Sentences with phrase «younger game consumers»

Not exact matches

In the little - seen Gamer, a young man shares responsibility for the actions of his video - game alter - ego» an avatar (played by Gerard Butler) who is employed to act out the youth's viral simulacrum in real - world situations where hedonistic consumers take on the identities and vices of video - game characters.
Young, affluent consumers are gobbling merchandise, displaying no bias or bad behavior, offering no criticism of the league or sport and — most importantly to the United Kingdom's hope for even more revenue — cheerily attending NFL games regardless of the teams playing.
The report, «Game Changers,» made possible with support from Johnson & Johnson, takes an in - depth look at data from the U.S. Consumer Product Safety Commission's National Electronic Injury Surveillance System (NEISS) to explore what type of injuries are sidelining young athletes.
It is not some candy - colored, muscle - bound, consumer - grade arcade game for the young and dumb.
Younger generations of consumers spend more leisure time surfing the Internet or using high - tech products like video games and iPods, rather than reading.
«Self - regulation, such as that done by the Entertainment Software Rating Board for video games, is an effective way for companies to modify their behavior to protect consumers where the government could or should not act... The electronic game industry continues to have the strongest self - regulatory code and enforcement of restrictions on marketing, advertising and selling mature - rated games to younger audiences.»
Kimishima highlighted what consumers the 3DS is being targetted at — young children and budget - conscious gamers.
Each and every younger smartphone consumer is addicted to free android games thanks to their expedient graphics and mind - blowing missions.
Every young smartphone consumer is addicted to free android video games thanks to their unbelievable graphics and mind - blowing missions.
Despite its infancy, there was a growing sense that the multi-touch screen was a game changer for young children who could easily swipe and tap for increasingly interactive media experiences and meaningful opportunities to move from media consumers to media creators.
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