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video game industry is the economic sector involved in the development, marketing and monetization of video games. It includes dozens of work disciplines and its component parts employ thousands of people around the world.


Video Video game industry



Ikhtisar

The computer and video game industry has grown from a market focused to the mainstream. They took about US $ 9.5 billion in the US in 2007, 11.7 billion in 2008, and 25.1 billion in 2010 (ESA's annual report).

Modern personal computers owe much advance and innovation to the gaming industry: sound cards, graphics cards and 3D graphics accelerators, faster CPUs, and special co-processors like PhysX are some of the more important improvements.

Sound cards were developed for the addition of digital quality sound to the game and only later enhanced to music and audiophiles. Originally, graphics cards were developed for more colors. Then, graphics cards are developed for graphical user interface (GUI) and games; GUI drives the need for high resolution, and games start using 3D acceleration. They are also the only hardware that allows multiple connections (such as with an SLI or CrossFire graphics card). CD and DVD-ROM developed for general media distribution; but the ability to store more information about media that is easily distributed cheaply is instrumental in pushing their increasing speed.

Maps Video game industry



Game industry gaming chain

Ben Sawyer from Digitalmill observed that the gaming industry's value chain consists of six connected and different layers:

  1. Capital and publication layers: engage in pay for the development of new titles and profitability through title licensing.
  2. Product and talent layers: includes developers, designers and artists, who may work under individual contracts or as part of an internal development team.
  3. Production and tool layers: generating content production tools, game development middleware, customizable gaming machines, and production management tools.
  4. Distribution layer: or "publishing" industry, involved in making and cataloging game marketing for retail and online distribution.
  5. The Hardware Layer (or Virtual Machine Layer or Software): or its underlying platform provider, which may be console-based, accessed through online media, or accessed via mobile devices such as smartphones. This layer now includes network infrastructure and non-hardware platforms such as virtual machines (eg Java or Flash), or software platforms like browsers or even Facebook more, etc.
  6. End user layer: or user/game player.

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Discipline

The gaming industry employs those who are experienced in other traditional businesses, but some have experience tailored to the gaming industry. Some of the specific disciplines for the gaming industry include: game programmers, game designers, level designers, game producers, game artists, and game testers. Most of these professionals are hired by a video game developer or video game publisher. However, many fans also produce computer games and sell them commercially. Game developers and publishers sometimes hire them with extensive or long-term experience in the modding community.

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History

1940s-1960s

Before the 1970s, there was no significant commercial aspect of the video game industry, but much of the progress in computing would set the stage for industry birth.

Many publicly used interactive computer-based game machines are used or other mechanisms to mimic the look; while technically not a "video game", they have an element of interactivity between players and machines. Some of these examples include the 1940 "Nimatron", an electromagnetic-based relay Nim-playing device designed by Edward Condon and built by Westinghouse Electric for the New York World Show, Bertie the Brain, an arcade game. from tic-tac-toe, built by Josef Kates for the 1950 Canadian National Exhibition, and Nimrod was made by the Ferranti engineering firm for the 1951 British Festival,

Development of cathode ray tubes - the core technology behind television - created some of the first real video games. In 1947 Thomas T. Goldsmith Jr. and Estle Ray Mann filed a patent for "cathode ray tube entertainment devices". Their game, which uses a cathode ray tube connected to an oscilloscope screen, challenges players to fire weapons to the target.

Between the 1950s and 1960s, with mainframe computers becoming available for campus campuses, students and others began developing games that could be played on terminals accessing the mainframe. One of the first known examples is Spacewar! , developed by Harvard and MIT employees Martin Graetz, Steve Russell, and Wayne Wiitanen. The introduction of easy-to-program languages ​​such as BASIC for mainframes allows for simpler games to be developed.

