Mobiclic, MS Flight Simulator, NASCAR Racing, RollerCoaster Tycoon, Dance Revolution are all concrete examples of the explosive popularity of the serious games. Classified by their nature, they satisfy different needs. Mostly played by the young generation, these games are also a source of delight to the older demographic. Besides, this new area has opened up a new huge market, with strong economic actors such as the government, army, companies and so on, ready to invest substantial amounts in this field. In the near future, technological progress will allow the development of serious games on new devices such as the electronic book.
The combination of hardware, software as well as all accessories related to games, has led to the boom of the entertainment market for PCs and video games over the past decade. Videogames and computer games have, along the way, evolved and gone beyond mere entertainment to a global media and software sphere, resulting in the development of a new market: Serious gaming.
[...] SERIOUS GAME: THE MARKET B. SERIOUS GAME: MARKET SIZE C. SERIOUS GAME: FINANCING SERIOUS GAME MAO MEUNIER THIEBAUD VERNAIRE ZHIMIN IV. SERIOUS GAME TARGETS A. POTENTIAL USERS B. POTENTIAL SPONSORS V. MAJOR ACTORS A. ACADEMICS AND RESEARCHERS B. GAME DEVELOPERS AND DESIGNERS C. PUBLISHERS AND DISTRIBUTORS D. HORIZONTAL PRODUCTION PROCESS VI. SERIOUS GAME INDUSTRIES & MARKETS A. OVERVIEW OF THE INDUSTRY B. A “POLYMORPHOUS” INDUSTRY C. THE INDUSTRY VALUE CHAIN D. GOVERNMENTAL & PUBLIC POLICIES CONCLUSION WORKS CITED SERIOUS GAME MAO MEUNIER THIEBAUD VERNAIRE ZHIMIN I. [...]
[...] The elderly, however, are numerous in Japan, and in industrialized countries, and often have greater purchasing power than workers. The serious games constitute a way for video game developers to reach a growing population which still consider themselves novices in this field. However, the target could be achieved thanks to the Japanese generation's technology awareness B. POTENTIAL SPONSORS 1. Defense In the market for serious games, the biggest sponsor is currently the Army and by extension the U.S. government, which finances most important productions like the America's Army or NTE. [...]
[...] SERIOUS GAME: MARKET SIZE The audience of serious games continues to and attract more female and older people than in the past thanks to casual games and games becoming an “important part of culture”. In the U.S., online and wireless games should see the biggest gains through 2011. nline will grow from $ 1.1 billion to $ 2.7 billion in 2011, and wireless will double from $499 million to billion. Moreover, Asia Pacific will the with the largest spending on gaming. [...]
[...] The serious game 16 industry might have to take into consideration when launching a new product or entering a new market laws and regulation like the Employment law, Consumer rotection Law, competitive regulations, inter-country relationships, terrorism, taxes and government structures. : EU enlargement, international trade, taxation policy, provision of services by local council. Local government policy on subsidies, world trade agreements B. SERIOUS GAME ECONOMICAL STABILITY serious games w widely used in different profession through diverse genres, the serious gaming the number of potential users worldwide market is of considerable importance, between 600 million and one billion in 2008.24 This number includes purchasers and non purchasers of video games, and i aimed at all age groups.25Worldwide game spending rose to 31.6 billion in 2006 and should rise to $ 37.5 billion; its market size $200 - $400 million per year. [...]
[...] s and researchers, developers and and 3 designers to publishers and distributors in order to provide a clear picture of the production and distribution All those researches and findings are aimed at helping us answer the following research question: Can serious games replace former and actual modes of training and teaching in the near future? SERIOUS GAME MAO MEUNIER THIEBAUD VERNAIRE ZHIMIN LITERATURE REVIEW Hector Rogriguez, The Playful and the Serious: An approximation to Huizinga‟s Homo Ludens. December 2006. Huizinga affirms that play is essentially not a serious activity and has laid emphasis on the fundamental difference between play and seriousness, while serious games designer have called for games that make a difference to consumers‟ lives being a medium of education and social change. [...]
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