Sentences with phrase «games hardware industry»

Nintendo's Genyo Takeda was also honoured with the Lifetime Achievement Award, in recognition for being at the forefront of shaping the video games hardware industry with the Nintendo 64, GameCube, and Wii.
Genyo Takeda, special corporate advisor at Nintendo, was awarded with a Lifetime Achievement Award, «for having been at the forefront of shaping the video games hardware industry in his career - long tenure at Nintendo with the development of the Nintendo 64, Nintendo GameCube and the Wii system.»
Nintendo's Genyo Takeda was also honoured with the Lifetime Achievement Award, in recognition for being at the forefront of shaping the video games hardware industry with the Nintendo 64, GameCube, and Wii.

Not exact matches

The data, which was compiled by the NPD Group, a research firm that tracks the U.S. gaming industry, suggests that Nintendo sold more units of the Switch's most popular games than units of the hardware itself.
I believe a lot of developers are apt to write games nowadays to try and entertain the «hardware industry».
THE NPD GROUP's JANUARY 2008 US GAME INDUSTRY SALES Category / Total / Change Video Games: $ 1.18 billion -6 % Video Games Hardware: $ 378 million -25 % Video Games Software: $ 550 million +11 % Video Game Accessories: $ 191 million -4 % Total Sales Per Week: $ 295 million +18 % Hardware Sales (in units sold) Wii: 274,000 PlayStation 3: 269,000 Nintendo DS: 251,000 PlayStation Portable: 230,000 Xbox 360: 230,000 Game Software (in units sold) 1) Call of Duty 4: Modern Combat (360, Activision)- 331,000 2) Wii Play with Wii Remote (Wii, Nintendo)- 298,000 3) Guitar Hero III: Legends of Rock (Wii, Activision)- 240,000 4) Rock Band (Xbox 360, MTV Games)- 184,000 5) Guitar Hero III: Legends of Rock (Xbox 360, Activision)- 183,000 6) Super Mario Galaxy (Wii, Nintendo)- 172,000 7) Burnout Paradise (Xbox 360, EA)- 144,000 8) Call of Duty 4: Modern Combat (PS3, Activision)- 140,000 9) Mario Party DS (DS, Nintendo)- 139,000 10) Mario and Sonic at the Olympic Games (DS, Sega)- 133GAME INDUSTRY SALES Category / Total / Change Video Games: $ 1.18 billion -6 % Video Games Hardware: $ 378 million -25 % Video Games Software: $ 550 million +11 % Video Game Accessories: $ 191 million -4 % Total Sales Per Week: $ 295 million +18 % Hardware Sales (in units sold) Wii: 274,000 PlayStation 3: 269,000 Nintendo DS: 251,000 PlayStation Portable: 230,000 Xbox 360: 230,000 Game Software (in units sold) 1) Call of Duty 4: Modern Combat (360, Activision)- 331,000 2) Wii Play with Wii Remote (Wii, Nintendo)- 298,000 3) Guitar Hero III: Legends of Rock (Wii, Activision)- 240,000 4) Rock Band (Xbox 360, MTV Games)- 184,000 5) Guitar Hero III: Legends of Rock (Xbox 360, Activision)- 183,000 6) Super Mario Galaxy (Wii, Nintendo)- 172,000 7) Burnout Paradise (Xbox 360, EA)- 144,000 8) Call of Duty 4: Modern Combat (PS3, Activision)- 140,000 9) Mario Party DS (DS, Nintendo)- 139,000 10) Mario and Sonic at the Olympic Games (DS, Sega)- 133Game Accessories: $ 191 million -4 % Total Sales Per Week: $ 295 million +18 % Hardware Sales (in units sold) Wii: 274,000 PlayStation 3: 269,000 Nintendo DS: 251,000 PlayStation Portable: 230,000 Xbox 360: 230,000 Game Software (in units sold) 1) Call of Duty 4: Modern Combat (360, Activision)- 331,000 2) Wii Play with Wii Remote (Wii, Nintendo)- 298,000 3) Guitar Hero III: Legends of Rock (Wii, Activision)- 240,000 4) Rock Band (Xbox 360, MTV Games)- 184,000 5) Guitar Hero III: Legends of Rock (Xbox 360, Activision)- 183,000 6) Super Mario Galaxy (Wii, Nintendo)- 172,000 7) Burnout Paradise (Xbox 360, EA)- 144,000 8) Call of Duty 4: Modern Combat (PS3, Activision)- 140,000 9) Mario Party DS (DS, Nintendo)- 139,000 10) Mario and Sonic at the Olympic Games (DS, Sega)- 133Game Software (in units sold) 1) Call of Duty 4: Modern Combat (360, Activision)- 331,000 2) Wii Play with Wii Remote (Wii, Nintendo)- 298,000 3) Guitar Hero III: Legends of Rock (Wii, Activision)- 240,000 4) Rock Band (Xbox 360, MTV Games)- 184,000 5) Guitar Hero III: Legends of Rock (Xbox 360, Activision)- 183,000 6) Super Mario Galaxy (Wii, Nintendo)- 172,000 7) Burnout Paradise (Xbox 360, EA)- 144,000 8) Call of Duty 4: Modern Combat (PS3, Activision)- 140,000 9) Mario Party DS (DS, Nintendo)- 139,000 10) Mario and Sonic at the Olympic Games (DS, Sega)- 133,000
During the nine months ended December 31, 2017, our industry saw major growth in the market for home video games, both in terms of software as well as hardware, due to greater penetration of the PlayStation 4 home video game console and the strong performance of the new Nintendo Switch game console.
