scholarly journals Electronic Arts: Strategic Differentiation in the Global Video Gaming Industry

Author(s):  
Thomas Teeter ◽  
Ryan Lunsford
Author(s):  
Xavier Cabonell-Sánchez

This article consists of a reflection on the clash between the interests of the video gaming industry and the health of consumers as defined by the World Health Organization and the American Psychiatric Association. The article discusses the history of the self-regulation of the tobacco, alcohol and gambling industries, then goes on to discuss the extent to which video games may gain establishment acceptance as sports, much as bridge and chess did before them. The article concludes that the category of sport can serve as a mediating force between the industry and the health of gamers.


2021 ◽  
Vol 3 ◽  
Author(s):  
Sarah Kelly ◽  
Janni Leung

Given the rapid evolution of the gaming industry and the rising popularity of a hyper-connected, competitive esports version of online gaming, a meta-review of the impact of online competitive gaming upon health is timely. A scoping meta-review was conducted on 10 reviews that reported on any health consequences (physical, lifestyle, cognitive, mental, or social) of esports, online competitive gaming, or video gaming participation, as a player or spectator. While past reviews have examined health effects of video gaming, few have focused upon the newly evolved gaming context, incorporating both playing and streamed viewing, recognition as a professional sport, and potential career and exponential participation. Most past reviews have focused upon physical health impacts of video gaming among adolescents and young adults, but none have examined impacts of different forms of gaming participation in the new gaming era, and their potential differential health impacts. A scoping meta-review was undertaken on the physical, social, and psychological health outcomes of competitive online gaming and associated screen use, revealing a need for further review and research into lifestyle health outcomes including diet and sedentary behavior among young esports and competitive video gaming participants.


2020 ◽  
Vol 9 (1) ◽  
Author(s):  
Norachase Prom

This paper aims to analyze the change in the cultural depictions of female characters in video gaming history through the developments of the character Princess Zelda over the course of ten games from The Legend of Zelda Series, spanning from 1986 to 2017. The ten games were divided into three categories by the developers that managed the series, games by Shigeru Miyamoto (1986 - 1998),Takashi Tezuka (2002 - 2009), and Eiji Aonuma. (2008 - 2019), respectively. Under each developers' tunure, Princess Zelda's portrayal was altered to adapt the cultural view of women during their time. The results of this literary analysis was that Princess Zelda’s constantly evolving depiction represents two events in the gaming industry: the transition from an eastern perspective to a western perspective regarding the view of women in the gaming industry, and the changing demographics in the video game market to more female consumers. 


2017 ◽  
Vol 12 (6) ◽  
pp. 211
Author(s):  
Yeong Chi ◽  
Marvin Glen Lovett ◽  
Orson Chi

The purpose of this study was to examine American college students’ motivations related to video games and to identify groups exhibiting common patterns of responses. This study investigated the video gaming motivations of American college students through the adoption of a gaming motivation scale, developed by Lafrenière, et al., which was composed of 18 Likert-typed items. A questionnaire survey, administered to 191 American college students at a public university in South Texas, was employed to collect primary data for this study. The gaming motivations of these participants were examined through factor analysis, which identified four reliable factors. Cluster analysis was then employed to identify three prominent video gaming motivation groups. This research may provide practical marketing implications by proposing effective ways to better understand and target video gaming consumers. Research results may also provide direction for developing successful marketing strategies in the video gaming industry.


2021 ◽  
Author(s):  
Leon Y. Xiao

The National Press and Publication Administration (NPPA) of the People’s Republic of China published the Notice on Further Strictly Regulating and Effectively Preventing Online Video Gaming Addiction in Minors (the “2021 Notice”) on August 30, 2021. The 2021 Notice becomes effective on September 1, 2021. The 2021 Notice updates (and, where incompatible, supersedes) the older regulatory requirements set out by the NPPA in the Notice on the Prevention of Online Gaming Addiction in Juveniles (the “2019 Notice”) published nearly two years ago on 25 October 2019, which was translated and discussed by Xiao at 24 GAMING LAW REV. 51–53. The two Notices regulate video gaming in China and restrict minors’ (defined as people under the age of 18) access to online video games. This International Gaming Industry Update comparesthe old and new regulatory positions and comments on the implications of this regulatory development in China.


2016 ◽  
Vol 40 (2) ◽  
pp. 101-114
Author(s):  
Laureline Chiapello

At a time when the video game industry is booming in Canada and game studies departments begin to emerge in universities, this article assesses the evolution of video game design theories. These can be considered as the combination of two worlds, design theories and video game studies, a union that seems largely under-examined. Using a theoretical model drawn from design theory, namely “the eclipse of the object,” this article reveals similarities between design and video game design theories. It argues that the parallels that can be drawn between these theories constitute the basis for a shared theoretical outlook. Building on this commonality, this paper concludes with some suggestions concerning research, pedagogy, and the video gaming industry that aim at unifying these two domains.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Tripat Gill ◽  
Zhenfeng Ma ◽  
Ping Zhao ◽  
Yongjian (Ken) Chen

Purpose This study aims to distinguish between the indispensable (software) versus discretionary (accessories) complementary products to a platform. It investigates the impact of accessories on increasing the perceived value and sales of a base platform. In particular, the role of two distinct characteristics of accessories – innovativeness and structural nonalignability – in driving the sales of the base platform. Design/methodology/approach Combining sales data from the US video gaming industry with primary data on the above two aspects of accessories, this study quantifies the effect of accessories portfolio on the sales of three brands of video gaming platforms. Findings A distinct network externality arises from accessories for video gaming platforms, above and beyond the effects of game titles. Importantly, the average level of innovativeness and nonalignability of the accessories portfolio, as well as the frequency of introduction of highly innovative and/or nonalignable accessories positively impact the sales of the platform. Research limitations/implications This research seeks to address the gap in the innovation literature on the role of discretionary complementary products (i.e. accessories) on platform sales. Future research should examine this in other platform contexts as well. Practical implications Managers of platform-mediated products should give due consideration to accessories, as an important driver of the sales of the platforms. Product managers can leverage the advantage of innovative and nonalignable accessories to enhance consumer demand for the platform. Originality/value This study is the first to conceptualize and empirically verify the network externality arising from accessories, a heretofore much neglected component of platform-based markets.


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