Documentos de Académico
Documentos de Profesional
Documentos de Cultura
-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)
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
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