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GAME DESIGN PRAMOD F2 25TH ARIL 2012 THESIS

THESIS ON TRENDS VIDEOGAMES

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Thesis
Trends in Video games
Pramod Nautiyal 4/25/2012

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Contents
Introduction .................................................................................................................................................. 3 Who plays computer and video games? ....................................................................................................... 4 Shift seen in Audiences ............................................................................................................................. 5 o o o o Shift in ages from 1970 to mid 1990s Videogames attracted Teenagers .................................... 5 Shift in Ages: After emergence of the play station ....................................................................... 5 Shift in Ages: Today and Shift in Gender....................................................................................... 5 Shift in Behavior ............................................................................................................................ 5

How are videogames played? ................................................................................................................... 6 o How were videogames played ...................................................................................................... 6

Platforms ....................................................................................................................................................... 7 What the new gen consoles offer apart from videogames ...................................................................... 7 o Convergence of Entertainment..................................................................................................... 7

Connected/Community Gaming ........................................................................................................ 8 o o o Games are online enabled ............................................................................................................ 9 MMOs Active Subscriptions ....................................................................................................... 10 User generated Content ............................................................................................................. 13

Industry & relationship ............................................................................................................................... 15 Video game industry maturing ............................................................................................................... 15 Gaming is bigger than BOX OFFICE ............................................................................................. 15 Connection between games and movies .................................................................................... 16

Distribution and Business Models .............................................................................................................. 18 Digital Distribution .................................................................................................................................. 18 o o o o Business Models.............................................................................................................................. 19 Try Before you Buy ...................................................................................................................... 19 Subscription Model ..................................................................................................................... 19 Micro-Transactions ..................................................................................................................... 19 Freemium .................................................................................................................................... 20

Advertising and Gaming .............................................................................................................................. 21 In game advertising (IGA)................................................................................................................ 21

Conclusion ................................................................................................................................................... 23 References .................................................................................................................................................. 24

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Trends in Video games

Introduction
Over the past 30 years, video games have become an important part of global entertainment and media. Over this period of time, video games have evolved in different ways and forms. They have evolved from dedicated, single game units to massively multiplayer online role playing games with millions of players. The advancement seen in the expansion of the Internet has largely contributed to the growth of gaming on all platforms PC, Consoles, Mobile Phones etc. Video games earlier were only for hardcore gamers and were enjoyed by a specific age group only. But as the industry progressed, we have seen a shift in the age group of the people who play videogames, thanks to the rise in the popularity of social network games with hundreds of millions of users. These transformations have not only changed the way games look today, they have also influenced the audience and the business models of the gaming industry. Video games have become so huge, that one can write an encyclopedia on Video games. I am sure they do exist. Every aspect that is attached to the Video game industry has a got a great importance and an identity of its own. This report will answer all your questions with regards to the habits of play, the types of consumers. What are the various types of video game platforms? What is the industry like and what is its relationship with the consumers and how consumers contribute to the industry? Going further through this report, in the first part you will find out more about other facts and trends. Post which in the second part i will cover the most common gaming terminals and platforms and the finally in the third part you will learn about how players connect to the global gaming scene, how they contribute to the industry, the different types of business models, how games get to the user and a little bit about the future of video games.

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Who plays computer and video games?


It is true that the gaming industry is here to stay. From the experience and knowledge of the experts in the gaming industry and from the amount of employment opportunities generated by the videogame industry its very evident that the industry is huge and is going to stay forever. Statistic shows that the types of gameplay are increasing, every time something new and surprising to offer to the audiences. This huge variety of game and shifts in gameplay has attracted people from all age group. According to a report released on June 7 2011 at the E3, the report, 2011 Essential Facts About Computer and Videogame Industry, the consumer base for games is becoming increasingly diverse and people are enjoying video games in their own different ways. It notes that 72 percent of Americans now play video games, 82 percent of the total gamers in America are adults. To make this fact even more interesting 42 percent of the total gamers in America are now women. One third of the gaming population in America is made up of women aged 18 and up. The report also found out that the average gamer is 37 years old and average game purchaser is 41 years old. With adult buying games for children, the higher purchase number is not surprising. Parents are now getting very interested in playing video games, 45 percent of them, in fact are interacting with their children through video gameplay and 90 percent of the parents pay attention to the content in the games their playing. 86 percent of the parents are aware of way the games are rated. Some of these numbers may seem very shocking to the lot to which the game industry doesnt appeal. But with more gaming opportunities coming our way, it is very obvious that games have now become more and more part of our daily life.