1970s

In 1971, the arcade game, Computer Room was released. The following year, Atari, Inc. released its first commercially successful video game, Pong , the original arcade version that sold over 19,000 arcade cabinets. In the same year saw the introduction of video games into the home market with the release of an early video game console, the Magnavox Odyssey. However, both the arcade and the home market will be dominated by the clone pong, which flooded the market and caused a 1977 video game crash. The accident finally ended with the success of Taito Space Invaders, in 1978, sparked a revival for the video game industry and paved the way for the golden age of the arcade video games. The success of this game inspired the arcade machines to become prevalent in key locations such as shopping malls, traditional shops, restaurants and department stores during the golden age. Space Invaders will sell over 360,000 arcade cabinets worldwide, and in 1982, generated revenues of $ 2 billion in the quarter, equivalent to $ 4.6 billion in 2011.

Soon after, Space Invaders got a license for Atari VCS (later known as Atari 2600), became the first "killer app" and quadruple console sales. The success of the Atari 2600 in turn revived the home video game market for the second generation of consoles, until the North American video games crash of 1983. In the late 1970s, the personal computer game industry began to form from a hobby culture.

1980s

The early 1980s saw the golden age of arcade video games reaching its peak. Total sales of arcade video game machines in North America increased significantly during this period, from $ 50 million in 1978 to $ 900 million in 1981, with the revenue of the arcade video game industry in North America tripling to $ 2.8 billion in in 1980. In 1981, the video game industry arcade generated annual revenues of $ 5 billion in North America, equivalent to $ 12.3 billion in 2011. In 1982, the arcade video game industry peaked, generating $ 8 billion in quarter , equivalent to over $ 18.5 billion in 2011, surpassing the annual gross revenue of both pop music ($ 4 billion) and Hollywood movies ($ 3 billion) combined at the time. It's also almost double the revenue from the $ 3.8 billion generated by the home video game industry in the same year; the arcade market and home market combined with total revenues of $ 11.8 billion for the video game industry in 1982, equivalent to more than $ 27.3 billion in 2011. The arcade video game industry will continue to generate annual revenues of $ 5 billion in quarter through 1985. The most successful game in this era was Namco Pac-Man, released in 1980, which will sell over 350,000 cabinets, and within a year, generating revenues of more than $ 1 billion in quarters ; in total, Pac-Man is estimated to have earned more than 10 billion quarters ($ 2.5 billion) during the 20th century, equivalent to more than $ 3.4 billion in 2011.

The early part of this decade witnessed the emergence of 8-bit home computing, and homemade games, especially in Europe (with ZX Spectrum and Commodore 64) and Asia (with NEC PC-88 and MSX). This time also saw the rise of video game journalism, which later expanded to include cassettes and cover CDs. In 1983, the North American industry fell because of too much badly developed game production (more quantity than quality), resulting in the fall of North American industry. The industry will eventually be revitalized with the release of the Nintendo Entertainment System, which generates home console markets dominated by Japanese companies such as Nintendo, while the European professional computer games industry is also beginning to form with companies such as Ocean Software and GREMLIN Interactive. The end of the decade witnessed the emergence of the Game Boy handheld system. In 1987, Nintendo lost a legal challenge against Blockbuster Entertainment, which allowed game rentals in the same way as movies.

1990s

The 1990s saw advances in game-related technologies. Among the significant advances are:

  • Widespread adoption of CD-based storage and distribution software
  • Extensive adoption of GUI-based operating systems, such as the Amiga OS series, Microsoft Windows and Mac OS
  • The advancement of 3D graphics technology, when 3D graphics cards became widely adopted, with 3D graphics now a de facto standard for visual video game presentations
  • Continue progressing on CPU speed and sophistication
  • Hardware miniaturization, and mobile phones, which enable mobile games
  • The emergence of the internet, which by the end of this decade allows online cooperative games and competitive games

In addition to technology, early in the decade, licensed games became more popular, as were video game sequels.

The video game industry generated worldwide sales of $ 19.8 billion in 1993 (equivalent to $ 31 billion in 2011), $ 20.8 billion in 1994 (equivalent to $ 32 billion in 2011), and about $ 30 billion in 1998 (equivalent to $ 41.5 billion in 2011). In the United States alone, in 1994, the arcade generated $ 7 billion in the quarter (equivalent to $ 11 billion in 2011) while home game console sales generated revenues of $ 6 billion (equivalent to $ 9 billion in 2011). Combined, this is almost two and a half times the $ 5 billion revenue generated by films in the United States at the time.

