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Ever since my Gameboy

made toys obsolete,


Ive been a well behaved boy
that played inside and stayed off the streets.

-Dan Bull
(Generation Gaming)
Contents
1. A brief history of the video game industry - Darren Lopez
2. The benefits of gaming - Jude Dmello
3. Debunking the myths and stigma surrounding gaming - Derrick Thomas
4. The change in consumer perception - Jason Dsouza
5. Influence of changing perception on buying habits - Denzil Peters
6. Prediction for the next decade of the industry - Shadrach Carvalho
Brief History of Video Games
The Arcade Period (1970s)

Early video games were coin-operated arcade machines


Only found in specific commercial establishments
First arcade game - Computer Space (Nutting Associates, 1971)
First commercially successful arcade game - Pong (Atari, 1972)
Introduction of Home Video Game Systems

First home video game system - Odyssey (Magnavox, 1972)


Simple gaming console with many limitations
Still went on to be successful with 350,000 units sold ($99, equivalent to $567 in 2017)
In 1976 Atari brought Pong to the home video game scene
Playable on their new console the VCS 2600
One of the first video game devices to support removable game cartridges
Modern consoles are based upon the core idea of the VCS 2600
Opened the gate to third-party video game development
The Current State of the Video Game Industry

Complexe hardware and software


Interactive media
Consumption methods have moved from direct gameplay to spectating E-Sports, streaming gameplay
online etc.
Multi-Billion dollar industry growing faster than other media such as Television, Music,Movies
The Benefits of Gaming
13 Surprising Benefits of Playing Video Games
1. Theyre producing better surgeons
2. May help people overcome dyslexia
3. Could improve your vision
4. You might get a career boost
5. Players become fascinated with history
6. They make kids physical
7. They may slow the aging process
8. They help ease pain
9. Make new social connections
10. Making faster decisions
11. Curb cravings
12. Reduce stress
13. Gamers are less likely to bully
Debunking the Stigmas and Myths

Availability of video games has led to an epidemic of youth violence and


aggression
1. Even though statistics suggests that youth violence has been steadily
decreasing, video games, a form of entertainment that has become easily
accessible by the youth is still viewed as an initiator in cases of youth violence
The Columbine Massacre
School shooting that took place in the Columbine High School, 1999
The perpetrators, two teenage boys were said to be addicted to the video game DOOM (1999)
The violence and gore witnessed in the games allegedly desensitised the boys
Video game used as a media scapegoat
No evidence was found to link the killers psyche to the game
The U.S. court overruled the allegations and lawsuits against the developers of DOOM
Children are the main market for video games
1. Statistically the average age of gamers worldwide is 35 years.
2. The misconception that playing video games is a childish activity
stems out of the fact that children have more time to spend on
forums being vocal about their gaming activities while the adults
spend their time more judiciously by actually playing the games.
Video games socially isolate people
1. Many people still view gamers as people who lock themselves up in their rooms all alone and play their
games. Playing video games has become a much more social activity with companies such as Sony and
Microsoft giving a lot of importance to the online social features
2. Sharing gameplay videos, screenshots, forum discussions, achievements, trophies,
co-op gameplay modes
3. Video games develop teamwork skills
Changes in Consumer Perception
Video games are widely becoming accepted as a harmless mode of entertainment
They have become ubiquitous without people realising the part it plays in their daily lives
Earlier video games attracted only young children but subsequent generations of video games have
seen the consumer demographics change
People develop an opinion about games before playing it based on the information available about
it. This influences their buying decision, which ultimately leads to the development of their final
opinion about the game

Video games are HEDONIC products, they give rise to feelings of competition, fantasy and
emotional attachments
Video game industry has grown by 9-12% annually
People prefer Video Games over Movies, Television, Books
Has inspired the management concept - Gamification (Psychological game design principles to motivate
employees and engage customers)
Professional gaming has gained popularity as a lucrative career path
Companies view video games as an opportunity to promote their products
Consumers view video games as a much more interactive, personal, and touching experiences than other
storytelling mediums such as movies and books
Microtransactions have gained a lot of popularity amongst video game developers
Games designed with the knowledge of the circumstances that induce people to spend money have great
commercial value
The community of gamers are split over the idea of microtransactions. Some are indifferent, many use it
as a way to quickly make progress in the game and many are against it
Many gamers believe that microtransactions and DLCs have ruined the culture of gaming, a medium
which once stood for the idea of value for money
Reasons for Changes in Consumer Perception
Public awareness
A lot of research has been conducted over the years to try to prove the effects of video games on people.
With the results of most of these tests being consistently positive, many people who rely on scientific
evidence are assured that video games are not harmful in any way
Cases of alleged video game related violent crimes
Debunking the alleged link of video games to the perpetrator's psyche

Evolution of the gamer demographic

The demographic of people playing games is much more diverse now than before
People of different groups have games catered to their preferences
Something for everyone
The success of portable gaming consoles
The change in consumer perception can be observed in the success of portable game consoles
People perceive games as a medium of entertainment fit to be consumed anytime, anywhere
Parents allow their children to game more
The rise of mobile gaming
1. Mobile phones have become a necessity in many ways
2. They enable us to pass the time by playing game
3. Mobile gaming has evolved from simple puzzle and block type games into a full fledged platform with
games of every genre available
4. People unknowingly spend a large amount of time playing mobile games which gradually changes their
perception of gaming consoles and may induce purchases
The Future of Video Games in India
Online video game industry is expected to grow to $1Bn by 2021 @20%
Current size of the online game industry - $360Mil
At a 117% spike in searches for online games the player base is expected to grow from 120 Million
players to 310 Million players
Due to improved wireless connectivity in the country a shift from console gaming to mobile gaming has
been observed
VR in India is expected to see a sluggish growth compared to worldwide figures due to high
procurement costs
Thank You

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