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Shift seen in Audiences


o Shift in ages from 1970 to mid 1990s Videogames attracted Teenagers The period from 1970 to mid 1990 marks 3 full generation of video games. Most of the games produced in these 3 generations targeted core gamers of the age group of 13 21. Shift in Ages: After emergence of the play station - Sony launched its first video game console in 1994. The launch of Play Station1 the horizon of types of games and the types of gamers increased. Games on play station 1 not only appealed the teenagers but also matured audiences ranging to the age group of 35. Play station one was more focused on core gamers of the age group of 18-35.

Shift in Ages: Today and Shift in Gender Videogames today have become huge. There are games available for every type of audiences. As discussed earlier, 42 percent of total gamers in America are women. The increase was not only seen in America, but across the globe. The 7th generation consoles have further expanded the horizon of gaming audiences, by introducing games that are suitable and are fun to play by all age group, irrespective of the gender of the players. There are tones of games now that appeals to female audiences. Shift in Behavior: The way we consume games today have changed. Not everyone spends hours playing video games. The industry has categorized gamers in different categories. Earlier there was just one category i.e. gamers and gamers were all core gamers. Games are now also made for audiences that like playing games but cannot devote as much time a core gamer would. Such audiences who like playing games, but not very often are called casual gamers. The increase in number of social games has attracted a lot of casual gamers. Games earlier did not have player to player dependency. All the social games need the players to rely on other players for their progress in the game. Thats not all for the shift in the behavior. There is a lot to learn from Wiis success, it teaches us to create devotes of people who didnt consider themselves as gamers. Motion sense games attract a lot of people who didnt considered themselves as gamers. Around 30 percent of the people who play games on the 7th gen consoles didnt consider themselves as gamers before. For them playing videogames is just another way of relaxing or unwinding, thanks to the fitness games like Wii Fit, games have become a part of the daily routine some of them fitness freaks.

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How are videogames played?


o How were videogames played Video games are actually are a lot older than when we used to play in the 90s. The first video game was created in 1947 called Tennis for two and it was played on an oscillioscope like device. In 1966 Sega, introduced an early electro-mechanical acrade game called Periscope, where it was the first game to cost a quarter per play. In 1972, on televisions across America, two while lines appeared on opposite sides of a virtual court. A square ball bounced back and forth between these lines. These televisions were connected to the Magnavox Odyssey, and were playing the first version of Pong. The Odyssey was the first home video game console and Pong was its most famous game. This is when the console gaming kicked in. The 1990s became the age of computer video games and gave birth to big players in the industry like Activision, ID Software, Electronic Arts and Blizzard. Game on computers started becoming more popular. The games were till then were still played on the tv or on the computer screen using a controller for a console and using a mouse and keyboard on the computer.

o How are videogames played now Game now-a-days are accessible and playable on various different platforms. Games are now enjoyed on an increasingly diverse array of screen. The traditional ways of playing videogames are still the most preferred way of playing games. Apart from playing the games on a TV and on Computers, the games are now also played on mobile phones, tablets, handheld devices.

We have seen the change in the video game industry with regards to the type of games and with regards to how the end users accessed and played them. We will see what new generation consoles offer more other than just playing videogames and learn a little more about connected and community gaming and how the users are contributing to the industry.

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Platforms
What the new gen consoles offer apart from videogames
The current generation of video game consoles is the seventh generation as of 2012, it included consoles released since late 2005 by Nintendo, Microsoft and Sony. The new age consoles offer a lot more than just playing videogames. They are a complete package of entertainment which is not just limited to playing games. I will discuss what are differences in the current generations consoles from the previous ones in the points below. o Entertainment Hub - The new generation consoles come packed with a total solution for home entertainment. By just getting connecting the consoles to the internet, one can have access to their friends social updates; connect with their friends while playing games or just on a video chat. The new generation console now no more hold a place in your bedroom. Gaming has now progressively moved from bedrooms to the living room. The seventh generation consoles are compatible with accessories which support motion sensing and thus free the player from controllers and make the players to use their body as the controller. Apart from all this the seventh generation consoles also offers web browsing, photo albums, music platform, online video streaming. o Convergence of Entertainment All the 3 major 7th gen consoles have tie ups with various online channels to deliver best form of entertainment to their customers. To name few Daily Motion, last.FM, Youtube, Zune, Netflix, BBC iplayer.

