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Electronic Arts and the Global Video Game Industry. Environmental Analysis
Demographic trends Gaming has become an important part ...
... Electronic Arts (EA) is a leading provider of interactive ... launch, which turned the
video game companies into ... as by beefing up its global distribution capability ...
... Rockstar games, Gathering, and Global Star distribute their ... Electronic Arts success
over the years was built ... the reputation in the video game industry as being ...
... EA is also focused on expanding its global holdings. ... Multiple strengths stand out
for Electronic Arts. ... EA’s Madden Football video game continues to be in the ...
... Electronic Arts was established in 1962 and focused on the home computer game industry. ...
Mobile Becoming Global Gaming Platform. ... Rise of the Video Game. ...
Submitted by andreaup on June 9, 2005
Category: Business
Words: 2080 | Pages: 9
Views: 1176
Popularity Rank: 3,972
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Environmental Analysis
Demographic trends
Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games.
The majority of video game players are preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college students play video games at least occasionally in a year and 100% had played at some point in their life. The average age of game players in the US in 2003 is 29 years old and hard-core gamers purchase 10-15 new games annually. Indeed, the average age of game players is rising because gamers continue to play into their adult years, of those over age 50, 17% play video games up from 13% in 2000. The number of females who played console games dramatically rose also to about 40%. It is interesting to note that gamers over the age of 35 like to play games on PCs while those younger than 35 preferred console systems.
Socio-cultural
Many people think spending many hours in front of either PCs or video game consoles is not a good hobby for kids. There are many issues such as health, personality, motivation and especially violence and aggression . Some people believe violence in video games and in other media promotes violent behavior among participants. It can contribute to players becoming overweight by decreasing outdoor activity and reducing the capability of eye-sight. The content of violent games could account for changes in the player\'s mood and cause him or her to become more aggressive or emotional.
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