Browse our collection of papers in
Gaming Industry
C/E/782. Dissertation. Macao's Tourism and Gambling Industry
- WORDS:
- 8950
- DATE:
- 2011
- PRICE:
- 89.99 GBP
The dissertation examines the relationship between the tourist and the gambling industries in Macao from economic, socio-cultural and environmental perspectives. Literature is reviewed on the features and benefits of tourism, the role of gaming as a tourist attraction in leisure travel, the negative aspects of gaming, the development of tourism in Macao, etc. The methodology of the dissertation is based on secondary research. Conclusions are made about the role of Macao’s gambling industry in the growth of tourism and economy.
KEYWORDS: Dissertation, Macao, tourism, gambling, gaming,
C/S/412. Dissertation. An exploration into the role of gender representations and identities in video games
- WORDS:
- 9050
- DATE:
- 2011
- PRICE:
- 99.99 GBP
This dissertation explores the role of gender representations and identities in video games. The study begins by presenting the background to the video gaming industry and identifies its history and technological advancement. Media representation is assessed, along with gender representation in video games. The way in which females are excluded and misrepresented in the video game industry is discussed. This is followed by an evaluation of the way in which masculinity is represented.
KEYWORDS: Dissertation, gender representation, video games, computer games, masculinity, femininity, media, gender,
C/B/4031. Porters five forces analysis on the video games industry
- WORDS:
- 800
- DATE:
- 2011
- PRICE:
- 9.99 GBP
This paper performs a Porters five forces analysis on the video games industry. The paper pays specific interest to Microsoft, Sony and Nintendo, and examines the industry in detail. This paper does not contain a reference list.
KEYWORDS: Porters five forces, video game industry, Sony, Microsoft, Nintendo,
C/B/4018. PESTL examination of the porters five forces affects on the video gaming industry
- WORDS:
- 550
- DATE:
- 2011
- PRICE:
- 9.99 GBP
This paper focuses on the external environment of the video gaming industry. The paper aims to examine the political, economical, technological, and legal considerations that may affect the aspects relating to the porters five forces analysis. The porter’s analysis looks at the level of threat for new entrants, the buyers bargaining power, the threat of substitutes, the barrier for new entrants, and the bargaining power of the suppliers. This paper does not contain a reference list.
KEYWORDS: PESTL, PEST, Porters five forces, external environment!,
C/M/2184. Globalisation of Xbox video game through localisation media
- WORDS:
- 4150
- DATE:
- 2011
- PRICE:
- 49.99 GBP
The paper looks at the interactive software amusement industry focusing on the video games market. Definitions of video games are presented, Microsoft’s Xbox video game console is described, localisation techniques used in Xbox marketing are analysed in the context of the globalisation theory.
KEYWORDS: Globalisation, localisation, Xbox video game, Microsoft,
C/B/3814. Corporate social responsibility in UK gambling industry: case of Gala Coral
- WORDS:
- 3950
- DATE:
- 2011
- PRICE:
- 39.99 GBP
The paper looks at the concept of corporate social responsibility (CSR) explaining its key principles, identifying the factors behind CSR strategy and CSR reporting, and addressing CSR issues of the UK gambling industry. A case study of CSR practices in Gala Coral Group is conducted reviewing their CSR reports and assessing their applicability to stakeholders’ needs and expectations. Recommendations are suggested about possible improvements of the company’s CSR strategies.
KEYWORDS: Corporate social responsibility, CSR, UK gambling industry, Gala Coral,
C/EI/142. Vices and virtues of video games
- WORDS:
- 1550
- DATE:
- 2010
- PRICE:
- 19.99 GBP
The paper looks at the revolutionary development of the visual media examining academic, social, psychological and medical impacts of video games on all generations of players. Positive and negative implications of interactive gaming in virtual environment are defined.
KEYWORDS: video games, interactive gaming, virtual environment,
C/B/2640. Analysis of Video Games Consoles Industry: Case Study of Nintendo
- WORDS:
- 4000
- DATE:
- 2010
- PRICE:
- 49.99 GBP
The paper looks at the features of the games consoles industry discussing how the concepts of emergent strategy and adaptive change can be applied to the video games industry. A case study of Nintendo is conducted performing the company’s PEST, Porter’s 5 Forces and SWOT analysis, considering the industry life cycle, discussing the internalization strategy of Nintendo, and defining the company’s strategic options to ensure competitive success within the video games industry.
KEYWORDS: Video Games Consoles, Nintendo, PEST, SWOT, Porter’s 5 Forces, industry life cycle, internalization,
C/EI/106. Social Gaming Industry: Investment Opportunities
- WORDS:
- 1550
- DATE:
- 2010
- PRICE:
- 19.99 GBP
The paper looks at the rapid growth of social gaming (SG) industry investigating the opportunities for investment in the industry. An overview of the SG and social networking market is presented, the market is analysed using the model of SWOT.
KEYWORDS: social gaming, SWOT, social networking,
S/M/511. Attractiveness of games consoles to consumers
- WORDS:
- 2400
- DATE:
- 2009
- PRICE:
- 29.99 GBP
The paper looks into the hedonic, social, utilitarian and secular aspects of games consoles Sony PlayStation 3 (PS3), the Microsoft Xbox360 and the Nintendo Wii. The methods of the research are based on the primary data obtained via questionnaires and personal interviews. Conclusions are made about brand loyalty across consoles, recommendations are suggested about game consoles marketing.
KEYWORDS: Games console Sony PlayStation 3, PS3, Microsoft Xbox360, Nintendo Wii,
C/M/1123. Dissertation. Difference in Buyer Preferences of Developed and Emerging Markets: Case of Video Games Industry
- WORDS:
- 15400
- DATE:
- 2009
- PRICE:
- 159.99 GBP
The dissertation explores the demographics of the video game industry conducting a study of the marketing gap between the average age of the players who are playing the games and the average age of the player who is targeted by the marketers in the UK and India. The review of literature touches on the growth of the gaming industry in the respective countries, the UK and Indian markets, etc. Quantitative methods of research are used to analyse secondary and primary data of 190 samples obtained from an Internet generated questionnaire. Conclusions are made about the changing demographics in video game players. Recommendations for the video game industry are suggested.
KEYWORDS: Dissertation, Video Games, Gaming Industry, Demographics, Lifestyle, UK, India,
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