There has been an incredible stride
concerning the advances of computer technology over the years which has led to
many advances in the gaming world as well. From the pioneering of pong to
avatars and virtual worlds, one could only wonder where we are headed next. It
seems no matter the generation or the genre of the game, there are three main
components that make the game popular. They are: (1) strategic and tactical
objective oriented problem solving, (2) thematic and fantasy role-playing, and
(3) testing one's reflexes in an immersive environment using special purpose
interfaces.
A component in games that has
significantly changed is the size of the game. From the large coin operated
game playing arcades, game playing has not only streamlined into the home, but
into the palm of the hand with technology placing games into our cell phones.
Game playing has also gone from a single individual playing against a machine
to many individuals playing against each other in a virtual world. There has
been a rise in development of virtual worlds since the early 1990’s; this has
also coincided with the drop in home computer prices. The home computer gaming
and social networking suddenly became much more accessible.
With this sudden accessibility came a
sudden rise in the frequency of gaming use. This rise in frequency would cause
an addiction in some individuals. To define what a gaming addiction is, “That
is the person needs more and more of a substance or behavior to keep him going
and if the person does not get more of the substance or behavior, he becomes
irritable and miserable.”
When there is addictive behavior there are
also withdrawal symptoms, this is also the case in game addicts. "They
become angry, violent, or depressed. If parents take away the computer, their
child sits in the corner and cries, refuses to eat, sleep, or do
anything." With a gaming addiction there is a
difference between that and a drug or alcohol addiction. It is similar to a
gambling addiction in that with a gambling addiction there is a release of dopamine
levels and the individual can become addicted to that rush of dopamine. But in
gaming the addiction becomes more of an addiction of the escapism that is
included in the game. The individual can become someone else, or they are a
“better” person in their eyes in the game so they spend more time in that
virtual world because they are the person they want to be there. It eventually
overshadows their real world because their real world soon just does not
compare to the world that they create.
When an individual participates in four
to five hours of gaming per day they have no time for socializing, homework, or
sports. In older addicts, compulsive gaming can jeopardize jobs or
relationships. Warning signs for video game addiction include: Playing for increasing
amounts of time, thinking about gaming during other activities, gaming to
escape from real-life problems, anxiety, or depression, lying to friends and
family to conceal gaming, and feeling irritable when trying to cut down on
gaming.
With
gaming becoming a huge market within all the generations, it is difficult to
know who the industry leaders are for each target audience. Many of these
leaders make games that target all age levels, as well as games that are
specified to a certain audience. Market leaders like Electronic Arts,
Activision Blizzard, and Bioware making games for everyone, there are many more
smaller companies that have either been bought out by larger companies or are
still in the running for a breakthrough game.
But who is the target audience for all of these market
leaders? Many follow the same stereotypical thoughts; a nerdy teen that stays
home all the time. Today the average age of players in America, the biggest
market, is 37, and 42% of them are female, according to the Entertainment
Software Association (ESA), an American trade group. The
reason for the age being higher than the stereotype is that they were the
teenagers when gaming became popular. They have now grown up and are
middle-aged adults though. It is not hard to advertise to them or younger
groups, since it is a part of a lifestyle in families. The industry has only
recently begun targeting woman and elders with online games like Farmville and
Angry Birds, as well as with the Nintendo Wii Console.
There are so many smaller developers trying to market
their games now than before because of the use of internet. They are able to
give the consumers their product without the use of a big publisher or having
to go a store to buy a hard copy. With technology advancing, not just in
consoles, but in computers and phones, the internet increases the availability
of products.
Video game technology is being used for more than just
entertainment. There are so many developers out there in the industry that have
brilliant ideas, they decide to branch off. Some offer to make video games that
you can play and make money with, and other developers are targeting private
companies or the government with simulation technology to help teach prospects.
So
when asked who the market leaders are, and who they target to buy their games;
the answer can be a variety of things. One could point out the ones that make
the most money, or they say the ones that they are familiar with. The target
audience varies with the type of game and what that game is played on.
Market
leaders may not know about the addictive behaviors there games may cause, but
even if they do, there is not much they could do about it. The economy is in a
rut right now, and the gaming industry just wants to stay out of debt. The
industry is always changing and will only keep changing to better itself.
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