The game industry is also seeing growth driven by premium game hardware, including high - end PCs and new game systems.
Secondly, this was an interesting exercise in seeing how the Sony console's radically different hardware handles the cross-platform development that is becoming increasingly commonplace in the games industry.
The video game industry in December was up 10 percent year - over-year, generating $ 3.29 billion thanks mainly due to hardware sales, according to industry - tracking firm The NPD Group.
So, this could well prove to be the moment when traditional generations fall away in the games industry, where manufacturers begin a new cycle of hardware releases interspersed with upgraded specs every few years to keep their machines relevant and competing with the PC market.
In a little over a decade NEC went on to create other consoles, hardware attachment upgrades, as well as pioneered many aspects of the video game industry we all know and love today.
According to GamesIndustry.biz, overall sales for the industry were down by 11 % in March, however, «first quarter 2018 spending across the four categories [software, hardware, game cards, and accessories] was up by 15 % year - on - year to $ 3.4 billion with growth in all areas.»
SAN JOSE, Calif. — August 4, 2014 — Niko Partners, the leader in Asian Games Market Intelligence ™, today announced the availability of Chinese Mobile Games Market Report 2014, the latest market update with detailed data on the mobile games market size and forecast, popular Chinese mobile games titles analyzed in partnership with Beijing - based App Annie, and mobile gamer behavior data from Niko's numerous surveys of Chinese mobile gamers as well as data on hardware, regulations, trends based on interviews with industry executives, and much more.
Combined with impressive Switch hardware sales, these games helped the industry record more than $ 1.36 billion in total sales for the month, a 24 % year - on - year increase over March 2016.
SAN DIEGO, CALIF. — Video Game Industry analyst firm DFC Intelligence has issued its latest forecast for the global video game market indicating that growth in the game industry is being driven by digital sales of games and high - end hardwGame Industry analyst firm DFC Intelligence has issued its latest forecast for the global video game market indicating that growth in the game industry is being driven by digital sales of games and high - end hIndustry analyst firm DFC Intelligence has issued its latest forecast for the global video game market indicating that growth in the game industry is being driven by digital sales of games and high - end hardwgame market indicating that growth in the game industry is being driven by digital sales of games and high - end hardwgame industry is being driven by digital sales of games and high - end hindustry is being driven by digital sales of games and high - end hardware.
It's funny how PS4 fanboys think they know the capability of the XB1 based on launch window games when the whole industry knows the XB1 had rushed slapped together dev tools with its hardware not even being fully / used on the same level as PS4, up until now.
@MPOG: «It's funny how PS4 fanboys think they know the capability of the XB1 based on launch window games when the whole industry knows the XB1 had rushed slapped together dev tools» we know the capability of the xbone based on the actual hardware specs that have been known for several months now.
Anita Frazier from NPD Group: «While hardware sales realized the greatest percentage growth over 2006 due to the closely scrutinized console hardware transition, each category under the video games industry umbrella reached their own «personal bests» in terms of annual sales.»
Speaking to GamesIndustry.biz, The NPD Group's Liam Callahan confirmed that the game industry saw a year - over-year sales increase thanks to Halo 5 and the debut of Microsoft's Xbox One Elite Controller: «Overall sales across physical software, hardware, and accessories experienced a modest 2 % growth in October 2015 compared to October 2014.
But also has gamers questioning even more now than they already have if consoles will now adopt the cell phone industry's model — and for that matter the PC model; releasing updated hardware every couple of years.
Unless we start considering preservation and archival more seriously in the video game industry, especially when it comes to hardware - based DRM technologies, we stand to lose even more than we've already lost.
We are a small, close - knit team of passionate and talented game builders consisting of game designers, artists, and engineers with access to the latest hardware and software technologies available in our industry.
Its powerful FM synthesis - based sound hardware gave rise to numerous composers still working in the industry today, such as Ryu Umemoto — whose recent work includes Cave's arcade and Xbox 360 shooting game Akai Katana and the recent Xbox Live Arcade release Nin2 - Jump.