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Connected/Community Gaming
The next generation of gaming is far away from just playing alone. Internet has brought all the gamers together. In the points below we will see how connected and community gaming makes gaming fun with learning.

The next generation is not defined by technology but connectivity Technology has helped shape the ways we can connect with others. Video games now-a-days offer gamers more ways to connect with others by playing games online with friends. The Online multiplayer gaming has gained a lot of popularity since DOOM (1993) days. Consoles are not behind in providing the experience of multiplayer online gaming. The statistic shows that 76 % of Wii users are online games, 70% of XBOX 360 users are online games and 40 % enjoy the features of XBOX LIVE GOLD vs 10 % on XBOX 1, whereas 70% Play Station 3 users are online gamers. This shows videogames are not just sitting in front of a TV or a computer screen but gaming now has defined a new way of how people connect with each other. More 49 % of console gamers player games online at least one hour per week. As you can see, technology has drastically changed the ways in which we can connect with people. Playing video games online with friends is another way to spend time together without having to leave the comfort of your home.

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Games are online enabled Almost all the games that are released now-a-days are online enabled irrespective of the platform and genre. The games are not only available to be purchased or downloaded online, but players can connect to other players and play online. Games that has online features maintains a leader board to show the stats of the players this increases competitiveness amongst the player and induces players to play more and play hard to top the boards. Online games have more scope for social interactions and thats what makes an online game popular. Through online interactions, players build both casual and meaningful relationships. Through time spent in multiplayer games and online game communities, players have the opportunity to strengthen existing relationships and meet new people. Chatting with partners or competitors during play adds a higher level of enjoyment to the game and creates a sense of camaraderie. Players often find that partnering up with someone to overcome a difficult challenge through personal experience and know-how can be as satisfying online as it is in the real world. Multiplayer online games and online game communities offer opportunities to promote social interaction within existing relationships as well. When friends and family members are miles apart, staying in contact can be challenging at best. But, today grandpa and grandson can go head to head each night battling it out over chess, backgammon and 8-ball, while old college buddies are playing checkers, bingo and sub-hunt - all the while talking about the day and staying involved in each other's lives.

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MMOs Active Subscriptions MMOG (Massive Multiplayer Online Game) is a multiplayer video game, which can be played by thousands of players simultaneously on the internet and usually players connect to each other in the game in one persistent world. MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. This is why MMOs have been so popular. MMOs have a wide diversity of styles and demographically targeted groups with children, teenage and young adult markets all well represented. MMOs success is measured not only by the sales of each unit, but the number of active subscribers and ingame purchases made by the players. Some MMOs like Forsaken World, Star Trek Online use the free to play business model, their profit and popularity totally depends on the number of active users and the number of active users who do ingame purchases of virtual goods in the game.

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The graph below shows the Total MMORPG subscriptions and Active accounts listed on the site http://mmodata.blogspot.in/

The graph shows the years on X axis and subscriptions in Millions on Y axis

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This graph here shows the subscriptions and active accounts of some highly played MMOs

The graph above shows years on X axis and number of subscriptions in Millions on Y axis.

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User generated Content - Another trend in videogame that has caught on lately is user generated content. Levels, designs, and even characters created by players are shareable for everyone to take advantage of. User created content not only extends the replay value of a game, but it also gives players a creative outlet while allowing them to share their work with the rest of the world. Here are some games that have gained popularity because of the end users contributing towards the game. Little Big Planet Little Big Planet gives players the tools to create pretty much anything they can imagine in a 2d playing field. Player created levels gives Little Big Planet unlimited replay value since a player can on and play a new level whenever he wants to. While not all of the levels are great, the best ones are ranked, and every last one of them is worth played (aside from the trophy collecting levels

Unreal Tournament 3 - The Playstation 3 version of Unreal Tournament 3 allows for user created levels as well as mods (letting you do things like pulling the camera back so its in 3rd person, like Gears of War, or making the game even more bloody). Some of the levels are designed for pure deathmatching fun, while others are creative places to play, such as a giant living room, or a level built with Lego blocks. If you love playing Unreal Tournament 3 and want a few new stages, they are easy to find, download, and enjoy, extending the life of this game by leaps and bound.

