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Ben Walters

The Entertainment Software Association - Industry Facts - 0 views

  • The best-selling video game of 2007, "Halo 3," took in more revenue ($170 million) on its first day of sales than the opening weekend receipts of "Spider Man 3," ($151 million), the highest-grossing movie opening ever.
  • computer and video games to meet the demands and tastes of audiences as diverse as our nation's population.
  • Today's gamers include millions of Americans of all ages and backgrounds.  In fact, more than two-thirds of all American households play games. This vast audience is fueling the growth of this multi-billion dollar industry and bringing jobs to communities across the nation.
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  • U.S. computer and video game software sales generated $10.5 billion in 2009.
  • Sixty-seven percent of American households play computer or video games. 
  • The average game player is 34 years old and has been playing games for 12 years.
  • The average age of the most frequent game purchaser is 40 years old.
  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (20 percent).
  • In 2010, 26 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.
  • Forty-two percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
  • Eighty-two percent of all games sold in 2009 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
  • Parents who have children under 18 with a gaming console in the home are present when games are purchased or rented 93 percent of the time.
  • Sixty-four percent of parents believe games are a positive part of their children’s lives.
Vikram Mohan

Mosque Near Ground Zero Clears Key Hurdle - NYTimes.com - 0 views

  • “It is not directly on ground zero, but it is a part of ground zero,” Mr. Moore said. After the commission voted, several members of the audience shouted “Shame on you!” and “Disgrace!” One woman carried a sign reading, “Don’t Glorify Murders of 3,000; No 9/11 Victory Mosque.”
Ben Walters

Video-game sales overtaking music - MSN Money - 0 views

  • 6/26/2007
  • video-game sector will remain one of the above-average growth segments of the global entertainment industries through 2011, with global games spending set to exceed music spending this year
  • Key growth engines will include online and wireless games, new-generation consoles and the burgeoning in-game advertising business.
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  • 2011, the worldwide gaming market will be worth $48.9 billion at a compound annual growth rate of 9.1%
  • ith gains slowing every year because of the maturation of the current generation of consoles,
  • exceed the 6.4% advance that PwC foresees for the overall entertainment economy during the period.
  • Its data include consumer spending on games, but exclude spending on hardware and accessories.
  • For the U.S. gaming business, PwC projects 6.7% compound annual gains for the five-year period, to $12.5 billion. Asia-Pacific should remain the region with the highest overall spending on gaming during the period and reach $18.8 billion in 2011, PwC forecasts.
  • Despite its leading size, its 10% average annual gains will only be exceeded by the combined region of Europe, the Middle East and Africa (EMEA), which is pegged for a 10.2% compound annual gain and is set to remain at No. 2 in terms of worldwide gaming.
  • In the U.S., online and wireless games should see the biggest gains through 2011
  • online will expand from an estimated $1.1 billion market last year to $2.7 billion in 2011
  • Consumer spending on console and hand-held games will go from $6.5 billion in 2006 to $7.9 billion in 2011
  • However, the U.S. PC games market will continue its decline, with PwC eyeing a contraction from an estimated $969 million in 2006 to $840 million in 2011.
  • growing from an estimated $80 million last year to $950 million in 2011
  • this estimate could prove conservative as "advertisers like to reach the younger males" that many games tend to attract.
  • He also said that the overall gaming audience continues to expand and become somewhat more female and older than in the past thanks to casual games and the arrival as games as an "important part of culture."
Puja DeGamia

Debate: Portrayal of women in mass media - Debatepedia - 0 views

  • A big part of media audience consists of teenagers, who are particularly vulnerable
  • This is because the mentality of young people is in the process of formation.
  • The impact of media on the morality of the younger generation can affect the future of our society negatively.
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  • Women are portrayed as perfect models. Although very often "Photoshop-edited",
  • hile stressing the importance of being slim. This leads in consequence to "promotion of anorexia", which is clearly undesirable.
  • Many girls idolize models and feel the need to mirror their thinness.
  • Models of a very low weight are setting bad examples to these girls
  • can be held responsible for the increasing number of girls with eating disorders
  • The fashion industry is not to blame for eating disorders. Eating disorders are serious mental illnesses and are not simply triggered by models and images of thin people.
Kanika Vaish