US sales body NPD has released its figures for games industry sales in February in North America, and they show a massive 47 per cent increase in software sales and 19 per cent hike in hardware sales — with total national sales hitting a massive $ 1.33 billion.
The video game industry was about to see a new standard for 3D games, and Nintendo soon realized that Star Fox 2, released on older hardware, would be held up to the expectations and standards of the 3D games on the new machines.
Technological improvements are slowing down these days and the PS4 Neo is an evolution that benefits publishers by keeping game development costs low, gamers by allowing users to have the same or better experience on new hardware and the industry as a whole by keeping consoles relevant in a market where many thought they'd fail by now.
Virtual reality has brought about a plethora of opportunities for hardware manufacturers, advertisers, content providers and many other types of business in the games industry.
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Factors that could cause Blizzard Entertainment's actual future results to differ materially from those expressed in the forward - looking statements set forth in this release include, but are not limited to, sales of Blizzard Entertainment's titles, shifts in consumer spending trends, the seasonal and cyclical nature of the interactive game market, Blizzard Entertainment's ability to predict consumer preferences among competing hardware platforms (including next - generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment's products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, vendors and third - party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard's success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company's ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated.
In the games industry there are two ways to manage your business if you are a hardware manufacturer.
Covering everything from localisation to the word «new» in game titles to the Wii U's hardware and marketing, it was an interesting discussion about how the Nintendo Treehouse and the staff there operate and the ways that Nintendo views the gaming industry differently to the rest of the world.
Suga: The resources available to videogame composers today is coming closer to what is seen in the film industry, as game hardware becomes increasingly sophisticated.
Kimishima also recognized the upsides of inviting third party developers to make games for the Switch but he stated that the industry is extremely competitive and other companies may release hardware that would steal the Switch's momentum and attention.
In the world of video game shooters, the Tom Clancy's Ghost Recon franchise is one of the elder - statesmen of the genre; pioneering a focus on realistic hardware and present - day settings well before doing so became standard procedure for the industry.
In addition to work on the hardware for the new system he is also directing a game for it so some of these guys keep their work going in video games, just in other parts of the industry.
Las Vegas — On Saturday, Sony celebrated 20 years of PlayStation in Las Vegas, holding what could be considered a mini-E3, marking a shift in the video game industry to smaller events focused on one company's games and hardware.
People in the industry who do this kind of work know re-targeting games for new hardware is incredibly challenging.
NPD: Behind the Numbers, February 2010 «In Gamasutra's latest analysis of U.S. console game retail trends, Matt Matthews examines why industry growth may finally kick in during March, while also examining music game sales and intriguing hardware trends for February 2010.»
While hardware like the Atari Panther and the Computer Space arcade machine may seem like mere historical curiosities, there are lessons relevant to the modern video game industry that developers like those at GDC can learn.
Guess partly it is a fault of todays «next gen» crappy consoles built with hardware from 2007, which only contributes to the degradation of todays game industry, on the other hand — nobody forced EA to do a simple port of console game to PC.
To date, Nintendo has sold more than 2 billion video games worldwide and more than 360 million hardware units globally, creating such industry icons as Mario © and Donkey Kong and launched franchises like The Legend of Zelda © and Pokemon ©.
The data, which was compiled by the NPD Group, a research firm that tracks the U.S. gaming industry, suggests that Nintendo sold more units of the Switch's most popular games than units of the hardware itself.
SAN DIEGO, CALIF. — Market analyst firm DFC Intelligence has issued a series of new products and services focused on the video game and PC game hardware and software industry.
The $ 3,995 report looks at the entire value chain of the game industry from developers to distributors and also analyzes the growing service provider and hardware manufacturing opportunities.
The programme includes access to Sony development tools and hardware - the very same professional equipment used in the games industry.
SEATTLE, WA — November 17, 2017 — Drifter Entertainment, an independent video game publisher and developer comprised of industry veterans known for building award - winning franchises, hardware and gear, today released the third and largest content update for Gunheart, a futuristic co-op virtual reality shooter available on Steam Early Access for HTC Vive and Oculus Rift.
We provide critical strategic information to the world's leading game publishers and developers, hardware makers, institutional investors, management consulting firms, trade associations and policy makers — all of whom have a vested interest in a thorough understanding of the games industry in China and Southeast Asia.
For the past 18 years, Paul has worked in the video games and interactive 3D industry including 3 years at Magic Leap as Senior Director of SDKs and Applications for their augmented reality hardware platform.
The report includes detailed data on the PC online games market size and forecast, ranked lists of game titles, gamer behavioral data, review of infrastructure, hardware, and regulations, and much more industry analysis covering 2014 through 2019.
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