Wednesday, 17 October 2012

Computer Game Industry

The structure of the computer games industry: - wikipedia
Considered by some as a curiosity in the mid-1970s, the computer and video game industries have grown from focused markets to mainstream. They took in about US$9.5 billion in the US in 2007, 11.7 billion in 2008, and 25.1 billion in 2010 (ESA annual report).
Modern personal computers owe many advancements and innovations to the game industry: sound cards, graphics cards and 3D graphic accelerators, CD ROM and DVD-ROM drives, are a few of the more notable improvements.
Sound cards were developed for addition of digital-quality sound to games and only later improved for music and audiophiles.[2] Early on, graphics cards were developed for more colors.[citation needed] Later, graphics cards were developed for graphical user interfaces (GUIs) and games. GUIs drove the need for high resolution,[citation needed] games drove 3D acceleration.[citation needed] They also are one of the only pieces of hardware to allow multiple hookups (such as with SLI or CrossFire graphics cards).[citation needed] CD- and DVD-ROMs were developed for mass distribution of media in general, however the ability to store more information on cheap easily distributable media was instrumental in driving their ever higher speeds.
Modern games are among the most demanding of applications on PC resources. Many of the high-powered personal computers are purchased by gamers who want the fastest equipment to power the latest cutting-edge games.[citation needed] Thus, the inertia of CPU development is due in part to this industry whose games demand faster processors than business or personal applications.

www.obscure.co.uk
Industry structure – The key businesses within the industry are publishing, development, distribution and hardware manufacturers (console makers Sony, Nintendo, Microsoft). The key issue to be aware of when looking at the industry is the complex interactions of the various companies. A company focused on one of these areas may also be active in others. Publishers often own all or part of a development or distribution company and the hardware manufacterers all act as publishers for their own 1st party products. This means that an independent development company seeking to do business with a publisher may actually be approaching the owner of one of their main competitors.

The top 5 most important computer games ever - in my opinion/life


1. Pacman/Snake
2. Crash Bandicoot (PS1)
3. Super Mario Bros. (Nintendo)
4. Fruit Ninja (iPhone)
5. Just Dance (Nintendo Wii)

I swear these games have shaped my childhood, The differences in technology is ridiculous from Snake that at the time could have my attention for literally hours yet involved 4 buttons and a line chasing a square round a screen to Just Dance that involves your movement being recorded on a screen by a small handheld stick that judges your movement. Nintendo DS's in my opinion where when things started to change regarding computer games with the touchscreen and stick which seemed crazily high tech compared to the little Gameboy with the Super Mario Bros or Crash Bandicoot.


The top 5 most important computer games ever - regarding sales, in the opinon of Wikipedia
Atari 2600 games that have sold or shipped at least one million copies
TITLERelease YearCopies soldComments
Pac-Man19827 million[1][2]Best-selling home video game up until that time.[3]
Pitfall!19824 million[4][5]
Asteroids19813.8 million[6]Best-selling Atari 2600 game prior to Pac-Man.[6]
Missile Command19802.5 million[7]
Space Invaders19802 million[8]First game to sell a million cartridges.[9]



Wii
 
Wii video games that have sold or shipped at least five million copies.
Upcoming Christmas 2012 computer game release

23. NINTENDOLAND

Play it on: Wii U Out: November 30
For some reason, companies have used athletics to demonstrate the capabilities of their new-fangled controllers. Nintendo chose Wii Sports. Microsoft had Kinect Sports, and for Sony it was Sports Champions. This year Nintendo seeks to buck the trend with NintendoLand, a 12-minigame compilation making use of Gamepad, Nunchuck and Remote and based on various Nintendo franchises. Race around an F-Zero track, shoot from Samus' gunship, tackle a Zelda dungeon and hunt ghosts in Luigi's mansion. Oh, and get involved in a reprise of 1986 NES title, Balloon Fight. You wanted that, right? For those with gaming mates, and for those curious about what the Wii U actually does, NintendoLand will be a must-have. BG

 
How changing technology is affecting video games

BBC report
The video game industry can have a tendency to surprise people. Not only does it employ very intelligent, driven, ambitious and talented people, but it is also a key driver for economic revenue on the UK, generating £1bn annually for the country's GDP.

Our latest game is holding its own right at the top of the charts in global rankings against the behemoths of the industry which are mostly US-created, and have massively bigger budgets for development and marketing.

One thing that remains unchanged is that there will always be change in our industry.

There have been many challenges, not only to the way games play but in the way they are made and they way they are delivered. Whilst sadly change and the recession has had an impact on UK game developers with many studios closing down, there is much to be excited about for the future.

gigaom.com
lst week, mobile analytics firm Flurry released the results of a survey of more than 60,000 users who play mobile social games — a space that includes everything from Electronic Arts’ Pogo lineup to Zynga’s Words With Friends and FarmVille. As it turns out, on-the-go gamers are very different than their console-playing counterparts.

For advertisers: Mobile social gaming is far more mainstream than the world of console gaming. So its audience is low-hanging fruit for a wide variety of potential advertisers, especially those looking to target both women and men. Unlike other types of mobile ads, social gaming is well suited to the kind of “actionable” advertising strategies that ask a consumer to engage with a brand or click to call. But those ads should be more than just the pedestrian banner ads that increasingly ignored by consumers (and that often just push other mobile games). Instead, advertisers should work with developers to integrate their campaigns with well-known games, and cross-promote them via traditional media and online ads.
For developers: Developers should employ every available strategy in monetizing mobile social games, from the promising freemium model to simple paid downloads to free titles supported entirely by ad revenues. And mobile social gaming is a particularly good fit for in-app purchases that encourage users to cough up a few dollars to acquire virtual tools or access new levels. (As long as those games don’t encourage kids to ring up ridiculous charges on their parents’ phone bills.)
For app store operators: The likelihood of an app being found gets increasingly harder as the Apple’s App Store and Google’s Android Market add more titles. So app store operators can cash in on the exploding space by making sure the best — and most lucrative — games are easy to find. They should spotlight the most popular and highest-quality games as “featured” titles, especially those from established, trusted publishers, and make it easy for gamers to find relevant titles by using recommendations based on past purchases and reviews. And app stores should leverage the social component by encouraging users to suggest specific games to their friends who opt to receive those suggestions.

No comments:

Post a Comment