The document discusses the history and evolution of the video game industry from the 1990s to present day. It describes how gaming transitioned from arcades and home consoles to include handheld, mobile, and online/internet-based gaming. The rise of digital distribution platforms like Steam increased online multiplayer gaming and microtransactions. The future of gaming is focused on continued growth of online/mobile gaming as internet access expands globally.
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
[Inside Social Apps 2010 - San Francisco ] Hello everyone, my name is Sebastien de Halleux and what I’ll talk about over the next 30 minutes or so is about The Evolution of Games, and specifically lessons from gaming platforms past.. Most of today is about social games and the future of the game industry, so I wanted to take a step back and hypothesise what the past can potentially teach us about the future.
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
[Inside Social Apps 2010 - San Francisco ] Hello everyone, my name is Sebastien de Halleux and what I’ll talk about over the next 30 minutes or so is about The Evolution of Games, and specifically lessons from gaming platforms past.. Most of today is about social games and the future of the game industry, so I wanted to take a step back and hypothesise what the past can potentially teach us about the future.
Austin as a Digital Media Nexus. Presentation to the Technology Advisors Gro...Frank Coppersmith
September 2013 presentation to Austin's Technology Advisors Group presenting the current state of the video game and related industries, both globally and in Austin, Texas. The presentation looks at the game industry's market size, key players (especially in Austin), the shift from console and desktop computing to mobile gaming, technical challenges and opportunities.
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
The gaming industry is one of the highlights of 2020 that needs to be kept on the radar. Not only gaming products but activities like e-sports and video streaming have brought gamers to unity in a big community. Here’s a glimpse of the gaming Industry statistics in 2020.
The gaming industry is arguably one of the most important and innovative sectors in tech today. Its importance to culture, social networking, and entertainment cannot be understated. The term “entertainment industry” is no longer reserved for Hollywood and
the movie industry. Gaming is now providing the most immersive and awe-inspiring forms of entertainment to more than two billion people around the globe.
Video games, by the numbers - Michael Pachter, Wedbush SecuritiesLondonGamesConference
Slides from Michael Pachter's keynote at November 2013's London Games Conference.
Michael, Research Analyst at Wedbush Securities shares insights and analysis on both the state of the video games market and where the opportunities are
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
Future Of Gaming report presents key trends emerging within the gaming space that brands, non-profits and communities can leverage to build engagement and motivate their target audience towards achieving a desired goal or outcome. It is designed to inspire anyone tasked with creating compelling user experiences, whether that be on a digital screen, in the real world or somewhere in between.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
ESL - How the World’s Largest Esports Company Thinks Globally and Acts Locall...Jessica Tams
Delivered at Casual Connect Asia 2017. Hal Bame, ESL’s newly appointed Managing Director for SEA, will give an overview of ESL globally and how the company plans to use its brands, unique products, partnerships and content to accelerate esports as a whole in SEA, one of the worlds fastest growing esports regions.
Austin as a Digital Media Nexus. Presentation to the Technology Advisors Gro...Frank Coppersmith
September 2013 presentation to Austin's Technology Advisors Group presenting the current state of the video game and related industries, both globally and in Austin, Texas. The presentation looks at the game industry's market size, key players (especially in Austin), the shift from console and desktop computing to mobile gaming, technical challenges and opportunities.
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
The gaming industry is one of the highlights of 2020 that needs to be kept on the radar. Not only gaming products but activities like e-sports and video streaming have brought gamers to unity in a big community. Here’s a glimpse of the gaming Industry statistics in 2020.
The gaming industry is arguably one of the most important and innovative sectors in tech today. Its importance to culture, social networking, and entertainment cannot be understated. The term “entertainment industry” is no longer reserved for Hollywood and
the movie industry. Gaming is now providing the most immersive and awe-inspiring forms of entertainment to more than two billion people around the globe.
Video games, by the numbers - Michael Pachter, Wedbush SecuritiesLondonGamesConference
Slides from Michael Pachter's keynote at November 2013's London Games Conference.
Michael, Research Analyst at Wedbush Securities shares insights and analysis on both the state of the video games market and where the opportunities are
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
Future Of Gaming report presents key trends emerging within the gaming space that brands, non-profits and communities can leverage to build engagement and motivate their target audience towards achieving a desired goal or outcome. It is designed to inspire anyone tasked with creating compelling user experiences, whether that be on a digital screen, in the real world or somewhere in between.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
ESL - How the World’s Largest Esports Company Thinks Globally and Acts Locall...Jessica Tams
Delivered at Casual Connect Asia 2017. Hal Bame, ESL’s newly appointed Managing Director for SEA, will give an overview of ESL globally and how the company plans to use its brands, unique products, partnerships and content to accelerate esports as a whole in SEA, one of the worlds fastest growing esports regions.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
Console gaming offers immersive experiences with top-notch graphics and gameplay. Discover the latest trends and tech innovations in the gaming world at https://game2techzone.com/. Explore diverse gaming consoles, titles, and much more to level up your gaming journey.
Examining Social Gaming for the Chinese Market | Kevin LiJessica Tams
Delivered at Casual Connect Asia 2016
As mobile penetration continues to grow in China, the Chinese market is too big for game developers to miss. In this lecture we will review the growth of mobile social gaming and evaluate the most popular social games in China.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
2. THE HISTORY OF VIDEO GAMES…
https://www.youtube.com/watch?v=5-
Gdl5tj2Hs
3. GAMING INDUSTRY PRIOR TO THE INTERNET
The 1990s were a decade of marked innovation in video gaming.
It was a decade of transition from raster graphics to 3D graphics and gave rise to
several genres of video games including first-person shooter, real-time
strategy, and MMO.
