Software Architecture Vision
Gaming In The Marketplace
According to Versace (2014), the Internet of the Twenty-First Century has opened up a whole new and exciting way for how one does business. With this paradigm shift of doing things differently, the effects are moving through “several business models forcing companies to adapt or be left behind” (Versace, 2014, p. 1). The expansion of the Internet and technological industry has no boundaries and caters to all ages. Versace (2014) stated, “several industries that have only just starting embracing the Internet, and one of them is the gambling and casino industry:” (para. 3). The online gaming business or iGaming, “has grown into a multi-billion-dollar business, particularly in Europe,” (Versace, 2008).
The following statistics Newzoo.com (2016) reported are:
In 2016, the US games market will be worth $23.6 billion, with 179 million people playing games – 61% of the online population. Almost 60% of US gamers pay for games, spending an average of $224 a year. Console gaming is by far the biggest segment in the US, with revenues of $11.4 billion in 2016. The US mobile games market will reach $6.8 billion with the PC market generating $5.4 billion.
("Newzoo Infographics", 2016)
Possibilities of Fantasy Games with New Software Architecture
The possibilities for designing a new game is positive. The online gaming industry continues to progress. For example, Harris (2014) indicated, “Free game distribution provides a
Gambling is becoming increasingly popular in today’s society. Major casinos and online gambling sites attract
U.S. On-line gaming users have showed a significant increase in the size of its audience during the past year as consumers increasingly opt for cheaper entertainment alternatives. The On-line gaming category attracted 87 million U.S. visitors in May 2009, up 22 percent versus the prior year. Below is a table of On-line gaming sources that shows the change of their total internet audience over a one-year period.
Online gaming is big business these days, with thousands of people connected to each other every
Creating a game with your own two hands is powerful, but it comes with sacrifice. With a self-diligent mind, Edmund McMillen, created a series of successful indie games. Each game was created with the help of a partner, and the games gained popularity and continue to grow in popularity (McMillen, 2011). Edmund conquered having the marketing and advertising pulled from his game, having no resources to test a game for bugs (issues that stop the game from working) before releasing a game, and creating a challenging and rewarding game for mobile phones.
As is the case with the music industry, one of the biggest shifts to happen in the Videogames industry is the increase in accessibility of the tools and knowledge required to both develop and release videogames. This has given rise to the ‘Indie’ game movement, which consists of studios that are usually self-funded, have very few people working as staff and have the goal of successfully creating and releasing videogames without the need for financial help from any of the established videogame publishers. As a result of this, there is now an increase in demand for people working in videogame development.
Future growth expectations for the Video Games industry have been significantly moderated, as the picture of the market for gaming on mobile platforms becomes clearer. Since mobile games are sold at much lower prices compared to traditional console and PC games, their rise may foretell a slowdown of the video game market in the United States. While the recent launch of the next generation video game consoles is expected to rekindle interest in the more expensive console gaming market, the rise of low-cost, low-margin mobile gaming market may weigh on the overall gaming market. Consequently, this is expected to pull revenue downward as consumers pay less per hour for gaming entertainment. Revenue is expected to reach $47.4 billion in 2019 as a result of the expanding population and an increased percentage of Americans
Finally new online companies are creating new games that do not need a console so they can be played easily, anytime and anywhere. This factor affects our sales dramatically because our product might be seen as old fashion.
Video games have made a killing in the world of entertainment, it is a multibillion dollar industry.
Sometimes it seems like the computer game industry is dying, crushed to death by its own bulk. Every year more and more gaming companies get gobbled up into huge conglomerates like Electronic Arts, companies that mostly put out trash that is technically and visually impressive, but devoid of concept and content. However, there are some small gaming companies that buck the trend. While mostly just small groups of programmers and artists, some are huge unions of fans who, irritated with the dropping quality of computer games, have decided to use the power of the internet to get together and to produce games tailor-made to their personal preferences.
Ron Gilbert, a game designer and the “driving force behind the SCUMM engine, Humongous Entertainment, and Cavedog”, has throughout his career shown a wish for creativity, yearned for storytelling and has always done whatever he could to develop the game he wanted to create (Murdey, 2006). In the field of game design, one of the greatest problems that a designer must solve is finding a way to bring the game he has developed in his mind to his desired audience. This problem is twofold, requiring both capital input and the invention of better software. In Ron’s quest to solve these problems and develop the game he wanted, he’s gone through major publishers, created his own companies, utilized crowdfunding campaigns, and developed in-house engines
While the total number of gambling enterprises has fallen in recent years the overall number of people employed in the industry has increases, suggesting that enterprises are now larger than they were a decade ago. The way people bet has been revolutionised of recent years with the online gambling industry taking over the
The way the world operates is changing, with the degree of evolution not escaping the online casino industry. When it comes to casino online play, the general public will largely know it as something that is conducted through a desktop computer or laptop. This isn’t something that is going to disappear from the earth entirely, as online casino gaming will always be conducted in such way, but a new format is certainly stealing a degree of the online casino audience. Mobile casino gaming has been inching ever closer towards online casino gaming in terms of popularity for some time, with it looking like it will run neck and neck with it in 2016.
With increased innovation in VR technology on the way, it is clear that how online casinos conduct themselves from a marketing perspective was a notable a hot topic. Furthering that, mobile casino gaming was also addressed by several key names at the event.
Online casino players may get the same level of gaming experience as those who play in the traditional brick and mortal casinos around the world. Those who are still skeptical about the safety and security of playing for real money online may yet have to change their perception on the concept of a virtual gaming environment. With the numerous providers of this type of virtual gaming, people may not know which ones are the best for what type of players there are. It may be best first to check what benefits they may get for playing online. Individuals who would like to find some of the advantages of an online casino may find out and may give it a try before they decide if it is a game that they can enjoy in their own homes or wherever they
This quest for more collaboration is a big trend in the gaming industry in general. Although multi-player games have always been a big thing and with the rise of e-sports is going to be even bigger, the contemporary trend points towards a more physical experience. With virtual and augmented reality, gaming has moved away from just sitting at your desk to a physical activity. It’s, therefore, not a huge surprise to find out that these physical games are looking to incorporate collaboration.