Halo 3 and Halo Reach - Halo 3 and Halo Reach has a level editor called Forge, and while a level cant really be created from scratch, they can be edited enough to make each creation a unique experience. Some of the more creative maps allow for obstacle courses and even races. Forge will ensure that your time playing Halo is extended enormously. Especially when you can enjoy these new wrinkles to each level with friends.

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DIY Tools - Big game studios like Microsoft, Ureal Development Studios, Crytek etc are inclined towards sharing their technology with the community of gamers and developers, to encourage the end users and enthusiast to showcase their ideas to the world. This has marked the rebirth of a community of Independent Developers. One of first videogames in the history of videogames was developed by independent developers with no financial support. Recently independent games are very much in demand and are being released for big budget consoles like XBOX 360, PlayStation 3 and Wii. With the advent of smartphones such as the iPhone and the relative ease of producing these titles many independent game developers solely develop games for various smart phone operating systems such as the iOS and the newer Android. This has also seen games being ported across to take advantage of this new revenue stream such as the successful game Minecraft.

So far we got a picture what is the videogame industry offering to the end users i.e. entertainment in all forms, videogames are no not just limited to playing games only. We also learned about how videogames help people to connect with each other, how people can socialize virtually by playing videogames. The industry is not just built by the big names in the industry but a lot of small independent developer have also contributed to the growth of the videogame industry. Going further you will see how the industry has matured and how videogames are related to the other industries in the entertainment sector.

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Industry & relationship


The video game industry has become huge from since it was formed in 1970 till date and is still growing. The videogame industry has a direct relationship with other types of entertainment industries. This section will cover how videogame industry has matured with some amazing facts about the industry and its relationship with other types of entertainment industries.

Video game industry maturing


Gaming is bigger than BOX OFFICE The growth in digital has seen video games overtake the movies as the most lucrative medium of entertainment. Video games in some countries account over 40 % of the countries entertainment market alone. Gaming is now bigger than DVDs Box office, Movie Rentals, Books or Music. Heres an amazing fact. Modern Warfare 3 hits $ 1 billion in 16 days beating Avatars record by one day. Battlefield has grossed $ 1 billion faster than any entertainment product in history. It beats James Camerons Avatar to the record by 24 hours, earning $1 billion in just 16 days. Both Avatar and Harry Potter : the Deathly Hallows Part two took 17 days to reach the magic number. Modern Warfares predecessor took 2 months to hit $1 billion. The video game industry was worth $ 74 billion in 2011 alone and is projected to go up to $115 billion a year by 2015. The industry is expected to grow by about 10 % annually. Over a decade ago, the industry was just $7 billion (1994) $4.7 billion (1990). A decade before that in 1982, $1.5 billion of revenue was generated in the nascent market, just before the video game crash of 1983. The worldwide PC-based game market is worth as much as $10.7 billion as of 2008. This number includes retail sales, online revenue, digital distribution and relevant ad sales Comparison with other forms of entertainment

The U.S. video game industry boomed in the early 2000s and became one of the leading forms of entertainment in terms of total revenue. Presently, the industry is at around $22 billion for 2008 (conservative estimate) in the US and $30 to $40 billion globally. Here is how it compares with other entertainment industries. Music industry - $10.4 billion (US 2008) and $30 to $40

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billion globally. Movie industry - $9.5 billion (US) and $27 billion globally. Book industry $35.6 billion (US 2007) and roughly $63 billion globally (2002) (Euromonitor Intl), DVD industry - $23 billion (US) (buying $16B, renting $7B) It surpassed the U.S. movie and music industry in 2005 and 2007 respectively. In the 2008, the UK industry blew past the music industry and is expected top DVD sales in the near future. All these interesting facts about the videogame marks the maturity and the rapid growth of the industry

Connection between games and movies Movie producers have found a way to keep up with the videogame industry and use the IPs from the videogame industry to make Hollywood blockbusters. Similarly to make more profit from the IPs created by the movie industries; videogames are developed based on famous movies. Following are the movie thats were based on videogames Video games to Movies Resident Evil Alone in the Dark Tomb Raider Silent Hill Prince of Persia Max Payne Movies to Video games Avatar Transformers Harry Potter series Lord of the Rings online

