Preview

Pest Deg Gaming Industry

Good Essays
Open Document
Open Document
2518 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Pest Deg Gaming Industry
PEST DEG Analysis for Gaming Industry

Gaming industry includes those corporations that develops and distributes gaming and entertainment products through software programs and gaming hardware such as consoles, arcades, game gadgets and other technologies.

Political-Legal

• Intellectual Property Rights
Intellectual Property Rights (IPR) is a term that covers patents, trademarks, and copyright. This law helps understand that all great products and innovation have an origin such as various video game consoles produced by different corporations. IPR are essential to reward and give credit to innovative thinking and protecting innovators’ ideas. This ensures that the creator(s) get what they deserve and gets a reason for their creativity. (Opportunity)
Reference:
http://www.publishyourarticles.org/career/career-opportunity/intellectual-property-rights-management.html

• Special Interest Groups
Special Interest groups play a significant role in politics and are both influential in encouraging and preventing public policy. There are many special interest groups in the industry and its growing number has put more opportunities and restraints on marketers. Below are some several major advocacy groups in the industry. The Entertainment Software Association (ESA) is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the Internet. This group helps protect the industry from risk in business and public relations

The ESA offers a range of services to interactive entertainment software publishers including a global anti-piracy program, business and consumer research, government relations and intellectual property protection efforts. (Opportunity)
Reference:
http://www.theesa.com.

One of the major advocacy groups that put restraints in the gaming industry is the Entertainment Consumer Association, is an advocacy

You May Also Find These Documents Helpful

  • Best Essays

    The video games industry has grown at a tremendous rate over the past thirty years. Almost every…

    • 2197 Words
    • 9 Pages
    Best Essays
  • Good Essays

    law 421 week 3 solo

    • 695 Words
    • 3 Pages

    Protection of intellectual property is extremely important to any business. As a responsible manager or business owner, or even an employee, you must protect the creative asset of…

    • 695 Words
    • 3 Pages
    Good Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Better Essays

    LEG 500 Assignment 3

    • 3260 Words
    • 14 Pages

    Jain, S. C., & Bird, R. (2008). The Global Challenge of Intellectual Property Rights. Cheltenham, UK: Edward Elgar.…

    • 3260 Words
    • 14 Pages
    Better Essays
  • Satisfactory Essays

    Cango Executive Summary

    • 284 Words
    • 2 Pages

    This consultant report relates to CanGo’s attempt to explorer new business outcomes to increase the capacity of the organization throughout the electronic gaming industry which is rapidly growing much larger. According to, market research and analysis firm DFC Intelligence expects global games industry revenues to rise from $60.4 billion in 2009 to $70.1 billion in 2015. The importance’s of our consultant firm are to analysis and make recommendation to increase revenues, increase growth, and produce effective results. CanGo are involved in three kinds of electronic industries, which are elaborated into one company that includes e-books, digital media, and the online gaming industry. To develop a better understanding…

    • 284 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    BUS 2202: Internet Law

    • 451 Words
    • 2 Pages

    “Intellectual property embodies unique work reflecting someone’s creativity. Intellectual property is all around us. It is manifest in miracle drugs, a new computer game, a movie, or a more fuel efficient car”. (State.gov, 2016)…

    • 451 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Game Console Industry

    • 585 Words
    • 3 Pages

    Provide an overview of the company. Include any information you think is pertinent to this company (5 points)…

    • 585 Words
    • 3 Pages
    Powerful Essays
  • Powerful Essays

    XBox Vs. PS4

    • 3148 Words
    • 13 Pages

    The game console industry is unpredictable, as the market leader changes as frequently as new games being released. Currently, the most prominent console manufacturers in the industry are Sony (PlayStation), Microsoft (Xbox), and Nintendo (Wii). While Sony and Microsoft focus on powerful machines and games targeted at older teens and young adults, Nintendo’s family friendly, less graphically polished consoles target an entirely different market, and is not applicable to the Sony/Microsoft battle.…

    • 3148 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    Accounting for Casinos

    • 5145 Words
    • 21 Pages

    The main competitors in the gaming industry operate in the United States as well as abroad. Their sources of revenue include casinos, restaurants, bars, hotel lodging, entertainment venues, and retail shopping. The most notable companies are listed below (“Key” 1).…

    • 5145 Words
    • 21 Pages
    Powerful Essays
  • Good Essays

    Regulating Video Games

    • 613 Words
    • 3 Pages

    The government shouldn’t regulate video games. The government should have no control over what games are released. Video games, whether violent or not, should be restricted by parents. The video game industry voluntarily rates itself making it easier for parents to judge whether they feel a game is appropriate. There is neither research nor…

    • 613 Words
    • 3 Pages
    Good Essays
  • Good Essays

    According to Google Dictionary, an interest group is “a group of people that seeks to influence public policy on the basis of a particular common interest or concern”. For decades, politicians and common citizens alike have immersed themselves in the controversial debate of gun control laws. Although there are extremists on both ends of the debate, the common desire for Americans regarding gun control is to reach a safe and effective middle ground utilizing regulations, yet maintaining the rights and liberties of the second amendment. According to “NRA support for restricting ‘bump stocks’ reflects impact of Las Vegas massacre”, organizations such as the NRA and Everytown for Gun Safety are involved in the controversy…

    • 251 Words
    • 2 Pages
    Good Essays
  • Satisfactory Essays

    Pest Home Retail

    • 447 Words
    • 2 Pages

    Therefore PEST analysis is a useful tool for understanding the 'big picture' of the environment in which Home Retail Group operates, and the opportunities and threats that lie with it. By doing this and looking at the outcome, we can take advantage of the oppurtunities and minimize the threats. Since the company is offering every type of product from garden tools to electronics which depend on the needs and demands of their customers, there are some external factors that the company must consider in order to stay in the competitive world of business.…

    • 447 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    I chose to look at the financial filings of Electronic Arts (EA). The company is an American company traded on the NASDAQ exchange under the symbol ERTS. Electronic Arts develops, markets, and distributes interactive software games that are played on a variety of computer platforms in over 30 countries. I chose this company because I have an interest in the computer gaming industry, both from the viewpoint of someone that is interested in playing computer games and as an investor. The topic that I have chosen to address is the issue of revenue recognition.…

    • 823 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Denton, A., (2011). ITU/NEWS. Intellectual Property rights in Today’s digital economy. Retrieved from : http://www.itu.int/net/itunews/issues/2011/07/38.aspx…

    • 1035 Words
    • 5 Pages
    Powerful Essays
  • Better Essays

    a. According to entertainment software association gaming is a 10.5 billion dollar industry that has influenced the lives of 62% of Americans. This growing industry involves more men & women to play in the variety of new developing consoles and handheld devices. With all these new consoles and games, the introduction of many exciting accessories and devices that help gamers…

    • 993 Words
    • 4 Pages
    Better Essays