2000s

In the 2000s, the video game industry was a development giant; profits are still pushing technological advances that are then used by other industrial sectors. Technologies such as Smartphones, virtual reality, and augmented reality are key drivers for the development of hardware and game play. Despite the maturity, the video game industry is still very unstable, with third-party video game developers rapidly growing, and just as quickly, getting out of business. Nevertheless, many casual games and indie games are developed and become popular and successful, such as Braid and Limbo . Game development for mobile phones (such as iOS and Android devices) and social networking sites appear. For example, Facebook game developer, Zynga, has raised more than $ 300 million.

2010s

Although not the main driving force, indie games continue to have a significant impact on the industry, with sales of some of these titles like Spelunky , Fez , Don Starve , Castle Crashers , and Minecraft , exceeding millions of dollars and over a million users. The year 2010 has seen a bigger shift to casual and mobile games; by 2016, the mobile gaming market is estimated to have taken $ 38 billion in revenue, compared to $ 6 billion for the console market and $ 33 billion for personal computing games. Game centered on virtual reality and augmented reality equipment also emerged during this decade. In 2014, more emerging gaming companies are vertically integrating direct and publishing operations such as crowdfunding and other direct to consumer endeavors, rather than relying on traditional publishers, and some of these have grown to size. Driven by some early events in the late 2000s, eSports centered around professional players in competitions and organized leagues for prize money, grew rapidly over the past decade, attracted hundreds of millions of viewers and reached nearly $ 500 million in revenues by 2016 and is expected to break $ 1 billion in 2019.

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Economy

Initially, development costs are minimal, and video games can be very profitable. Games developed by a single programmer, or by a small team of programmers and artists, can sell hundreds of thousands of copies each. Many of these games only take a few months to be created, so developers can release multiple titles per year. Thus, publishers can often be generous with benefits, such as royalties on games being sold. Many early game publishers started from this economic climate, such as System of Origin, Sierra Entertainment, Capcom, Activision, and Electronic Arts.

As computing power and graphics increase, so does the size of the development team, as larger staff are needed to cope with ever-increasing technical complexity and design. The larger team consists of programmers, artists, game designers, and producers. Their salaries can range from $ 50,000 to $ 120,000, resulting in large labor costs for companies producing videogames that can often take between one and three years to develop. Now budgets typically reach millions of dollars despite the growing popularity of middleware and gaming machines made before. In addition to the ever-increasing development costs, marketing budgets have grown dramatically, sometimes consisting of two to three times development costs.

The game development team must choose a profitable and appropriate method to sell or make money from completed games. Traditionally, the game monetization method is to sell a printed copy at a retail store. Now some developers are turning to alternative production and distribution methods, such as online distribution, to reduce costs and increase revenue.

Today, the video game industry has a huge impact on the economy through the sale of major systems and games such as Call of Duty: Black Ops, which took over $ 650 million in sales in the first five days of games and which sets a five-day global record for movies, books or videogames. This game's earnings are more than the opening weekend of Spider-Man 3 and the previous title holder for the video game Halo 3 . Many people also benefit from the economic success of the video game including the former chairman of Nintendo and the third richest man Japan: Hiroshi Yamauchi. Currently the global video game market is worth more than $ 93 billion.

The wide use of high definition graphics industry over the seventh generation of consoles greatly increases the size of the development team and reduces the amount of high-budget, high-quality titles under development. In 2013 Richard Hilleman of Electronic Arts estimated that only 25 developers are working on the title for the eighth console generation, compared to 125 at the same point in the seventh generation cycle seven or eight years earlier.

