During its inception, the video game was represented as pure marginal software, created by computer enthusiasts, with only a basic computer as the tool. Over time, this simplistic representation faded. Meanwhile, the game established itself as an application in its own computer, thus finding its own audience. The evolution of the leisure industry shows that nowadays more than one in two households has a games platform.
It was in the 1960s that the first game was born, but it was in 1970 that the future growth of this industry was born, and has evolved since its birth. This trend is particularly felt in the first countries that have "hosted" the first creations of the video games.
This study will explain the power of this growth and sustainable trends such as demographic factors, and the decline in working hours and the increase in the time available for recreation, or reducing the number of children per household.
Also, how technological factors such as advances of computers and software, the cutting down of component costs, changes in professional and cultural environments leave an important software and simulation.
The video game industry has been around for only thirty years and ever since its inception has continued to grow. According to several studies made on the industry the video market is estimated to have over 29 billion euros of turnover. In comparison, the film industry is estimated to have a turnover of around 17 billion per year.
The economic base consists primarily of 80% of development studios and most of these structures are economically fragile. The gathering of the five world famous countries, United States, Canada, Japan, South Korea and France form the largest cluster
The French industry is an important part of the video game market worldwide, the skills of publishers and developers are recognized worldwide.
Many start-ups have been created on innovations for the establishment and development of a new game concept in terms of game play' or in terms of graphics.
Three players dominate the center stage of the game industry, and all are producers of both hardware such as the console, controller, memory card; as well as producers of software, video game.
Sony launched the Playstation 1 in the market in 1995, and the success that followed propelled the company to the leading position in the market until the launch of its third generation console.
Microsoft, on the basis of creative exploration system is back in the video game market in 2002 with its Xbox console. This platform has the advantage of offering a compromise between a console and a computer but this has met with mixed success.
Nintendo is one of the oldest Japanese companies and is a pioneer in the industry. The games developed by the company have become references in their own right in the video game world, most of which are still present on the market (Mario, Donkey Kong).
Tags: Video games, market study, Apple, Microsoft, Nintendo
[...] These advances offer players more opportunities in terms of multimedia, interactive entertainment, gaming, and communication. This has also created popularity with respect to the handheld consoles in the market such as Sony PSP, or the overwhelming Nintendo DS. The characteristics of these two consoles are included, as for "next gen" consoles (called the new generation consoles) and they have many features, especially for the PSP. Few to mention are the abilities to remotely connect to the Internet Wi-Fi, or turn into interactive multimedia platform, by connecting USB devices (camera, camera, USB drive, etc). [...]
[...] In such situations, the opinion of the gaming community is by no means to be neglected.This is the center of the greater expense of a game cycle and savings on the development of a game, is something impossible to achieve, it is the same on research and development expenses . Indeed, the company should not fall behind technically and must maintain a certain image with the concerned public.To minimize these risks, the video game companies try to increase the satisfaction of the player, by delegating part of the production cycle of game professionals quality post- production that is quality assurance. Companies rely on subcontractors to offer the quality products. [...]
[...] This typology allowed us to present the video game industry as a diverse and dynamic ecosystem, in which multiple markets and multiple value chains coexisted. This ecosystem characterized, both industrial and craft,and was mainly composed of four types of actors. - Leaders, who can be identified with companies with a technological and financial independence.They are both independent developers and publishers with international scope, and are also hardware players. - The pioneers, are the publishers, developers, and technology providers, who enter a differentiating approach in an emerging market with an innovative way to generate new market opportunities.They will make their contribution by implementing solutions to create new opportunities in technology, techniques, or use. [...]
[...] The outsourcing model of the video game are very similar to that prepared by the model of Hollywood in its infancy. This parallelism can be achieved from the model of efficient operation of the fifties that was to get out of goods and services in place to ensure its production. Most major game developers manage and move large amounts of personnel between projects. This is exactly similar to the "old" model of Hollywood. At the time, many people worked for studios such as carpenters, electricians. [...]
[...] It is not enough to guarantee satisfaction, many companies may own satisfied customers, and bankruptcy. The future of the company is highly dependent on the effort to anticipate. Innovation is conceived on the foundations precise, such as listening to weak signals announcing new requirements or new processes. All companies must identify the facts bearing on the market. It should be in permanent contact with the client, to listen to his needs, translate these weak signals in order to trace the information within the company. [...]
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