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VIDEO GAMES CONSOLES

TECHNOLOGICAL EVOLUTIONS

MGMT 002: Technology & World Change Course Instructor: Professor Neo Kok Beng AY 2008/09 (Term 1) Submitted by: G15

Content Page 1. Introduction 2. Technological Description - Technological Evolution of Gaming - Major Video Gaming Industry Players - Gaming Consoles - The Big 3 - SWOT Analysis 3. Industry Analysis - The S Curve - Dominant Design - Network Effects - Case Study: The Wii Phenomenon 4. Further Evaluation - Future Market outlook for Video Gaming Industry - Singapore’s Video Gaming Industry- Analysis 5. Conclusion

1. INTRODUCTION 1.1 Introduction and Background 1.1.1 Video Gaming(Interactive Entertainment)- A Humble Beginning The evolution of the great video gaming industry, which comprises of dozens of job disciplines and countless employment, started from humble beginnings, where like most innovations sprung from laboratory experiments. Surprisingly, in the initial years of games invention, major names like Nintendo or Sony were completely unheard of. The first computer game was created by A.S.Douglas in 1952 called Notches and Crosses; a tic-tac-toe game run on a big Cambridge University Computer. The invention that followed closely was Tennis for Two, an interactive computer game created solely as an electrical experiment. The first game to spread across universities and research facilities was the Spacewar!, created in 1962. 1.1.2 The First Consoles It wasn’t until 1962, that Company Magnavox actually came up with the first home game console, a brainchild by the name of Odyssey. This was closely followed by the Atari Pong, which was sold under the Tele-Games label. The rationale for the invention of the Atari Pong was to scale down a game board to modify it for home use. This new direction caused Atari’s home arcade and game business to take off, and became a job perk for programmers. It was the emergence of the Nintendo Entertainment System (NES), which boasted 8-bit graphics, elaborate sound...