Global video games market

Topics: Video game, Video game console, Video game industry Pages: 16 (3697 words) Published: March 9, 2014

The global video game market, or the so called interactive entertainment industry, is the economic sector which focuses on the development, marketing and sales of video games. The worldwide video game sector includes video game console hardware and software, online, mobile and PC games and has reached $ 93 billion in 2013, up from $ 79 billion in 2012.

Currently, the video game industry is a massive source of development; profit still stimulates technological advancement which is then applied by other industry sectors. Though not the main driving force, casual and independent games proceed having a considerable incidence on the industry, with sales of some of these titles such as Minecraft exceeding millions of dollars and over a million users. While outgrowth for consoles and PCs is not inert, development of mobile games is still active. As of 2014, newer game companies arose that vertically incorporate live procedures and publishing, rather than relying on a traditional publishers, and some of these have increased to significant size. The computer and video game industries have expand from small-scale 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). The video game industry settled in 1971 with the launching of the arcade game. The insertion of video games to the domestic market with the release of the early video game console was effective the following year. Nevertheless, the video game crash of 1977 was the result of a one game domination and a market’s saturation, sparking a renascence for the video game industry and paving the way for the golden age of video arcade games. The game's success influenced arcade machines to become widespread in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores…

By the end of the 1970s, the personal computer game industry initiated designing from a hobby culture, when personal computers just set out to become broadly available. The industry augmented along with the headway of computing technology, and often drove that progress.

Modern personal computers owe many advancements and innovations to the game industry: sound cards, graphics cards and 3D graphic accelerators, faster CPUs, and dedicated co-processors like Physx are a few of the more notable improvements. Sound cards were promoted in addition of digital-quality sound to games and only later mended for music and audiophiles. Since the beginning, graphics cards were displayed for more colors. Subsequently, graphics cards were valorized for graphical user interfaces (GUIs) and games; GUIs drove the necessity for high resolution, and games led off using 3D acceleration. They also are one of the only pieces of hardware to enable numerous hookups (such as with SLI or CrossFire graphics cards). CD- and DVD-ROMs were instituted overall for mass distribution of media, notwithstanding the capability to store more data on inexpensive readily distributable media was instrumental in driving their ever higher speeds. Modern games are amongst the most demanding of applications on PC resources. Many of the high-powered personal computers are purchased by gamers who seek the rapidest equipment to power the latest cutting-edge games. Thereby, the inertness of CPU improvement is due partially to this industry whose games require faster processors than business or personal applications.

The first part of the decade acknowledged the lift of home computing, and home-made games, particularly in Europe and Asia. This time also saw the uprise of video game journalism, which was later expanded to include covermounted cassettes and CDs. In 1983, the North American sector crashed due to the output of too many gravely marketed games (quantity over quality), resulting in the drop of the North American industry. The industry would ultimately be regenerated by the launching of...
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