Movies are also made on the lifes of gamers, developers etc,

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Great heads from the movie industry experimenting with the videogame industry Since the gaming industry now has matured to the level of Hollywood, professionals from the movies industry are taking active part in the making of the games. Making a videogame is far more complex than playing it. A lot is put in to make a successful game. The videogame industry seeks for professional for direction for the cut scenes, editing them, for the music and the sounds for the game and for many such aspects. A lot of professionals from the movie industries offer their services to the video game industry for a handsome remuneration to enhance the quality of the game and give the users an experience of that of a movies

Video games generating their own franchises The Video game industry are
incredibly sequel driven. When a videogame designer designs a game, he keeps in mind the scope of expanding the game, a scope for making a sequel to the game in future. Some franchises even talk about their next game before they make the first one. Bioware for example, decided that Mass Effect was going to be a trilogy before the first game even hit the market. Call of Duty is an annualized franchise where each one makes more money than the last. The fact is, its easier to sell a sequel to a game than make a new intellectual property. Fans already know what to expect, and the ideas from the previous game carry over to the next. The best franchises in the video game industry of all time are Mario, The Elder Scrolls, Halo, Grand Theft Auto, Zelda etc. The video game industry right now is stronger than ever, outperforming the movie industries by billions in terms of revenue which makes the video game industry the highest revenue generating industry in the entertainment sector. The next section is an overview of Digital Distribution method of selling games and the most common and effective business models used by the industry.

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Distribution and Business Models


Direct Distribution is channel of distribution where a company sells its products direct to consumers. While direct channels were not popular many years ago, the Internet has greatly increased the use of direct channels. The increase in the use of internet has given birth to a new form of Direct Distribution known as Digital Distribution. Video games now days are sold digitally which saves the publisher a lot of revenue which would be otherwise spent on a DVD, the cover and other expenses involved to get the game to the end users. In this section we will see how Digital Distribution is now becoming a trend in the industry to make the game available to the consumers and also see how effective the various types of business models are for the publishers.

Digital Distribution There has been a fall in the number of sales of games that
are picked up by the consumers from the shelves at the store, which has led to the fall in traditional practice of selling games at the retail stores. The publishers now opt for the ways to cut down cost in distributing the game to the consumers by making them available to them through the means of digital distribution. The method of digital distribution was first started by Steam and arguably is the most successful examples of online stores. Consumers can purchase and then download the games directly to their computer. Digital Distribution is often tied to an account in which billing info is taken. This account also retains information of purchased games allowing the users quick access if a reinstall of a game is required. Digital distribution is also gaining popularity on consoles, via XBOX Live, Playstation Network and the Wii Shop.

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Business Models Business Models of the video games differs from companies to companies and games to games. Different companies adapt different types of business models. The business models for some social game have a huge impact on the gameplay. Heres a small brief of very common and effective business models in the videogame industry.

Try Before you Buy Trialware / Shareware / Demoware / Timedware (this is letting you play crippled, shortened, or restricted time versions of a game for free, while trying to up-sell the full version.) This is a real balancing act as too much in the demo can kill any hope of future sales. Xbox Live has been experimenting with this concept, they seem to have hit the sweet spot by giving one playable level and then giving a big reveal (like theres a giant boss monster around the corner) then they say Buy the full version to continue!. Thats basically the cliff-hanger trick, and just like TV it works. Subscription Model (like World of Warcraft or Conan) paid monthly, usually by credit card or automatic debit payment. Its sometimes coupled with a retail purchase to get the install files / manual. Commonly players set up the credit card payments and dont stop them, as they want to keep the game available or keep their characters alive that theyve worked so hard to create. (Its pretty great to get a subscription from people that dont even play, so expect more people to design games were they will clearly KILL your characters if you stop paying. Not good for players, but its on the list as its a monetization method.) Micro-Transactions (small, impulse driven up selling), for vanity, saving time, better communications, leveling up faster etc. These are generally paid for using virtual points (earned in the game) or the points being bought by the player for real money. A new trend is using Friends to buy these items, where the item just costs you inviting a friend to the game, or an amazing item costs you inviting ALL your friends to the game. Another trend is to sell consumable items like actually selling the bullets you fire, or buying gas for the car you race, however this really grays the free to play line.

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Freemium A freemium games is a business mode where the game is given away for free, but the customer can spend money on various enhancements to the game. It has become a popular model on both smartphones and tablets and even for some MOBA and MMORPG games on PC. The basic freemium game gives away it core functionality for free and offers upgrades to add certain features. This gives the players and opportunity to play the games for free and if they enjoyed playing the game, they also pay to upgrade to access additional features in the game. A new study released by NPD finds that 40 percent of those who have played an upgradable freemium game have made payments.

