Video Games

VideoGames

Theglobal businessenvironmentbringson stagean emerging setof trendsin technology that receivethesupportof thepublicglobally. Technical developscontinueto inventdifferentitemsin theentertainmentindustry.One of theaspectsmarkingtheentertainmentindustryis video games.Thenumberof customized gamesis on theriseto takeadvantageof theglobal technology. Therationaleforlayinginsighton thistopicis becauseitis one of themostpopularpracticeespeciallyamong childrenandtheyouth.In thedevelopedworld,almosteveryhouseholdhas a collectionof video gamesfortheir children.Thewideadoptiontranslatesto a lotof returnsforthecompaniesthat developthegames(Egenfeldt, Smith, andTosca 2).

Thehistoryof video gamesdatesbackin 1961 whenan MIT floatingin freespacewentcrashinginto a spacecraft.Theviewwassostunningsuchthatpeoplevieweditrepeatedly.There wasan immediatedesireto animatetherealityinto a gameandthefirstgameto be developeddubbed“Spacewar.” After beingdevelopedis basementin Boston, thegameexposedthehumanraceto sciencefictionandcapturedtheir minds.Themainpointof interestwasthattheoutcomesof thegamecould be controlledby theplayer.Itraisedtheurge to continueplayingandrecordbetterresults(Egenfeldt, Smith, andTosca 2).

Thevideo gamebusinessis verypromisingwith referenceto its positivetrendin growth.Unlike moviesandrecordedsongsthat passthrough thepostofficeboxas a secondarywayof reachingconsumers,video gamesreachtheuser directlywithout theuseof severalgo-betweens.Forexample,theconsumersbuythegamedirectlyfrom thecompanyordownload itfrom thesocialsites(Egenfeldt, Smith, andTosca 17).

Businessexpertspredictthattherevenuescollectedfrom thesaleof video gameswill surpassotherentertainmentitemslike videos andrecordedmusic.In 2010, thereturncollectedfrom thesaleof video gamesamounted to 55.5 billion dollars.Itwashigherthan theamountearnedby musicrecorderswhoearned23.4 billion dollars.Accordingto PWC, thestrategicgrowthin theindustrybetween 2011 and2015 has theprecedentof maintaininga constantgrowthof 8.2% annually.Thetrendis higherthan thatof thefilmedindustrythat standsat 5.9% (Egenfeldt, Smith, andTosca 18).

Thereare severalunexpectedfactsabout thevideo gameindustrythat are stunning.First,before thegamereachesthefinalconsumer,itpassesthrough a lengthyprocessof at leastfive keyplayers.First,thehardwaredeveloper makestheskeletonof thegamethat is compatiblewith variousoperatingsystemsof personalcomputersbefore passingitto thegamemakerwhoaddsthegamestructureto thesoftware. After thisstage,thepublishercomesin to givethegamea finaltouchbefore beingreleasedinto themarket.Thedistributortakesthepackagesto theretailer whoin turnpassesitto thefinalconsumer.Majorcompanieshaveall thestructuralcapabilityof developingthesoftware, developingthegameandpublishingitbefore handingitover to thedistributor.However,smallcompaniesmay onlymakeitt thefirststageandsellthesoftware to thelargecompanies(Egenfeldt, Smith, andTosca 19).

Secondly,in theUnited States of America, about97% of theyouthplaya video gameat leastone houreveryday.Ittranslatesto thousands of manhoursspentsittingon thecouchwith themindlostto theworldof fiction.Theotherstunningthingis thatmediapsychologistsreferto video gamesas agoodsourceof cognitive developmentin adolescents.Theystrengthentheir mentalabilityas theytryto becomeinnovative to beattheir previousscores(Egenfeldt, Smith, andTosca 19).

Thetrend,however,has severalcontroversiessurroundingit.First,a goodnumberof thegamespropagatethethemeof violenceandthismay translateinto therealworld.Continued playing may developa formof delinquency,andtheyouthmay getinvolvedin extremegamessinn effort to pastethefictioninto reality.Secondly,thegamesare addictive ifthere is nocontrolon theamountof hoursplayedeveryday.Manygameshavelevels, anda playermay not restuntil theybeattheir previousrecords.Theseissuesbringdisagreementsbetween sociologists andtechnology developers. However,since thegameshavetheyadvantagesanda fewerdisadvantages,allthat is neededis a moderateapproachto playingfortheyouth(Granic, Adam, andRutger 66).

Thefutureof video gamein thebusinessindustryis verypromising.Thecurrentpatternis enoughproofthatthegrowthwill hitan annual10% in thenextfive years.Theubiquitousnatureof theentertainmentis in theprocessof beingtransformedfrom hometo thetravelindustry.Thenumberof users is likelyto increaseandthepopulationintegratingthegamesin their travelwill soar(Edery andMollick). In additionto this,theagebracketcapturedby thefictionwill expandbecausetheyouthsplayingvideo gameswill likelyhavea successionof thepracticein their earlyadulthood. Thelargemarketsharetranslatesto inflatedrevenuesforthegamedevelopers.

Bibliography

Edery,David, and Ethan Mollick. Changingthe game: how video games are transforming the future of business.United Kingdom: Financial Times Press, 2008. Print.

Egenfeldt,Simon, Smith, Jonas and Tosca, Susanna. Understandingvideo games: The essential introduction.NewYork: Routledge, 2013. Print.

Granic,Isabela, Adam Lobel, and Rutger CME Engels. &quotThe benefits ofplaying video games.&quot AmericanPsychologist69.1 (2014): 66. Print.