In the paper “Video Game Popularity” the author analyzes sudden growth in gaming as a recreational pastime. In the United States, the main player segments include children between the ages of eight and 17, with young adult players making the next largest segment between 18 and 25…
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Massive amounts of games are produced every year for, literally, hundreds of thousands of excited fans! Interestingly, in Japan the fastest growing market segment is the elderly citizen, something that is very uncommon here in America due to social attitudes from this group. In Japanese markets, older citizens have a much better status in the family structure and have closer ties with youths in the household. This gives them much more exposure to gaming and lets them explore their personal creativity through technology. The senior citizens in Japan, this being people over the age of 60, seek games with content that involves improving brain power to help keep their mental function sharp and accurate. Games that include different puzzles, mind-teasers, and mathematics are in high demand and make a considerable profit margin for gaming manufacturers.Conclusion The profit potential is always there for the gaming industry because of the widespread cultural adopting of gaming as a lifestyle activity. It is big money! At the global level, sales of gaming will only continue to rise because they represent a little something for everyone in terms of content. With the development of new technologies will come new video game inspirations using a variety of different console and online formats. Gaming provides countless hours of personal recreation, the ability to sharpen mental focus, and explore their aggressions in a non-physical way by identifying with on-screen characters.
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The issue. The youth of a society are its building blocks. The better their personalities are structured; the sounder would be the foundations of the future of a nation. Anything that indulges the youth into activities that may deform their personalities for ever and may incorporate and enhance negative aspects of their personalities should be shunned.
Now individuals in all industrialized nations regularly attend and watch films, and spend hours per day using the computer. With the rapid development of such technology came a progressive shifting of cultural mores. While at the beginning of the 20th century depictions of sex and violence in the cinema were highly restrictive, the 21st century has witnessed a drastic liberalization.
These games have become a favorite of children and teenagers and therefore, people have voiced certain concerns regarding undesirable social, psychological and physical side-effects of an unhealthy level of pre-occupation with them as well as the side-effects of regular playing.
With the growing database of gamers, identifying key success factors for the industry was a critical issue for the game manufacturers to maintain competitive advantage. The key success factors are therefore, innovation in games, variety, pricing and time.
It should be noted that the industry specifically caters to the 18-34 age group that represents a huge proportion of the global market and is one of the highly sought demographic segments by advertisers.
According to Kennish (2006), the video games industry is expected to "break the $10 million mark this year." Furthermore, as the sector has succeeded in reaching audience that the traditional media can't, advertising investment is anticipated to reach $300 million.
[Anderson & Bushman, 2001] Most of the games appropriate for these young players can bring a lot of benefits, but besides this they raise violent features, gore, antisocial behavior among parents, educators, child advocates, medical professionals, and policy makers.
Talking to me would be the clincher, though. If you hadn't already guessed at this point, you would now understand why most of my friends and relatives classify me as a gamerand and why I identify myself as one since I fit several of the basic characteristics of the classic gamer type.
Now all people in the major nations throughout the world watch movies and spend long hours watching television. Still, as these technological inventions have occurred peoples thoughts and morals also changed. During early times of film showing people murdered
He has also been working as a senior correspondent for the Business Week in which he mainly writes about marvelous stories concerning art, housing, fashion, toys, energy and casino. Before then, he worked for the prestigious Forbes
The rapid growth in this industry has brought about both criticisms and support arguments as to whether video games are beneficial or detrimental especially to the teenagers who are the most frequent users. Video games
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