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TAMU COMM 230 - COMM 230 Final Review

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COMM 230 Final ReviewKahoot Questions – DEFINITELY ON TEST1. What is the current popular video for an online source.Youtube2. This step in the business plan is the first step…Idea3. Who funded ARPANET?The Department of Defense4. These factors provide a reason for adoption of technologyMotivating Factors5. Technology developed as a means to overcome poor reception for broadcast tv signals.Cable Television6. Acquiring or merging with the competitors in your market space.Horizontal Integration7. Which of the following tv display types in NOT a flat panel display?CRT8. Which country houses two of the top three cellular network providers in the world?China 9. What was the first true social networking site? SixDegrees10. Attempts by producers to reduce layers of distribution before reaching customers is known as?Disintermediation11. Which is not an element of the Communication Technology Ecosystem/Umbrella metaphor?Developers and Distributors 12. Who invented the World Wide Web?Tim Berners-Lee13. This company owns Sonic the Hedgehog...Sega14. What is the hardest step of the business plan? FinanceChapter 15: Video Games● What makes a video game system? Some form of display, microprocessor, Game software, Some form of input device● The inclusion of the 8-bit processor closed the gap between the performance of large standalone arcade machines and smaller home consoles● Initiated the start of the decline of arcade games as the focal point for videogame subculture among teens● NES (nintendo entertainment system) was the best-selling toy as of 1987 because of this● Video Games started to become central themes in movies that the plot was built around (ex. Tron, War Games, The Last Starfighter)● Console game sales were higher than home computer game sales because of the lower cost● Early 1970’s○ Dedicated gaming consoles started to appear○ First was the Magnavox Odyssey○ Built on switches rather than a microprocessor○ First home video game product built on a microprocessor was a version of pong● Late 1970’s○ The rise of consoles○ This generation is classified by the integration of home video games with other media licenses (ex. Raiders of the Lost Ark)○ Atari 2600 led the home video game market at this time■ Estimated $4 billion between 1977 and 1982○ Atari’s success led to the formation of Activision■ Atari game programmers○ This separated games and game consoles for the first time● Early 1980’s○ Video games keep rapidly increasing in homes, mainly in the U.S and Japan - led to portable systems rising in popularity○ Early handheld consoles often had poor graphics, very basic○ Early game made by Mattel, “Electronic Football,” consisted only of several small red ‘blips’ on a 1-inch by 3-inch screen ● 1987-1989○ 1987- Atari releases the Lynx handheld console - not a big success○ 1989- Nintendo releases Gameboy, a portable system similar to the NES console○ Sega followed with their own handheld console, Gamegear○ Despite Gamegear and Lynx’s better graphics and technology, both failures compared to Nintendo’s Gameboy○ Gameboy - HUGE success○ Many titles available on Gameboy that weren’t available elsewhere● Mid 1990’s ○ Gaming titans Nintendo begin to force Sega out of the market○ As Sega was on its way out, new giant emerged in Sony○ 1995- Sony’s Playstation launches Sony into gaming market○ Nintendo began to aim direction as a “family” console; Sony took advantage and aimed at higher generations○ IDSA- The Interactive Digital Software Association○ As graphics and storytelling continued to improve and push boundaries, the ISDA was created to establish a rating system for video games○ Public pressure was the main driving force that created the ISDA● Early 2000’s ○ Sony releases the PSP as their handheld alternative to Nintendo○ The console wars continue as each major company establishes consoles with online multiplayer with people from around the world○ MMORPGs- Massive multiplayer online role playing games○ MMORPGs most common on computers○ 2004- “World of Warcraft” launches and climbs to exceed 10 million simultaneous subscribers● History of Video Games into 5 generations:○ the early years○ the rise of the consoles and computer games○ portable gaming○ the console wars○ pervasive online gaming● Social Gaming ○ Games like Farmville and Candy Crush Saga reach massive numbers by allowing people to help each other and compete in-game○ In-game purchases begin to spread, allow the game companies to continue to make money after release○ Mobile games costing even $1.00 can grow to gross tens of millions of dollars● Regulatory Environment○ Video games are a source of constant legislative trouble○ Sandy Hook Massacre- debates held whether or not violent video games were responsible for violent behavior○ The final report from the state’s attorney found no link between violent videogames and real life violence● Mobile Gaming○ Apple and Android devices’ app stores have allowed the proliferation of huge numbers of “casual games” with simple, intuitive interfaces and playtimes measured in minutes rather than hours○ Many games are free to play, but offer in-game purchases to level you up, upgrade player abilities, etc.○ With increasing phone technology, mobile games continue to increase in popularity and sophistication○ Pokemon GO- recent game that took advantage of new technology in a way○ In 2011, iOS and Android games sales dominated more than half of the mobile gaming market, making Nintendo’s DS lost half its market shares.○ With the introduction of the iPad and iPad Mini, there was an even larger increase in iOS game sales.● Current Status○ Major Console Unit Sales through mid 2014■ Microsoft’s Xbox One: 5 million units■ Sony’s PS4: 7 million units■ Wii U: less than Xbox One (Wii U had been on the market longer and still got less sales than the Xbox One) ○ “In 2013, U.S. income from Video games totaled slightly more than $15.4 billion, including almost $2 billion in rentals; this is down from 2011’s $17 billion.”○ The average video gamer as of 2013 is around 30 years old and has been playing for over 12 years (gaming is not for only kids anymore).○● Factors to Watch○ 2013: Oculus Rift headset was released, giving gamers a way play games, like Half-Life 2 and Left 4 Dead, as if they are in the


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TAMU COMM 230 - COMM 230 Final Review

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