a framework to investigate empirically the optimal pricing over time of a firm selling a durable-good product to such strategic consumers. Prices in our model...
Tags: Pricing, Marketing research, Games, Stanford University, pricing strategy, video game, console, game
White papers 2005-12-16
Video Game Convergences: Part I - Hardware and Content
Video Game convergences can take many forms. First, there are the hardware convergences. The video gaming industry is experiencing a period of "convergences" unlike any other time in its brief history. As a result of these many convergences, it will be necessary to recognize the increasing sophistication of the legal...
Tags: Games, VOIP, Buchanan Ingersoll, convergence, video game, game, hardware, video, industry
White papers 2004-10-22
Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002
This paper examines the importance of indirect network effects in the U.S. video game market between 1994 and 2002. The diffusion of game systems is analyzed by the interaction between console adoption decisions and software supply decisions. Estimation results suggest that introductory pricing is an effective practice at the beginning...
Tags: Tools & Techniques, Corporate communications, Games, NET Institute, hardware, game, video, video game, U.S., console, pricing strategy, software, network
White papers 2004-10-01
Emulation and the Video Game Industry, A White Paper
For the past several years the music industry has waged a controversial and unyielding battle against what it calls pirates. Will the video game industry follow suit, or will it chart a new direction for intellectual property management in information goods? A decade ago, video game emulators epitomized the cutting...
Tags: Games, Corporate communications, Strategy, emulation, video game, video, emulator, industry, litigation, intellectual property, programming, game
White papers 2004-09-18
Dynamics of Pricing in Durable Good Markets: Application to 32-bit Console Video-Games
This paper investigates pricing policies by firms in markets for durable goods that have declining valuations over time. The empirical context for the analysis is the US market for 32-bit console videogames. The empirical regularity in the data is that prices of video-games start high at about the same level,...
Tags: Games, Pricing, University of Chicago, 32-bit, video game, durable goods, pricing strategy, valuation, console, analysis, game, industry
White papers 2004-09-01
Video Game Consoles: The Next Steps
The aim of this report is to provide an analysis of the most important facets of the games industry over the next five years. This includes hardware and software issues, in addition to focusing on the key emerging markets and areas that will change the industry from how it currently...
Tags: Strategy, Game players, Games, Juniper Research Ltd., video game console, industry, game console, emerging market, video game, console, analysis, hardware, game, video, software
White papers 2004-01-27
Children and Violent Video Games: Who Is to Blame?
Children picking up games meant for older audiences are not the fault of the game makers nor the stores that sell these games, but rather the responsibility of the parents who don't monitor their children's playing habits. In order to understand the impact that games have on today's world, the...
Tags: Games, game, video, video game, monitor
White papers 2003-11-04
Computer and Video Games: A British Phenomenon Around the World
Video gaming is now one of the fastest growing pastimes in the world. Over 20 years ago, UK developers and publishers played a pivotal role in creating it. Now, the combination of creative energy and technical excellence, which is the hallmark of British games creators, has ensured they remain among...
Tags: Games, game, video game, industry, TV, video, computer
White papers 2003-08-01
The Cultural Life of Computer and Video Games: A Cross Industry Study
In the 1960s, when Mick Jagger was offending middle England with his hips and lips, it would have been impossible to imagine rock and roll as a cozy fixture of the cultural life of the UK. A similar transformation is underway for video and computer games. The children who grew...
Tags: Corporate communications, Games, PRODUCTIVITY, computer game, game, video, computer, industry
White papers 2003-08-01
Learning Language Through Video Games: A Theoretical Framework, an Evaluation of Game Genres and Questions for Future Research
Using video games to educate has long been a much thought about, yet rarely achieved goal. Educational software developers have struggled to present a substantial amount of content without sacrificing the degree of control game players expect. While video games may not be able to effectively educate users in a...
Tags: Games, Corporate communications, video game, game, video
White papers 2003-07-28
Innovation and Competition Policy
This report discusses an investigation into competition in the UK video games market conducted by the Monopolies and Mergers Commission MMC, and presented to Parliament by the Secretary of State. Video games are electronic games played through a piece of hardware known as a console, that is then either plugged...
Tags: Games, Corporate communications, console, video game, game, video, TV, hardware, software
White papers 2003-03-01
Fast Realistic Lighting for Video Games
This paper presents a novel technology that produces natural-looking lighting effects in a much faster way than radiosity and ray tracing. The solution is view-independent, and can be used in 3D real-time interactive applications, as well as for high-quality production rendering. The method simulates global illumination solution using the ambient...
Tags: 3D, game, video
White papers 2003-02-12
Playing to Win
It has been seen that Computer and video games are a bigger business than the movies, and the biggest force in games is Electronic Arts -- a company whose blockbuster titles dazzle millions of customers and generate billions of dollars in sales. The article provides behind-the-scenes look at a creative...
Tags: Games, Corporate communications, video game, game, video, sales, computer
White papers 2002-12-01
Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games
This study examines the implicit and explicit heuristics and usability evaluation processes utilized by a leading game developer. Five people from a single game team, each contributing in a different way to the game development process, were observed for one business day and interviewed. At the time of this study,...
Tags: Games, heuristics, game, team, video
White papers 2002-12-01
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