The second is that games are evolving to the point where online games, games played or distributed online as opposed as to on consoles like the Playstation and Xbox and Nintendo Wii. Films make money from other mechanisms as well, including tie-ins with games, but if you're talking abour box office revenues, games are already much bigger and they're growing faster than Hollywood. Double the revenues of Hollywood from box office sales of films. The industry, depending on who's numbers you take, is somewhere on the order of 60 to 80 billion dollars a year in revenues. So here is some statistics to capture just how big the video game industry is today. An extraordinary rate of growth and, it's not limited to just this one game or this one company, this is a huge phenomenon. Six weeks, zero, to a hundred million registered users. In 41 days, it hit a hundred million registered users. Here's the interesting thing about CityVille. And, CityVille, as you can see is, clearly a game and a fairly graphically simple game, at least compared to some of the rich 3D immersive games that we have on consoles and PCs today. This is CityVille, one of the casual social games on Facebook made by Zynga. Here's one example just to show what I'm talking about here. And, video games have developed a very sophisticated language of how to express themselves, and entertain and engage people. It is both substantial as a business phenomenon, pervasive in the experience of, especially the younger generation of people, particularly in the West but, in many other parts of the world as well. And, since then, the video game industry has grown and grown. And, it's hard to imagine how anyone would get interested in what you see behind me on the screen there, but Pong, for the first time, gave people the power to interact with a digital game at home. It, by today's standards of course, was unbelievably primitive. Because it allowed people to interact with what was on their screen. So, we start 40 years ago, 1972 or so, with Pong, the first mass market successful video game, still gives me chills, here it is. So, it's worth understanding the video game industry also because of the size of it, and the scale of it, and the pervasiveness of it, are part of why the motifs of gamification are so familiar. ![]() ![]() ![]() But, it also draws specifically upon a certain category of games, namely video games, and most of the gamification examples that we're going to think about involve online digital systems which are directly related to what we see in video games. Up til now I've been talking about games in a very general, abstract sense, because gamification draws upon basic principles that are common to all games.
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