Retail

The shift in the gaming industry from brick and mortar retail to digital downloads led to severe sales declines in video game retailers such as GameStop, following other media retailers replaced by Internet delivery, such as Blockbuster, Tower Records, and Virgin Megastores. GameStop diversifies its services by purchasing chains that fix wireless devices and expand its trading program through which customers trade games used for credit against new games. Companies started to produce their own merchandise and games. In the UK, Game game retailers are changing their stores so customers will spend time playing games there. It builds a game arena for events and tournaments. The shift to the digital market, especially for smartphones, led to the inclusion of cheap and disposable titles, as well as lower involvement among gamers who buy new games from retail. Customers also shifted away from the tradition of buying games on the first day of release.

Publishers often fund trade deals to encourage consumers to buy new games. Customers who transact at Australian Retailers will purchase twice a game per year as non-trade-in customers. The sale of previously owned games keeps resellers in business, and accounts for about a third of Game revenue. Resellers also save on UK value-added taxes, which only weigh on retailers' earnings on previously owned games, rather than full sales on regular games. Former trading retail executive behind trade-in price comparison site Trade In Detectives estimates that the UK trade industry is about one-third of the size of its new game business. They think that sites like eBay, which convert used games into cash, make up about a quarter of the UK trading market, but do not keep credit in the industry. While consumers may seem to receive better deals on these sites, they also take about 15 percent of the sale price in fees. Or, some retailers will match the added exchange rates offered by their competitors. Microsoft's initial plan for Xbox One seeks to translate the trade deal for the digital market, with a product license database that stores will be able to resell with publisher permission, even if the plan is poorly received or sold.

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Practice

The practice of the video game industry is similar to other entertainment industries (for example, the music recording industry), but the video game industry has been specifically accused of treating its development talent poorly. It promotes independent development, because developers go on to form new companies and projects. In some important cases, these new companies are growing up and impersonal, having adopted their ancestral business practices, and ultimately perpetuating the cycle.

However, unlike the music industry, where modern technology has enabled a fully professional product to be made extremely cheap by independent musicians, the modern game requires an increasing number of manpower and equipment. This dynamic makes publishers, who fund developers, far more important than in the music industry.

Breakaways

In the video game industry, it is common for developers to leave their current studios and start their own. A very well known case is the independent developer of "authentic" Activision, founded by former Atari developer. Activision grew to become the second largest game publisher in the world. Meanwhile, many original developers are left to work on other projects. For example, founder Alan Miller left Activision to start another video game development company, Accolade (now Atari n e Infogrames).

Activision is popular among developers as it gives them credit in packaging and title screens for their games, while Atari prohibits this practice. As the video game industry began to grow in the mid-1980s, many developers faced more troublesome problems working with night-time or immoral publishers who would fold up unexpectedly or run away with game benefits.

Hijacking

The industry claims software piracy is a big problem, and takes steps to address this. Digital rights management has proven to be the most unpopular with gamers, as a measure against piracy. The most popular and effective strategy to combat piracy is to transform the business model into Freemium, where gamers pay for their in-game needs or services. Strong server-side security is required for this, to distinguish authentic transactions correctly from hacked transactions (fake).

Creative control

In various internet forums, some gamers expressed the publisher's disagreement as having creative control because publishers are more likely to follow short-term market trends than investing in risky but potentially profitable ideas. On the other hand, publishers may know better than developers what consumers want. The relationship between video game developers and publishers is parallel to the relationship between recording artists and record labels in many ways. But unlike the music industry, which has seen flat or declining sales in the early 2000s, the video game industry continues to grow. In addition, personal computers have made independent musical progression almost effortlessly, while the gap between independent game developers and fully funded products is growing ever greater.

In the computer game industry, it is easier to create startup, resulting in many successful companies. The gaming console industry is more closed, and game developers must have up to three licenses from console manufacturers:

  1. A license to develop games for the console
  2. Publishers must have a license to publish games for the console
  3. Separate license for each game

In addition, developers typically have to purchase a development system from console manufacturers to even develop games for consideration, as well as gain concept approval for games from console manufacturers. Therefore, developers usually have to have a publishing deal before starting development on a gaming project, but to secure a publishing deal, the developer must have a console development track record, something that some beginners will have.

