Introduction: Games industry as a sector of new digital media is now playing a vital role in creating commercial value(Dovey and Kennedy, 2006). According to data given by guardian: the number of sales of of video games(both software and hardware) reaches top for the first time, four billion pounds in 2008, which is bigger than film and music sales(include CD,DVD and cinema box office takings ). Furthermore, the value of sales in global games industry in 2015 is 72.4 billion dollars and specialists predict that it will value at one hundred and thirteen dollars by 2018. Video games gradually achieve great commercial value and play a vital role in the entertanment industry. To emphasize, there are two indispensable factors making game …show more content…
In early age of development of game industry, localization is mainly reflected in simple translation of text in games. Obvious examples can be found in japan game industry: As a core of exporting video games in the early 1980s, Japan aimed to meet european and american players’ need about language, we can find a lot of Japanese game translated into English: zero ring published by SEGA, Yu-Gi-Oh published by KONAMI… As time went by and new need of market and consumers occurred: Born of multiple themes of games in one game broke traditional structure of game industry. These new games usher new creativity into the game industry and expand markets all over the world. For example, Konami published a action game ‘Teenage Mutant Ninja Turtles’ (TMNT). This story allow you to choose a ‘Ninja Turles’ to beat the criminal and heal the world. Especially, is a ninja turtle from New York. This new mix of western heroism and Oriental elements such as Ninja, japanese music attracts a lot of players in new market such as Asia and achieved great commercial success in the whole world. In terms of significance of localization, The first argument i hold about it is that due to trend of globalization, localization is for granted seen as a irreplaceable strategy. According to Kerr and Flynn, globalization is a continuous process that make the society closely connected. This can be shown in a great number of flows of ‘products, people, finance…’
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
Video games are an ever-growing franchise that is constantly undergoing change. Ever since the dawn of video games, new consoles, games, developers, and teams have come together, fallen apart, triumphed, and failed. What is it that has allowed some to thrive where others failed? Several different factors have changed and influenced the world of gaming, including the history that is continuously being written, the people who have built the games behind the scenes, and, of course, the actual video games themselves. Numerous video games have been more successful than others, but identifying what components set the successful apart from the unsuccessful is something definitely worth observing.
In the last 30 year the video game industry has vastly changed. From pixelated games to having 3D graphics. From going to the arcade and using a quarter for paying games to having a microphone to talk to friends from around the world. While there are many differences there are also many similarities.
Video games are a big part of life in modernized countries. It is one of the biggest entertainment money makers and of the things people enjoy doing. They are now mostly played inside the comfort of your home, with a console or computer. But things weren 't always like this. About 40 years ago you would most likely go to the arcade to play. The consoles they had out were either expensive or not good enough to compete with the arcade ones. Classic video games were made with 4-bit pixels and in very low resolution than modern day games. Over the decades, game machines continuously evolved and become more and more powerful, capable of stunning visuals and graphics. In the 21st century, social media, smart phone and tablet technology entered the gaming scene. Casual games become the norm attracting previously non-gamers into the market. However, if those low-quality games were never made, the games would not have evolved into the games they are today. In this article, I will cover main game a platform from the 1970’s to present day explaining what they are, their key development dates, features and limitations.
Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games, typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to multiplayer games on the internet
Elevator Pitch: This case illustrates the strategic challenges currently faced by one of the giants in the video game industry, Electronic Arts. It also surfaces the industry’s characteristics and explains us, that in this fast paced tech-savvy world, you have to keep running just to stay where you are. EA, in 1995 is looking for its next move that would maintain its leading position in the industry. The changes over the past 15 years had led the industry to a very converged sophisticated platform with tons of options (hardware platforms), and it seems hungrier for more innovative technology, creativity and originality than ever before. EA, however, seems to have understood the ‘mantra’ for success and its strategies up till now have paid
Video games are no longer a niche pastime and have bridged the gap into mainstream consumption. With video game consumption on the rise and an increasingly competitive market, it is important to understand development processes and their impacts.
“No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.”
Video games take time to create. Some of the most praised games took years to make. For instance: GTA V took 4 years to create, with more than 1,000 developers, and The Elder Scrolls V: Skyrim took 5 years to create, and even Minecraft took 4 years to create, and is still being updated today(I will be using these games as examples throughout the paper because they are some of the best games to be released in the last 5-10 years). The work that these companies put into their games show with the millions of copies sold within 24 hours of the games release. These game series are worth literal tons of money, Minecraft sold to Microsoft for 2.5 billion dollars. All the hard work put into these games shows off when they're released to the people. Minecraft has sold over 55 million copies.
Video games are a staple to the media industry in today’s society. In fact, people are “spending more money on games than on movies and music combined at a staggering $21 billion” (ABC News, 2015). Technology has evolved so rapidly that video games can be played anywhere, and hundreds of new apps and video games are being launched every day. Compare that to the 1980s and ‘90s; people took time out of their day to sit down and play video games when only a few games came out per month. With video games becoming more integrated into people’s lives, the question remains, have developers and gamers really come that far, or have they taken more steps backward than forward in recent years? The video game industry needs to take a step back on how they produce games because a dependency on high-definition graphics, microtransactions, and lack of diversity are not the way to go.
Economic globalization has been praised to be the savior of global inequality. However, at the same time, the tremendous development of developing countries like China accounts for global economy growth, compensating for other countries’ loss in this redistribution of money and resources. Although both involved in economic globalization, China has driven over 650 million people out of poverty, while South Africa suffers a 2.3 percent increase in poverty rate. Indeed, distinctive internal factors prevent countries from growing at the same pace, but such imbalance is now hampering reduction in global income inequality, which urges us to reaccelerate this process. Talking about globalization in a business perspective, international businesses globalize their brands by expanding to foreign markets. And they always prioritize localization when they enter a new market, having appropriate translated names and tweaking their core services to generate profit. Localization has been so helpful in the business world that local governments should also be inspired, for example, adjusting globalization activities locally through domestic trade policies. Glocalization, as stated by sociologist Roland Robertson, is “the simultaneity – the co-presence – of both universalizing and particularizing tendencies.” Given the current disparity among countries’ economic development through globalization, local governments should adopt the business model of glocalization in order to maximize national
Thesis: With enhancements in the gaming genre being created every day, many industries, experts and educators are seeing the benefits of using this technology in ways outside of just entertainment purposes.
In this essay, I will provide an insight into the game industry, which created a very strong sense of community with its audience. The demographic of players is extremely varied. The statistics from America reveal the potential of this sector, proving that anyone can play games nowadays (Fig. 1). 18-35 year olds are the biggest group of players, slightly outnumbering users
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to
This brings me to my real question: what is localization? Is it a synonym for translation? Is it something more? Or is it something else entirely?