Handheld gaming began to become more popular throughout the decade, thanks
in part to the release of the Game Boy in 1989.
Arcade games experienced a resurgence in the early-to-mid-1990s, followed by a
decline in the late 1990s as home consoles became more common.
Mobile phones began becoming video gaming platforms when Nokia installed
Snake onto its line of mobile phones in 1997 . As the game gained popularity,
every major phone brand offered "time killer games" that could be played in
very short moments such as waiting for a bus.
Mobile phone games early on were limited by the modest size of the phone
screens that were all monochrome and the very limited amount of memory
and processing power on phones, as well as the drain on the battery
4. HOW THE INTERNET HAS CHANGED GAMING
The internet has changed gaming in 10 main ways:
Online FAQs – players can ask questions and share answers quickly. It can give clues on how
to complete games so players don’t get stuck and lose interest.
Microtransactions – small purchases online to allow further gaming/upgraded gaming.
Piracy Explosion – internet allows pirated games to be shared between an unlimited amount of
people.
Gaming News – internet has enabled gaming news to be constantly published; no longer have
to wait for monthly releases of news in magazines.
Mod Communities – players who post videos of them gaming have becom very popular and
have also popularised certain games.
Patching – problems in games are much easier to fix. However some argue that this has made
game developers lazy as its not as serious if bugs slip through.
Multiplayer
Fan Communities - fan communities spread the word about anticipated games and can be
polled by developers looking for fan reaction to various things during game development.
Under Creative Commons License: Attribution Non-Commercial No Derivatives
Persistent World Games -
Online Multiplayer – online games make it more fun and interactive, can play with friends and
strangers.
5. THE INDUSTRY NOW…
The industry’s biggest consumer market revenue streams in 2014 were
Digital Console and PC (£1,048m, +18%, split between £573m for
consoles and £475m for PC), Boxed Software (£935m, -6%), Consoles
hardware (£915m, +46%, thanks to strong PS4 and Xbox One sales) and
Mobile gaming (£548m, +21%)
The digital sales of games (£1.5bn) are bigger than the combined digital
sales of video and music (£1.3bn)
http://ukie.org.uk/sites/
default/files/cms/UK%
20Games%20Industry
%20Fact%20Sheet%2
026%20January%202
016.pdf
6. This shows that since the
proliferation of the internet, gaming
on PCs has become more popular,
and even overtook console gaming
in 2010.
EXTRA STATISTICS
This shows that since the
proliferation of the internet, gaming
as a whole has been increasing
greatly due to the online gaming
input.
7. STEAM
- Steam is a multi-player platform developed by Valve Corporation
- Used to distribute games and related media online.
- Provides the user with installation and automatic management of software across
multiple computers
- Entails community features: friends lists/groups, in-game voice and chat functionality
- As of September 2015, over 6,400 games are available through Steam
- Steam has had as many as 12.5 million concurrent users as of November 2015
- it was estimated by Screen Digest that 75% of games bought online are downloaded
through Steam in October 2013
- 2015, users purchased titles through Steam or through Steam keys from third-party
vendors totalling around $3.5 billion representing 15% of the global PC game sales for
the year
- In 2005, third-party games began to appear on Steam; Valve announced that Steam had
become profitable, and although digital distribution could not yet match retail, profit
margins for Valve and developers were far larger on Steam.
- Large developer-publishers, including id Software, Eidos Interactive and Capcom, began
distributing their games on Steam in 2007.
- By May that year, 13 million accounts had been created on the service, and 150 games
were for sale on the platform.
8. STEAM…
This shows that
Steam is a growing
industry as the users
are still increasing.
It’s clear that
accessing games
online has become
much more popular
in recent years as
there are more active
users. This could
cause an issue for
companies selling
disks and cartridges.
9. BENEFITS
Audience
• Allows people to connect
internationally for all sorts of games.
• Online games enable more players,
so the game is more fun and
interactive.
• Prime social outlet.
• Easy to access game tips and tricks
from others.
• Cheaper to download games.
• No need to spend money on new
games as they can simply upgrade
them.
• Tutorials are now available to help
the audience get through games.
• Can build a career from playing the
games.
Industry
• Gaming companies found seemingly
limitless ways to entice them to buy
things – enhances experience.
• Digital development enables ‘patching’
so fixing problems is quick and
effective.
• Can provide upgrades rather than
spending money on producing new
disks.
• Can restrict some things on the game
to encourage players to purchase
things – profits.
• Internet provides 24/7 coverage of the
industry
• Easy, free promotion via gamers who
post about the games. Some have
millions of follows so reach a massive
audience.
• Technological convergence enables
games to be accessed on a range of
applications
10. DISADVANTAGES
Audience
• Purchasing the hardware and
software can be very expensive
• Has been said that games have
a negative effect on the health
of players, as its not active and
is played for hours.
• Due to interactive nature of
video games players are more
vulnerable to the influence of
others
Industry
• Physical games more expensive,
audience less likely to buy it as
they are usually available to
download online
• The violent nature of some games
has led to bad publicity, as some
blame the games influence for
crimes - could effect sales
11. WHAT DOES THE FUTURE HOLD FOR GAMING?
As the internet becomes a more prominent part of people’s lives, gaming
online will continue to grow meaning that (as seen on the graph on the
left) the use of consoles and handhelds will continue to drop due to the
growth in online and mobile gaming which has already begun to happen
(graph on the right).
12. The Long Tail Theory shows how physical
sales have lessened as more games are
introduced because these are available
online for download. The internet enables
the availability of more titles, so
consumers often go online for more
variety. Therefore, there will be less
physical sales, and more sales on digital
distributors such as Steam.