Distribution is an important aspect of the process of making the games to reach the final consumer. Publishers are now adapting the method of Digital distribution to make the games available to the end users. This method of distribution is cost effective and also very convenient for the consumers and the publishers. This section also covered some of the very effective and common type of business models adapted by the industry. Whats coming up next in the last section is about how videogames make money through advertisement and how videogames are advertised.

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Advertising and Gaming


Advertisement plays an important role in the development of videogames. The game can earn a lot of money by advertising and also spends a lot of money on advertising. You will know how in this section.

In game advertising (IGA)


IGA refers to advertising in computer and video games. The IGA industry is large and growing. In 2009, spending on IGA was estimated to reach $ 600 million USD and is anticipated to grow to $ 1 billion by 2014. IGA are integrated into the game either through a display in the background, such as an in-game billboard or a commercial during the pause created when a game loads or highly integrated within the game so that the advertised product is necessary to complete part of the game or is featured prominently within cutscenes.

Revenue in Billions.

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Advergaming Advergaming is the practice of using video games to advertise a


product, organization or viewpoint. With the growth of the internet, advergames have proliferated, often becoming the most visited aspect of brand websites and becoming an integrated part of brand media planning in an increasingly fractured media environment. Advergames theoretically promote repeated traffic to websites and reinforce brands. Users choosing to register to be eligible for prizes can help marketers collect customer data. Gamers may also invite their friends to participate, which could assist promotion by word of mouth, or "viral marketing."

Advertisements have found a way to reach masses through an additional means. With the number of sales of games going higher and higher every year, advertising through video games has proven to be one of the most effective ways of advertising a product.

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Conclusion
The video game industry has become huge today and is stronger than ever before. The industry is here to stay forever. The future of video games looks very bright. Video games in future will not be merely used for playing games but video games are also proven to be a great medium of learning. The day is not far when kids in school will learn through video games. Some official organization, government organizations, military, naval and airforce also uses the medium of interactive learning through video games. So, in this thesis we covered the trends in videogames. We learned about who plays video games, some stats about who plays video games. He also so how video games evolved and with the evolution of video games how there was a shift in audiences i.e. in the ages, shift in the gender and shift in the behavior of the players. The evolution of video games also changed the way the end users played and accessed video games. In the 2nd half of the thesis we learned about different platforms of video games and what the new generation consoles offer the consumers apart from just play videogames. Video games are now days are all about connecting with friends and the world. The video games industry didnt not grow big on its own, there is a lot of contribution by the end users and the gaming enthusiasts that create user content ingame to increase the life and playability of the games. Users also contribute to the industry by going solo and developing games. The 3rd part of the thesis covered some facts about the industry and its relationship other industries in the entertainment sector. It also covered the new ways making the games available to the end users through the means of Digital Distribution. The different types of business model adapted by the industry giants depending on the gameplay of a game are also covered in the 3rd part. Also, how video games have become one of the most effective ways of doing advertisements. There are a lot of things attached to the video game industry. This thesis just covered a few of them. To conclude this thesis takes into an account of an overview of all the trends that are observed in the video game industry

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References
http://www.slideshare.net/AdvertisingPawn/video-gaming-trends-presentation815520?src=related_normal&rel=1272291 http://switch.sjsu.edu/v7n1/articles/cindy02.html (online games) http://news.cnet.com/8301-1035_3-57418833-94/freemium-games-are-the-ticket-to-app-profitsstudy (freemium) http://en.wikipedia.org/wiki/Independent_video_game_development http://www.streetdirectory.com/travel_guide/106420/gaming/the_healthy_benefits_of_online_ga mes.html http://www.amazon.co.uk/forum/video%20games?_encoding=UTF8&cdForum=FxJDNP8ZT4910I&c dThread=Tx3KGN0IGJMVYKO http://en.wikipedia.org/wiki/List_of_best-selling_video_game_franchises http://www.makeuseof.com/tag/5-video-game-franchises-time-muo-gaming/ http://www.giantbomb.com/digital-distribution/92-2329/ http://en.wikipedia.org/wiki/Digital_distribution http://ipad.about.com/od/iPad-Glossary/a/What-Is-Freemium.htm http://en.wikipedia.org/wiki/In-game_advertising

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