Gaming has brought several transitions in our daily lives. It has move out as being “cool” and is normal today for almost everyone. Gaming no longer is in 2D space or 3D spaces but it is not is players space where most of the things in game are things happening in real life of players and interactions of players in reality.
Gaming allows the users to engage in a reciprocating communication exchange with the machine. Game player and machine acts based on responses to previous message. With the increasing growth of knowledgeable machines developed by developers’ machines imitates human respondent. It’s a form of human-machine interaction.
With the game industry topping $18.60 billion in 2010 there can be no doubt that game sector is gaining more and more acceptance. T-Shirts with game characters like Mario, Pac man, turtles and objects like speed car and bikes are sold heavily in retails shops
Zoom of new technologies and changes in demographics of gamers have boost game players to look for new challenges and a stronger involvement in playing experience. This talk presents the investigation of the game developers and game player’s demographics such as ethnicity, gender, age, year and education level of gamers. The article also presents the analysis of playing frequency, game development frequency and relationship between the game developers, game player, game designers and the wider game community. Game developers, as being producers of creative products continue to bring their individual life experiences into the process of creation and their products reflect those life experiences, as well as our ideas and assumptions.
We see that as these incredible game artists keep on their work, the entire games sector will explode and games are not going to go away even if anything new in market, game players shall take it over.
2 WHAT ARE DEMOGRAPHICS?