Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming. This new sector is also seen as a serious competitor for the traditional game market.
Riot Games with League of Legends and DotA 2 are two of the notable examples of influential actors in the eSports business. South Korea is considered to be the country of origin of eSports. Even though the United States overtook South Korea in terms of revenues in the eSports business, it still hosts one of the biggest tournaments in the world. The game is free to download under the same models as Fortnite and Counterstrike, selling in-game extras to make revenues focussing on collectible and tradeable skins.
Esports is another emerging industry that manages to make more than a billion dollars a year. Now, after the pandemic, it has gained further traction. Last year at E3, both Microsoft and Sony debuted their concepts for motion control, Natal Kinect and Move, respectively. This year, the updated technologies took center stage as the companies aimed to sell to distinctly different markets.
Both Microsoft and Sony are using motion control to extend the life of their respective consoles, with Microsoft also launching a a redesigned XBox to coincide. Once again, Sony is adding support for the new tech to a large percentage of their future software, while Microsoft is leaning towards technology-specific games that cannot be played without the Kinect.
As ISP networks become more stable and quicker, Netflix-like streaming of video games is becoming a reality. Last year, OnLive debuted their service in early form, showcasing how games can be played without a console or disk and just a fast internet connection. Since then, the product has launched and companies like Gamestreamer and Gaikai have begun testing their own versions.
Browser-based games have gone from fad to norm on desktops and laptops, as Facebook games like Farmville and Mafia Wars have consumed the time of millions of players. OnLive has been the most publicized of the emerging group, with a technology that allows for playing of the newest games on even some considerably sub-par or older computers. With the popularity of Netflix streaming continuing to grow at an accelerated pace appearing on all consoles and several mobile devices , the technology is just now becoming realized in the gaming world.
Its advantages include near-perfect piracy control, play-anywhere regardless of device , and accessibility; within a few minutes after signing up, anyone can play without purchasing any new hardware. Augmented reality became a buzz word in with the release of several novel apps for the iPhone 3G, and the 3GS in The technology brings realistic visuals or locations into the games that we play and meshes them with unique gameplay mechanics.
On the mobile front, Nintendo showcased a tech demo that wowed users. Using the 3DS and its exterior 3D cameras, the portable captured an image of a question block on a table. Plus, the significance of the gaming industry only continues to grow. This number is likely to increase. The gaming industry is expected to have a CAGR of 9. The largest U. Roblox has seen explosive growth since its IPO in March of Activision is well known for titles like Call of Duty and Overwatch.
Video Game Platform Statistics. The best-selling 4th Gen console in the U. Overall, Playstation is king, making up In fact, the PS2 still holds the title of the best-selling console in the U. More and more, the gaming industry has become a digital market. Well, this number has been steadily increasing over time. The fact is that for over a decade, the population of female gamers has been just a little under half the male population.
Gaming Industry Entertainment Statistics. More and more, Americans rely on gaming-related content over film and TV for entertainment. The growth of platforms like Twitch is an example of this trend.
Here are the facts: In , the worldwide collective of Twitch viewers watched over 18 billion hours of content. And this is no surprise given how this game has over 13, professional players worldwide. Gaming Industry Trends and Predictions. It has been really disheartening to see how much animosity has built up between gamers and developers over the last few years.
It seems strange to say in an age where social media platforms make interactions between the two groups easier than ever, but there seems to be a very strong us-versus-them mentality permeating the community as a whole. Things like microtransactions, predatory freemium models, low-effort cash grabs especially in the mobile markets , and packaging game content behind excessive DLC drops have all contributed to gamers feeling betrayed and distrustful of developers. At the end of the day, the only thing you can do is make great games and support others that do the same.
Sam Barlow began the decade working at Climax Studios as a game director. He left his comfortable position to create his own games, including the highly rated hits Her Story and Telling Lies. The road from large publishers and established contract studios to independence is now well-trod by many successful creators, who use digital marketplaces to reach consumers directly.
But those same digital marketplaces can also be traps, both for creators and customers. Most of my career, and this was true coming into the decade, I was beholden to the pipeline of physical games — a top-down setup which, at its worst, would mean that game designs were driven by the tastes of GameStop buyers. Genres were rigid, and you could only tweak a bullet point at a time. Then digital distribution came and freed us from that. It allowed me to go make something like Her Story.
Now, as the decade finishes, we approach the next cycle: more new space marine boxes, and new platforms, and the emergence of subscription models and what that means for the freedom of the digital stores.
But increasingly, games are created after they are released. He sees the release of Mass Effect 3 in as a key moment in this evolution. In the last decade, as box titles have all but gone extinct, downloading games has enabled patching, updates, and DLC in ways that I believe benefits everyone.
Not to mention the obvious technical benefits of patching bugs post-release, etc. Our forebears only wished they could do that. Patch it. For some, this was the biggest failure imaginable, doubling down on a weak ending with a cowardly reply. In the end, developers can choose to ignore reactions or not. Truly emotive moments in gaming were so rare as to be countable on one hand. It would be difficult to name all the games released in the past 10 years that have been widely received with tears and laughter.
Katherine Isbister heads up an experimental game lab at the University of California, Santa Cruz, a popular educational destination for students interested in gaming. I love the bright colors, and also the subtler shades. People love to move around and play together. Game companies spent more than 30 years overtly marketing their products to young men, even while the games were being played by a rapidly widening demographic.
In the last 10 years, the truth that games are a universal medium has finally manifested itself amongst mainstream publishers — taking a cue from trailblazers from the early days of gaming and the modern indie scene.
And games have become social spaces for people to interact with one another. He believes the biggest success of the past decade is creating fun platforms for social intercourse. Microsoft in particular has moved into supporting not just Xbox gamers being able to play with other platforms, but they are also dropping platform exclusives and going wherever the gamers are.
These are two trends that I hope will continue into the future. Andrea Rene began her game industry career covering E3 as an on-camera reporter, and went on to work for various major games outlets as a video producer and presenter.
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