Sunday, July 28, 2019

Video games conquering new markets Essay Example | Topics and Well Written Essays - 2250 words

Video games conquering new markets - Essay Example The first primitive computer and video games were developed in the 1950s and 60's and ran on platforms such as oscilloscopes, university mainframes and EDSAC computers. The earliest computer game was created in 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann. (http://en.wikipedia.org/wiki/Computer_and_video_games) Other than conventional media sector, the digital technologies have given new spurt to a most exciting entertainment industry- video gaming industry. There is lot of reasons which helped the video gaming industry. The fast growth of technology, globalization and liberalization of market, increasing level of stress in life and working conditions, self imposed house arrest life style, weakening social relations, increasing individuality and privacy consciousness are all helped the emergence of gaming industry in the world. People, especially children have been looking of new means spend their leisure time. Technology has offered them lot of comfort in their homes. At the same time, gaming provides more possibilities to enjoy the pace of the moving world. They have been longing for a long time a channel to link their imaginations, dreams, passions and story tales with reality. The emergence of video gaming offered them an opportunity to realise this dream with technological support. Als o emergence of other digital enterprises such as broadband, telecommunication, internet and cables has also worked as a catalyst for the gaming industry. With markets grown beyond nationalities, gaming has also got a global look. The gaming industry is now looking forward lot of market potential in emerging economies such as India, China and Brazil. The emergence of internet and networking into a global platform offers considerable prospect for gaming industry....There has been demands for censorship in video games. Video and computer games are periodically criticized in the media by some parents' groups, psychologists, religious organizations, and politicians for the level of violence, cruelty, and crime that some games allow players to act out, and often glorify. Examples are common, including Mortal Kombat and its sequels, a series of fighting games by Midway. Since 1992 the series has rewarded players for beating up an opponent with martial arts moves, and then for executing a graphic "Fatality" move. Considering the fears of these groups video game industry have started voluntary rating systems, such as the ESRB rating system in the United States and the PEGI rating system in Europe, that are aimed at educating parents about the types of games their children are playing, or wish to play. Some games such as the Grand Theft Auto series are rated as "Mature" or "Adults Only" in the US, or given a "Certificate 18" rating in the UK. There would be notes in the packaging that these games should not be sold to children. If a parent or legal guardian buys a mature game for a child and the parent/legal guardian gives permission to a child to play said mature game, it is by the parents' choice and is not considered an offence.

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