Preview

Technological Environment of Video Game Industry

Powerful Essays
Open Document
Open Document
1369 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Technological Environment of Video Game Industry
Technology Environment
The Video Game industry is constantly undergoing new innovations and ground breaking technology. New trends and innovations are introduced on a yearly basis that alters the marketing environment. The Level of technology in this industry is very high. The speed of technology and usage is ongoing and expanding throughout the country and the world. With the constant growth, a fast and a high rate of Obsolescence is the outcome. The video game industry also has social concerns pertaining to the overall health of the users. Within the past 10 years the video game industry has boomed to keep up with the rapid growth of technology. Each video game console starting from the Atari 2600 ( September 1977) to the Nintendo 64( September 1996) and to the recent Sony Play station, Nintendo WII, and Microsoft X-box franchise has evolved insignificant ways.
Trends: Mega-Gaming, Interactive
• Mega-Gaming
A new trend like Mega-Gaming which has been becoming popular
Schmidt, D(2013,November )“These last ten years have ushered in the age of the mega-game; video games with budgets of $100 million and massive marketing pushes designed to break single-week sales records” Video Games in the US. Retrieved from IBIS World Industry Report. This Mega-Gaming consists of a high return and in return comes with high risk ,where if one game does not meet sales then the whole gaming company can go under. The highest budget game is Grand Theft Auto 5 reaching 265 million dollars invested to production, but within the first 3 weeks their sales were above 1 billion dollars being the most successful release in all entertainment in the world. Such high budgets come from factors like developing and development staff. But the majority of the portion of their budget is put in to marketing. Even to the very little spent on development, a big part of it goes towards the non-gameplay parts such as motion capture and expensive voice acting talent. The result in this could

You May Also Find These Documents Helpful

  • Better Essays

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

    • 1005 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    Final Report - CanGo

    • 2171 Words
    • 9 Pages

    Offering a new product will bring in additional revenue. According to market researcher DFC Intelligence, the video game industry is expected to grow from $66 billion worldwide in 2010 to $81 billion by 2016.…

    • 2171 Words
    • 9 Pages
    Powerful Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Better Essays

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

    • 993 Words
    • 4 Pages
    Better Essays
  • Powerful Essays

    The video game industry is going throng significant growth. It is a large and growing…

    • 1742 Words
    • 7 Pages
    Powerful Essays
  • Better Essays

    Kahn, S. (2014). Video Games in the US. [ONLINE] Available at: http://clients1.ibisworld.com.proxy-ub.researchport.umd.edu/reports/us/industry/default.aspx?entid=2003. [Last Accessed 10/10/2014].…

    • 4659 Words
    • 16 Pages
    Better Essays
  • Better Essays

    The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Reality Is Broken Summary

    • 14212 Words
    • 57 Pages

    We have turned digital games for computers, mobile phones and home entertainment systems into what is expected to be a $68 billion industry annually by the year 2012. So we are creating a massive virtual effort and emotional energy and attention on game worlds instead of on the real world.…

    • 14212 Words
    • 57 Pages
    Powerful Essays
  • Powerful Essays

    Nintendo Marketing Plan

    • 8431 Words
    • 34 Pages

    We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc.)…

    • 8431 Words
    • 34 Pages
    Powerful Essays
  • Better Essays

    Video games and computer games (from here on both categories will be simply referred to as video games for simplicity) have entered the domain of pop culture fairly recently. Although the first video game was developed in 1958 by William Higginbotham, their popularity didn’t occur until the seventies with the appearance of Pac-man and Frogger in the arcades (Computer and Video Games). If the younger generation of video game consumers would take a look at what was out there when the video game boom begun they wouldn’t be able to understand what was so attractive (and addictive?) about Pac-man and Frogger? The truth is, video games from over three decades ago share the same basic principles with the games we have out there right now. Let’s face it, we like video games because they provide us with interactive entertainment. In other words, we’re genuinely entertained by colorful objects that move on the TV/computer screen when we press certain buttons. I suggest that it is the overwhelming gratification that we experience from actually having absolute and unconditional control over something in our lives. Another suggestion that I have is that video games share the same elements or even directly imitate traditional games such as tag, ping-pong, chess, hopscotch etc.; video games allow us to engage in these games easily, without any stigma or significant effort on our parts. Video games are fun, inexpensive, can become a social activity allowing friends to play along, and sometimes they’re even mentally stimulating if not challenging. They’ve been a real hit every since they came out and today the video game industry has grown significantly. However, let’s examine the circle of people that are involved in production and design of video games.…

    • 1522 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Research Paper

    • 3207 Words
    • 13 Pages

    As time went on video games began to flourish successfully in the United States, Japan, and Europe. Then it happened: the first great video game crash in 1977. During this time, companies were forced to sell their older…

    • 3207 Words
    • 13 Pages
    Good Essays
  • Good Essays

    Although every game studio works differently, they all share the same basic daily tasks. They continue designing the game, by drawing maps, building levels, writing dialogs, and deciding when monsters spawn or where objects are placed. Then, they play test the level to see if improvements can be made or if there are any glitches. Since only a small amount of games get published, they also have to worry if their video game will be successful, appeal to a large audience, and how they can turn it into a phenomenon. They have to stay up-to-date and be aware of the competition. Unpleasant moments in video game design include the lag it takes to…

    • 658 Words
    • 3 Pages
    Good Essays
  • Good Essays

    College Athletes

    • 604 Words
    • 3 Pages

    The stress of a video game goes past development; with EA demanding a new game…

    • 604 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    A majority of American adults (70%) with an internet connection had played a game in the last six months and 60 million American purchased a video game in the last year.…

    • 1561 Words
    • 7 Pages
    Powerful Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    Traditionally, Sony, Nintendo and Microsoft will create a new battle every five or six years, so it means that to develop a new and good product takes time. For the cost aspect, as the consoles are expensive, the cost of the video games is increased as well. In order to fulfill the customers’ need, company has to make more attractive and complex games and this will cost a lot and take time also.…

    • 474 Words
    • 2 Pages
    Satisfactory Essays