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Professional Practice: Console Gaming Understanding Media - Professional Practice In The Media Industry As one of the fastest growing sectors in the media today,
titles. * Entry into the gaming industry is even more difficult since competition exist not just with the various independent game developers but also with the big
of new video games EA has implemented a strategy that eliminates slow selling games while concentrating its efforts to create ?Franchise Games.? Franchise games are
and enterprise mobile e-mail. In entertainment, Nokia announced it would bring mobility to gaming by offering console quality games for its new mobile game deck device
services. Because software services offer strong opportunities for growth, we will continue to refine and improve adCenter, our advertising engine for Windows Live,
Submitted by thebunglist on June 15, 2005
Category: Technology
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Understanding Media -
Professional Practice In The Media Industry
As one of the fastest growing sectors in the media today, console gaming has come a long way since the days of the very first home console; the Atari 2600. Console gaming is big business, with profit margins higher than some of the biggest Hollywood film studios. Because of this, the production size of each game and quantity of employees within each company has grown accordingly. As with other sections of the media industry such as print, television and film, console gaming has a structured system in use in regard to owners, employees and finance. If we are to fully understand the console gaming industry we need to examine the four key areas within it; publishing, development, distribution and the manufacturers of the hardware on which the games are used (Microsoft, Nintendo and Sony). In some cases these four areas work exclusively as separate entities to create a product, or, as with some major Hollywood studios, are vertically integrated in their production processes. As with the "Big Five" studios of the golden era of Hollywood cinema, we have a similar situation in the console gaming industry with the four main console manufacturers. These four companies all own and have complete control of various development houses, publishers and distributors. In the case of these "in house" productions the sources of finance vary but are mainly internal. When internal finance is not possible, there are other various means for the companies involved to acquire the money needed to complete the production process. The most common way for a company to get financial assistance is the use of sponsors. For example; a racing game could use billboards featuring the sponsors logos placed alongside each race track.
I have already mentioned the methods used by vertically integrated companies to create and distribute games, but there are many occasions when a separate...
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