Alternative

An alternative method to publish video games is to publish it yourself using shareware or open source models over the Internet.

game convention

The game convention is an important industry exhibition. The main annual game conventions include gamescom in Cologne (Germany), E3 in Los Angeles (USA), Penny Arcade Expo, and others.

Regional distribution

Like other forms of media, video games have been frequently released in different regions of the world at different times. This practice has been used where localization is not done in parallel with the rest of the development or where the game should be encoded differently, as in PAL vs NTSC. It has also been used to provide price discrimination in different markets or to focus on limited marketing resources. Developers may also stumble around releasing digital in order not to overwhelm the server hosting the game.

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International practice

World trends

International video game revenue is expected to reach $ 81.5 billion by 2014. This is more than double the international film industry revenue by 2013. By 2015, it is estimated at 91.5 billion dollars .

The largest countries with estimated video game revenue in 2016 are China ($ 24.4B), United States ($ 23.5B) and Japan ($ 12.4B). The largest regions by 2015 are Asia-Pacific ($ 43.1B), North America ($ 23.8B), and Western Europe ($ 15.6B).

Convention

The game convention is an important industry exhibition. The annual gamecom in Cologne (Germany) is a great exhibition for video games. E3 in Los Angeles (USA) is also important globally, but it is an industry-only event.

Conventions and other trade fairs include the Tokyo Game Show (Japan), Brazil Game Show (Brazil), EB Games Expo (Australia), KRI (Russia), ChinaJoy (China) and the annual Game Developers Conference. Some publishers, developers and technology manufacturers also have their own regular conventions, with BlizzCon, QuakeCon, Nvision and X showing a prominent example.

Africa

Video games are still in its infancy throughout the African continent, but due to the continent's young population and improved technological capabilities, the sector is growing rapidly. African countries such as South Africa, Nigeria and Kenya have made rapid progress in the development of mobile games, both in their country and internationally, but due to limited funds and overcrowded markets with western games, success has so far been minimal.

Canada

Canada has the third largest video game industry in terms of number of jobs. The video game industry has also been booming in Montreal since 1997, coinciding with the opening of Ubisoft Montreal. Recently, the city has attracted the world's leading developers and publishers of game publishers such as Ubisoft, EA, Eidos Interactive, Artificial Mind and Movement, BioWare, Warner Bros. Interactive Entertainment and Strategy First, mainly because video game work has been heavily subsidized by provincial governments. Each year, the industry generates billions of dollars and thousands of jobs in the Montreal area. Vancouver has also developed a large group of video game developers, the largest, Electronic Arts, employing more than two thousand people. The Assassin's Creed series, together with the Tom Clancy series have all been produced in Canada and have achieved success worldwide. For consumers, Canada's largest video game convention is the Enthusiast Gaming Live Expo (EGLX).

China

China is the largest country on the basis of game revenue, and has a game community that exceeds the entire population of the United States. It is home to the Asia Game Show, the largest game convention in the world with presence. In 2014, Xbox One became the first new game console to be sold since China's ban on consoles in 2000.

German

Germany has the largest video game market in Europe, with revenues of $ 4.1 billion for 2017. The annual game in Cologne is Europe's largest game exhibition.

One of the most successful video game companies in the international world is Rainbow Arts based in GÃÆ'¼tersloh (founded in 1984) responsible for publishing the popular game series Turrican. The Anno series and The Settlers series are popular global strategy game franchises since the 1990s. The Gothic, SpellForce, and Risen series are developed RPG franchises. X Series by Egosoft is a bestseller simulation. The FIFA Manager Series was also developed in Germany. German action game Spec Ops: The Line (2012) succeeded in the market and received positive reviews. One of the most famous titles to get out of Germany is Far Cry (2004) by Frankfurt-based Crytek, which also produces the highest seller of Crysis and its sequel later.

Other well-known current and former German developers include Ascaron, Blue Byte, Deck13, Phenomic, Piranha Bytes, Radon, Related, Spellbound and Yager Development. Publishers include Deep Silver (Koch Media), dtp entertainment, Kalypso and Nintendo Europe. Bigpoint Games, Gameforge, Goodgame Studios, and Wooga are one of the world's leading browser games and distributors of social networking gaming.