Shows promoting teen pregnancy patronize viewers | The Nevada Sagebrush - 0 views

  • While MTV tries desperately to portray “Teen Mom” and “16 and Pregnant” as simply day-in-the-life type shows, like glorified episodes of “True Life,” it is evident that these shows are every bit as preachy as “The Secret Life of the American Teenager,” an ABC Family show that is just raging with pro-life messages and Christian value undertones.
  • While MTV’s tactic is meant to be a subliminal public service announcement, having the teen moms repeatedly talk about their inability to practice safe sex (with most girls blaming their boyfriends for not wanting to use condoms) and crying about how they just want to party like regular teens just makes the girls look like buffoons and exposes them for the naïve children they really are.
Simran Fabiani

Anorexia: A Media-Borne Illness - BusinessWeek - 0 views

  • he top shows watched by female college students: Gossip Girl, Project Runway, and America’s Next Top Model. Likewise for magazines: Vogue, Seventeen, and Allure.
  • The media I’ve listed contribute to shaping what society considers beauty. The common denominators are tall, desperately skinny women who look fabulous. It should come as no surprise the media is to blame for today’s artificial standard of beauty.
  • The constant bombardment of skinny models and diet plans will certainly have an effect on women whose bodies are just not meant to be that small.
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  • Low self-esteem and eating disorders are the side effects from the media’s portrayal of artificial beauty
  • as of 2004, 8 million people—7 million of them women—had an eating disorder (anorexia nervosa, bulimia nervosa, etc.).
  • According to the American Psychiatric Assn.’s Diagnostic & Statistic Manual of Mental Disorders, people who suffer from anorexia typically have an underlying personality disorder and seek more control over their environment.
  • indicate that discipline and control, rather than thinness, were their true goals
  • 66% of Americans do not even come close to conforming to that supposed ideal. Meanwhile, less than 3% of the U.S. population suffers from an eating disorder
  • We know Barbie is anatomically impossible.
  • magazine covers featuring celebrities have been airbrushed,
  • blaming the media for eating disorders is a lot like laying the blame for underage smoking on TV characters
  • "over three-quarters of the female characters in TV situation comedies are underweight, and only one in 20 are above average in size.
  • Heavier actresses tend to receive negative comments from male characters about their bodies
  • 80% of these negative comments are followed by canned audience laughter."
Ben Walters

Chinese suicide shows addiction dangers - News - play.tm - 0 views

  • The suicide of a young Chinese boy in the Tianjin province has highlighted once more the growing dangers of game addiction, when those responsible don't understand or notice the risks of unhealthy play. Xiao Yi was thirteen when he threw himself from the top of a twenty-four story tower block in his home town, leaving notes that spoke of his addiction and his hope of being reunited with fellow cyber-players in heaven. The suicide notes were written through the eyes of a gaming character, so reports the China Daily, and stated that he hoped to meet three gaming friends in the after life. His parents, who had noticed with growing concern his affliction, were not mentioned in the letters.
  • My kid was like someone taking drugs who could not control himself,"
  • "His mother and I were very worried about him. But we knew little about the Internet and we did not know how to save him." Previously, Xiao's parents had found him starving after two days and nights in an internet cafe playing online role-playing games. When questioned about his bizarre behaviour, his father said that a tearful Xiao had told him that he had been poisoned by games and could no longer control himself.
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  • "In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world."
  • Foreign influences in games played by Chinese youngsters (most of which are imported) were accused of having a negative influence, of promoting 'demon worlds', to their impressionable audiences
  • it seems more likely that it was issues in the victims own life which drew him to seek such extreme escapism.
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