Technology Of The Xbox Game Term Paper

PAGES
3
WORDS
941
Cite

Subscribers have the unique experience of interacting with other gamers, streaming media, and even buying add-ons to games. This differentiation strategy has proven extremely successful, and even in the recession has a record number of sales" (Field, Patterson & Cyndecki 2009). Microsoft's Xbox team, by virtue of listening to the needs of PC developers, was able to introduce specific innovations that were attractive to game developers. For example, the PIX, or Performance Investigator for Xbox, "allowed a developer to have an unheard-of level of introspection into why a part of the game was or wasn't working. They could pause the game, focus on something as small as a pixel, and see the entire sequence of computations that led to the pixel showing up on the screen at that particular time. No one else had created such a tool" and PIX acted as a motivator for many developers to create specific, new games for the emerging device (Takahashi 2011:5).

The Xbox was released around the time of the attacks upon the Twin Towers. This was initially feared to be a potential disaster for the company, given the disdain for frivolity at the time and consumer wariness about spending money. However, despite the somberness of the mood nationally and internationally, the games on the new console were appealing to gamers looking for something light and fun to divert their attention from the serious events around them. "Halo, the sci-fi shooting game from Bungie, turned out to be the smash hit on the Xbox…which had everything from haunting, pulse-pounding music to stunningly beautiful...

...

When the first Xbox did not outsell Sony's PlayStation 2, rather than giving up, Microsoft added additional features to its new Xbox 360, doubling bandwidth and offering expanded memory and processing power (Field, Patterson & Cyndecki 2009). New games and a faster playing speed attracted new gamers.
Microsoft continues to push the envelope with new technology for the Xbox. Its latest feature is the motion-controlled add-on Kinect. The company "sold 8 million in two months and recently entered the Guinness Book of World Records as the fastest-selling consumer electronics product in history" (Tishgarten 2011). It enables the Xbox 360 to recognize voices and its motion-sensitive software can capture facial expressions in 'real time' (Tishgarten 2011). This humanizing component to gaming is hoped to attract more female gamers or first-time gamers to the Xbox.

Sources Used in Documents:

References

Field, Caroline, Patterson, Jimmy, & Cyndecki, Chris. (2009). Microsoft's Xbox. Marketing strategies. http://teamxbox.wikidot.com/start

Takahashi, Dan. (2011).The making of the Xbox: How Microsoft unleashed a video game revolution. (part 1). Venture Beat. Retrieved: http://venturebeat.com/2011/11/14/making-of-the-xbox-1/

Tishgarten, Tomer. (2011). Why Xbox Kinect technology will be the next frontier for marketers.

Mashable. Retrieved: http://mashable.com/2011/03/23/kinect-marketing-strategy/


Cite this Document:

"Technology Of The Xbox Game" (2013, April 11) Retrieved April 23, 2024, from
https://www.paperdue.com/essay/technology-of-the-xbox-game-101570

"Technology Of The Xbox Game" 11 April 2013. Web.23 April. 2024. <
https://www.paperdue.com/essay/technology-of-the-xbox-game-101570>

"Technology Of The Xbox Game", 11 April 2013, Accessed.23 April. 2024,
https://www.paperdue.com/essay/technology-of-the-xbox-game-101570

Related Documents

Xbox Price elasticity Price elasticity: Xbox Price elasticity refers to the degree of responsiveness of consumers and suppliers to price changes: the degree to which the demand or supply of a good or service is affected by changes in price. Although, in general, demand goes up as price goes down and supply goes up as price goes up (and vice versa) for most goods and services, the degree to which this is true

Products or Businesses Xbox 360 console vs. PlayStation 3 Gaming systems have been among the very best entertainment resources accessible and lots of individuals purchase one for his or her home. Actually, gaming systems have been extremely popular these days and their popularity have reached a point where every launch of a brand new style of gaming system, shops usually use up all of their inventory (Choosing the Best, 2011). Nevertheless, there

Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed

. The mobile business market has seen significant of uptake of B2E (mobile sales-force and field service) solutions and Microsoft has the chance to develop its offerings around its acquisitions, adding mobile functionality. Microsoft partners with many application vendors across the board and moving too heavily into the application space would incense many. However, there is viability in developing a mid-market mobile application proposition, given the unconsolidated nature of offerings

Sony had several strengths when it entered the video game console market in 1995. It had a strong brand image from its consumer electronics business, which translated to the console, as that was also seen as consumer electronics. The company also had excellent distribution channels, again based on its pre-existing consumer electronics businesses. Sony also benefitted from scale, in both production and marketing, as it was a large global conglomerate.

Video Games in America the
PAGES 4 WORDS 1291

" How much of an influence do violent video games have in terms of making young people aggressive? An article in the scholarly journal Aggressive Behavior (Barlett, et al., 2007) (titled "Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During video Game Play") states that 70% of college students are "avid" video game players. Also, video game sales are "steadily increasing, reaching