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Unit I : Trends in the Game Market

Unit I : Trends in the Game Market. GAD. Game Mods. Mods are where player s develop content. For example, the very successful game Counter-strike is a mod of the game Half-life. Game companies release toolkits to help players mod the games.

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Unit I : Trends in the Game Market

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  1. Unit I: Trends in the Game Market GAD GAD

  2. Game Mods • Mods are where player s develop content. • For example, the very successful game Counter-strike is a mod of the game Half-life. • Game companies release toolkits to help players mod the games. • These mods are usually published online where owners of the original game can use them. • It is projected that by the year 2012 that may be over 600,000 online mod communities. GAD GAD

  3. Active Games • With the launch of Nintendo’s Wii video game system, a new area of active games have become popular. • Active games translate player movement to on-screen movement. • Projects such as Microsoft’s Project Natal which use a 3D camera to eliminate the use of controllers and gamepads may usher in hands free video game. GAD

  4. PC Game Downloads • Another trend -loss of console. • Games are downloaded from PC and played on the TV. • Less overhead thus making the price more affordable. • No longer will games sit on the shelf. • One problem associated with this type of home delivers may be controlling the content for younger game players. GAD

  5. Social Network Games • With the popularity of Facebook and MySpace, a new target of game players is emerging. • Most games are simple, fast, appealing in their social aspect, and generally free. • Game developers also use these mediums to test new games for feedback. GAD

  6. Phone and mobile games • With the release of Apple’s iPhone, many game companies are targeting this new game application. • Players can download game apps to their phones for a small fee. • Thus games can be played anywhere and from a variety of genres and prices. GAD

  7. Cloud Computing with Games • New services such as Gaiki and Online promise to stream games back to your PC through the internet using older computer systems. • Thus players can skip on the expensive upgrades while still enjoying the latest game title. GAD

  8. Indie games • Are produced in basements and garages with amateur teams free of the corporate politics and budget constraints. • Games such as Braid and World of Goo are a few successful examples. • These home grown teams have the freedom to push the very definition of gaming. GAD

  9. Game Sales • US, 68% of households play computer or video games, according to the ESA 2009 study. • The worldwide game industry is increasing in popularity, and is expected to surpass $62 billion by 2012. GAD

  10. Top 10 Game facts in 2009 • U.S. computer and video game software sales generated $10.5 billion • Sixty-seven percent of American households play computer or video games • The average game player is 34 years old and has been playing games for 12 years • The average age of the most frequent game purchaser is 40 years old GAD

  11. Top 10 Game facts in 2009 5. 40% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 %) than boys age 17 or younger (20 %). 6. In 2010, 26% of Americans over the age of 50 play video games, an increase from 9% in 1999. 7. 42 % of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 % in 2002. GAD

  12. Top 10 Game facts in 2009 8. 82% of all games sold in 2009 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.  9. Parents who have children under 18 with a gaming console in the home are present when games are purchased or rented 93 % of the time. 10. 64% of parents believe games are a positive part of their children’s lives. GAD

  13. Future Trends • Predicting the future of the video game industry is not an easy task. • The success of Nintendo’s Wii has taken gameplay to the mainstream of American life. GAD

  14. Future Trends: Demographics • The average game player demographic may change significantly. • More players will become involved now that the controller is gone. • Wider audiences with more diverse ages will be able to enjoy the games in the future.

  15. Future Trends: • Games will be easier to play no manual or button sequence to learn. Voice activation can be used to move a player forward. • Game will be shorter with less time commitment on the part of the player.

  16. Future Trends: • More virtual reality of emersion games. • 3D technology promises to become a reality in the future. • The body will now become the controller. • Emotions might be communicated to onscreen avatars created with face recognition software by simply moving of the facial muscles.

  17. Future Trends: • More online game communities and social network games. • Games developed to improve certain health related problems. Health care providers may begin to reward players that use games to exercise the brain and body.

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