Video Game Industry (World Market) - Reading 03


"THE VIDEO GAMING INDUSTRY (from play to revenue)"


Baltezarevic, Radoslav & Baltezarevic, Borivoje & Baltezarevic, Vesna. (2018). THE VIDEO GAMING INDUSTRY (from play to revenue). 10.5937/IntRev1804071B. 


This article focuses on the growing nature of the video game industry on a worldwide scale, it uses multiple factors such as the top companies making videos games, which countries are spending the most within the market and also which games are the most demanding within the market, The article also manages to mention about the change in the atmosphere towards videogames and the more traditional acceptance of videogames in the day to day world. Within the introduction the authors explain the reason behind growth within the market itself, They go on to say "the video game industry is emerging as a result of continuous innovation" referring to the ever-changing and evolving scale of video games means it's continuously pulling in new and excited consumers to the marketplace. The article then moves on to speak a bit about the videogame industry itself and gives some basic facts about the market such as the annual earnings of certain years and scale of the marketplace. The article further features information on the ever-growing demand in spending within the market on games, the market over the past few years has become more and more high-risk and the final result always depends on the positive response of the consumers. 

innovation



"Disrupting video game distribution"


Nordic Journal of Media Studies, Volume 1, Issue 1, Pages 103–124, eISSN 2003-184X, 

DOI: https://doi.org/10.2478/njms-2019-0007.


The author of this article attempts to analyses the effects of valve's game distributing platform and on how steam has changed/evolved over the years into a more social network of gamers. The article first focuses on the start-up of steam and the original goal/reasoning behind the software use, it then moves into how the companies change of vision slowly moved more into the direction of a marketplace and social network with the addition of profile pages and ways of players to showcase their personal in-game achievements. The author mentions often steams "metagame" approach, it explains the use of the term metagame which being something like breaking the fourth wall, steam over the years has implemented numerous features such as collecting cards of games and badges to display on profiles which in its self is a game. The article uses a wide number of ways to trace and analyse the ways in which steam has changed the marketplace and how it has developed into a social media platform as well as an economic ecosystem with its buy and selling of in-game items.


 "Ready Player One: The Booming Global Video Game Market"


Melissa Ledesma, Ready Player One: The Booming Global Video Game Market 2020, 

1-3. https://insights.digitalmediasolutions.com/articles/video-game-marketing


This article focuses more on the wider market and lesser on individuals who influence the market, It firstly gives off facts based on the market like its worth and its general increase since 2009, it soon moves on to mentioning covid19 and its future effects on the gaming community with expect growth to come in the next year or two due to covid19. It briefly describes the lack of barrier into the market on the bases of age and here in the article, the author uses statistic to showcase the differences in age groups within the market and also how those age groups have their own place within software such as Computers and consoles. This article features the most up to date information and statistics out of the current few I have examined being that of how it features statistic on the market focuses around covid19 and how the market has grown and will continue to grow in the next few months. Branding within the market is also covered and the author makes note of how many games such as Fortnite featuring marketing/branding from marvel studios bring a whole new consumer base from movies into the market in the past few years.


The current global games market

Conclusion:

This was not an easy reading task and took quite some time to read through multiple articles until I found three which worked for me, I have never once in my life done an annotated bibliographies and I still don't even know if I did this right but I gave it the best shot I could and felt even with how helpful Shuen was with going through and explaining the process in the lectures, there's only so much that can be explained and sometimes the best way to learn is by.. well just trying so that's my plan here. I don't want to waffle too much when doing these and that makes it hard to get a well-solid word count, I'm aiming for 250-300 words per article but I struggle once I reach the 200 marks. Besides the struggles of this task, I found that the information I found while it took a while, seems solid and looks like good article work which I can learn from so that's a plus.



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