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Unit I : 1.2 Trends in the Game Market

Unit I : 1.2 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 : 1.2 Trends in the Game Market

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  1. Unit I: 1.2Trends 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.

  18. End of Trends GAD GAD

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