Tuesday, December 17, 2019

Video Games And Its Impact On The Global Media Market

Shaun Howes SMP Update 5: Outline A videogame is an electronic device which involves utilizing user interface to create optic feedback. They can be enacted on a multitude of platforms, such as computers, video gaming systems, and even cell phones. Having spread to all these electronics, playing video games has never been easier. The International gaming industry was valued at $45 billion in 2007 and $69 billion in 2012. Making it the fastest growing industry in the global media market.(Video Game Industry.) According to the Entertainment Software Association the United States has the largest video game market in the world. Over 59% of Americans actively play video games. This accounts to over 160 million people disseminating across many backgrounds, genders, ages, and socioeconomic classes.(Galarneau) Despite its immense popularity among all people, children account for the largest group in the market. Video games are the most popular entertainment media among children in America According to the Entertainment Software Association (2007)(Mou). In the US, 29% of gamers are under 18, which is approximately 43.5 million kids (Galarneau.) That makes up 90% of all the children in the country. According to CNN children ages 8 to 16 on average,spend 13 hours a week gaming, and more if the user is a male. (Harding) As shown videogames have a significant influence on society. Although it has become a social norm and is embedded in the media industry most tend neglect theShow MoreRelatedEssay on Forces affecting the Gaming Programming or IT sectors804 Words   |  4 Pagesor regulatory trends or changes coming that will impact IT/gaming sectors Ex: Legal might include changes in government, new laws in discussion, issues that the public is not bothered by 1) The UK is making a consumer rights measures to allow people to claim for compensation for faulty digital games, music and movies. 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