Download file to see previous pages...
In this article, he discusses about the emergence of Guitar Hero and how it contributed towards the development of music industry.
In his analysis, Palmeri reports that the Guitar Hero emerged as a media outlet and started gaining popularity in the late 2000. Since then, it has become a very popular sort of game which is not only played by children, but by everyone in the society regardless of their age. It was a game which was not difficult to play. Its designers were quite keen to produce a product which would revolutionize the music industry. For instance, when the Guitar Hero II emerged, it became much popular with many people. Thus, it was welcomed as was predicted by this author when he said that the rise of such media would make the music industry much viable.
I would like to point out this article is so valuable. It has a lot of important information which can really help many people. First, as the author examines, Guitar Hero was undoubtedly a new technology which would make a lot of contributions towards the cultural transformations of the society. A part from making music games to be a chief source of income, it would definitely contribute to the cultural development of the society. At one point, he asserts, ‘it’s doubtful that the record companies would make a lot of money selling downloads through the video games.’ Even if it was projected to be popular with the younger generations, the game gained much popularity to the extent that even the adults played it. This was confirmed by the author when he said, ‘Parents who bought the game for their children ended up playing it too’ meaning, it was appreciated by everyone. This would concur with Palmeri’s predictions about the future of the media.
In my point of view, Guitar Hero: More than Just a Video Game is an invaluable article. It gives a lot of information about the emergence historical developments and the significant contributions of the
...Download file to see next pagesRead More
For an entrant in the industry to be successful it must have an effective strategy formulation to lead and anticipate competitive changes in this rapidly growing industry. Like Microsoft, a large portion of the company’s revenues are spent on research and development to sustain its competitiveness.
[Anderson & Bushman, 2001] Most of the games appropriate for these young players can bring a lot of benefits, but besides this they raise violent features, gore, antisocial behavior among parents, educators, child advocates, medical professionals, and policy makers.
On a positive note, with its still small base this market has a large opportunity for expansion and is expected to grow further in the coming years. The improvement, according to the think-tank will be driven by the "shift in preferences for expenditures for consumer dollars" (Emigh 2008).
Talking to me would be the clincher, though. If you hadn't already guessed at this point, you would now understand why most of my friends and relatives classify me as a gamerand and why I identify myself as one since I fit several of the basic characteristics of the classic gamer type.
The author states that in America, gaming is considered to be a virtually every day pastime because of its relatively low price and constant improvements in graphics and content that make gaming much more realistic than in previous years. In Japan, video game revenues usually surpass sales in the United States year by year.
As the report highlights in a steadily growing technological generation, children are also given the means to be influenced by media, such as television shows, movies, and music. Since children are capable of being impacted by these media mediums, it is also believed that they can be just as easily influenced by video games.
However, the next release for the OS X version under the SimCity series would be in the first and second quarter of the same year. Ideally, the game depicts how players may create settlement that may grow into a city within a zoned land.
Therefore, when comparing the effects of the amount of time spent in playing video games to aggressive behaviour and academic performance, various conclusions can be drawn.
If there is a positive correlation between the amount of time spent
The rapid growth in this industry has brought about both criticisms and support arguments as to whether video games are beneficial or detrimental especially to the teenagers who are the most frequent users. Video games
Almost all studies conducted have failed completely verify the external validity for confounding variables. Porter & Starcevic confirm that, “the relationship between pre-existing hostility, exposure to violent video games,
3 Pages(750 words)Essay
GOT A TRICKY QUESTION? RECEIVE AN ANSWER FROM STUDENTS LIKE YOU!
Let us find you another Essay on topic Guitar Hero: More Than a Video Game for FREE!