Japanese

The Japanese video game industry is very different from industries in North America, Europe and Australia.

The Japanese company has created some of the biggest and most profitable titles ever made, such as Mario , Final Fantasy , Metal Gear , Poké © © mon and series Resident Evil .

In recent years, consoles and arcade games have been overtaken by free-to-play games that can be downloaded on PCs and mobile platforms.

United Kingdom

The UK industry is the third largest in the World in terms of success of developers and sales of hardware and software by the state itself but fourth behind Canada in terms of employed people. The size of the UK gaming industry is comparable to the film industry or its music. In recent years some studios have died or been bought by big companies like LittleBigPlanet developers, Media Molecule and Codemasters. This country is home to some of the most successful video game franchises in the world, such as Tomb Raider , Grand Theft Auto , Fable , Colin McRae Dirt and Total War .

The country also went without tax breaks until March 21, 2012 when the British government changed its mind on tax breaks for UK developers, which without, means most of the talented development in the UK can move abroad for more profit, along with certain video developer parents games that will pay to have games developed in the UK. The industry trading agency THREE estimates that it will increase the contribution of the game development sector to the UK's GDP of Ã, £ 283 million, generating Ã,  £ 172 million in new tax revenues and protected for HM Treasury, and could cost just Ã, £ 96 million for five years. Before tax relief was introduced, there was a fear that the UK gaming industry could fall behind other leading gaming industries around the world such as France and Canada, where Canada overtook Britain in terms of the number of jobs in the industry by 2010.

United States

The United States has the largest video game presence in the world in terms of total industry employees. In 2004, the US gaming industry as a whole was worth USD $ 10.3 billion. US game revenue is expected to reach $ 23.5 billion by 2017, making it the second largest market behind China.

History

Magnavox is credited for releasing the first video game console, Odyssey. Activision is the first developer to create independent video games/third parties. After the fastest-growing American company, Atari fell in spectacular fashion, resulting in North American video game crashes in 1983. This resulted in the dominance of the Japanese video game industry worldwide throughout the 1980s and 1990s.

Company

The US is home to major gaming development companies such as Activision Blizzard, Electronic Arts ( FIFA , Battlefield , Mass Effect ), and Take-Two Interactive (Civilization, NBA 2K , Theft Auto ). ZeniMax Media ( Doom , Fallout , The Elder Scrolls ) is the world's largest private video game company. Niantic ( Ingress , Pokà © mon Go ) is a leading mobile game developer.

Valve Corporation operates Steam, the largest computer game platform, with an active user base (~ 125 million) that rivals the combined user base of today's console generation (~ 150 million). While not specifically focused on gaming, the largest mobile gaming platform is operated by Google (Google Play), and Apple Inc. (App Store), with most of the cellular revenue coming from Asia. Microsoft operates the Xbox, the only major game console hardware franchise that is not controlled by Japanese companies. Sony founded Sony Interactive Entertainment in Silicon Valley to run the PlayStation, the world's largest and oldest video game console franchise.

Intel and Nvidia are the largest PC graphics chip makers. Advanced Micro Devices has become the most important vendor of console processors, with all eighth generation home consoles using AMD GPU, and two of them using AMD CPU. Microsoft, Nintendo, and Sony do not realize that they all use AMD processors until all their consoles are announced, underscoring the secrecy found in the gaming industry. Leading game engine developers include Epic Games (Unreal Engine) and Unity Technologies (Unity).

Territory

The West Coast is home to important video game conventions, such as the Electronic Entertainment Expo (E3), one of the world's largest video game industry events, and Penny Arcade Expo (PAX West), the largest public video game convention in the world. North America. The West Coast is also home to many major American video game industry companies, particularly the Los Angeles area, the San Francisco Bay Area, and Seattle. Major game development areas outside the West Coast include Northeast and Texas.

People

Over 150 million Americans play video games, with an average age of 35 years and gender details of 59 percent of men and 41 percent of women. American gamers are more likely to vote than non-gamers, feeling that the economy is the most important political issue, and lean conservative.

