Essay on Online Gaming

2556 Words 11 Pages
Introduction

"The video gaming industry generates revenue of between 18 and 25 billion US dollars per year (according to various estimates), with development costs, revenue and use/audience comparable (and often exceeding) that of the movie industry."--John Kirriemuir, Ceangal

Why should businesses care about gaming? After all, how much are people willing to spend on entertainment? Surprisingly, quite a lot.

The video gaming industry generates revenue of between 18 and 25 billion US dollars per year (according to various estimates), with development costs, revenue and use/audience comparable (and often exceeding) that of the movie industry. With the arrival of the next-generation online consoles from Sony, Nintendo, and Microsft,
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Pros:

1. Increases Multiplayer Network 2. Allows gamers around the world to interact with one another 3. Friendships in Clans 4. Increases Interactivity with Voice Communications 5. Offers original gameplay each time with different users 6. Gaming communities in forums, messageboards, etc.

Cons:

1. Many games require broadband connections, which can be quite expenisve 2. Pay to Play Games: Games requiring a monthly subscription to play games 3. Requires high-end computer hardware to prevent low frames per second(choppy gameplay) 4. Lag: "referring to delays within computing communications" 5. Addictive gameplay can cause underperformance in the real world 6. Annoying interactions with other users 7. More susceptible to viruses 8. Cheaters that have downloaded different hacks 9. Possibly increases violent tendencies

Asian Gaming Market

Ever since the start of videogames, Japanese videogame companies have dominated the industry. Sony, Nintendo, Sega, Atari, and all the other companies originate from Japan. Yet this has begun to change with the emergence of third-party developers and, of course, Microsoft.

In looking at the Asian videogame market, we will be focusing on the two major representatives--Japan and China. First, let us begin with Japan. We have
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