Some important game development figures were born or moved to the United States. Notable developers include Ralph H. Baer (Magnavox Odyssey, "Video Game Dad"), Jonathan Blow ( Braid ), John D. Carmack ( Doom , Earthquake ), and Alexey Pajitnov ( Tetris ). Mario was named after Mario Segale, the former owner of Nintendo America. Some right-wing and left-wing activists, including Jack Thompson and Anita Sarkeesian, have faced extreme opposition from the gaming community in response to the perceived politicization of their art form.

Sports

The United States recognizes eSports players as professional athletes. Major League Gaming has arenas and eSports studios across the country. Robert Morris University has a League of Legends varsity team, whose members are eligible for a scholarship.

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Trends

Players become fourth-party developers, allowing for more open source models of game design, development and engineering. The player also makes modifications (mod), which in some cases become as popular as the original game created. An example of this is the Counter-Strike game, which started as a mod of Half-Life video game and eventually became a very successful game, published in its own right..

While this "community modifier" can only add up to about 1% of a given game user base, the number involved will increase as more games offer modification opportunities (such as, with the release of source code) and the bloated video user base. According to Ben Sawyer, 600,000 online game developers have been around since 2012. This effectively adds new components to the gaming industry's value chain and if it continues to mature, it will integrate itself into the industry as a whole.

The industry has seen a shift toward gaming with multiplayer facilities. Larger percentage of gaming on all platform types includes several types of competitive online multiplayer capabilities.

In addition, the industry is experiencing significant changes further driven by convergence, with technology and player comfort being the two main reasons for this wave of industry convergence. Video games and related content can now be accessed and played on various media, including: cable television, custom consoles, handheld devices and smartphones, through social networking sites or via ISPs, through game developer websites and online through game consoles and/or personal computer home or office. In fact, 12% of US households have often used game consoles to access video content provided by online services such as Hulu and Netflix. In 2012, for the first time, the use of entertainment through the use of multiplayer games on Xbox, which means that users spend more time with online video services and music and applications than playing multi-player games. This type of fast industry convergence has caused the difference between a video game console and a personal computer to disappear. Game consoles with high-speed microprocessors attached to the television set, for all intents and purposes, computers and monitors.

Because of this difference has decreased, the willingness of players to play and access content on different platforms has increased. Demographic accounts of growing video gamers for this trend, such as former Entertainment Software Association president Douglas Lowenstein explained at the 10th E3 exhibition, "Going forward, a child born in 1995, the inaugural year of E3, will be 19 years old in 2014 And according to Census Bureau data, by 2020, there will be 174 million Americans between the ages of 5 and 44. That's 174 million Americans who will grow with PlayStations, Xboxes, and GameCube from their early childhood and adolescence.. What this means is that average gamers will become older and, remembering their lifelong familiarity with playing interactive games, more sophisticated and differentiating about the games they play. "

Evidence of increasing the desire of players to play video games on different media and different platforms can be seen from the emergence of casual games on smartphones, tablets and social networking sites because 92% of all owners of smartphones and tablets play games at least once a week, 45% play every day , and industry estimates predict that, by 2016, one-third of all global mobile gaming revenue will come from tablets alone. Apple App Store itself has more than 90,000 gaming apps, 1.400% growth since he was online. In addition, game revenue for iOS and Android mobile devices now extends beyond Nintendo and Sony's handheld game systems.

Arts & the Video Game Industry | Burbank Arts For All - An ...
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See also

  • The index of the game article
  • List of video games

China's video game industry raked in $13 billion last year - Polygon
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References


ESA: US Video Game Industry Revenue Reaches $36 Billion in 2017
src: www.displaydaily.com


Further reading


MadREP Connect: Video Game Industry Meet-Up fuels momentum around ...
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External links

  • comp.games.development.industry (Google Groups)
  • International Game Developer Association
  • Play Game: Industrial Economics Computer Games (Cambridge University Press)
  • Sloperama: Biz Advice Game (Tom Sloper)

Source of the article : Wikipedia

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