The Future Of The Video Game Industry How Emerging Technologies Will Revolutionize The Video Game Industry Why Esports Have Become Popular And How To Earn Substantial Money Online PDF Download

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The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online

The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online
Author: Dr Harrison Sachs
Publisher:
Total Pages: 74
Release: 2020-06-26
Genre:
ISBN:

Download The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online Book in PDF, ePub and Kindle

This essay sheds light on the future of the video game industry and explicates how emerging technologies will revolutionize the video game industry. Moreover, why Esports have become popular is delineated in this essay. Furthermore, how to earn substantial money online so that you can afford to procure your own modern video games is expounded upon in this essay. The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for video game publishers, video game developers, and customers. The future of the video game industry will be more grandiose than ever envisioned, especially as emerging technologies further revolutionize the behemoth video game industry. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. "The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020-2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming" ("Gaming Market - Growth," n.d.) has helped to substantially drive video game industry growth. In the coming years, cloud gaming, mobile gaming, PC gaming, and even console gaming will become all the more prevalent. "Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming" ("Gaming Market - Growth," n.d.). The rising popularity of Esports, gaming streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented pinnacle of success, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Amazon Prime Video, customers will have more video game streaming subscription services available to them with a broader selection of titles to choose from playing. In other words, for a monthly subscription fee of $5-$10 per month, customers will be able to have the option to stream a myriad of video games on their consoles or their PCs. In the coming years, video game streaming subscription services will not be limited to "Xbox Game Pass, PlayStation Now, Geoforce Now" ("The Impact Of," 2019), and Google Stadia. "This new sector is also seen as a serious competitor for the traditional game market" ("The Impact Of," 2019). The traditional game market is no longer the utmost lucrative segment of the sizable video game industry. The future of the video game industry will offer far more to customers than merely just traditional console games. The future of the video game industry will also offer more to gamers than "virtual reality and augmented reality" (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from "augmented reality and virtual reality" (Koss, 2020) video games. Much to the relief of gamers, "companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop" (Koss, 2020). Augmented reality video games on the other hand do not require a bulky headset to play and allow gamers to "interact with reality" (Koss, 2020).


The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century

The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century
Author: Dr. Harrison Sachs
Publisher: The Epic Books Of Dr. Harrison Sachs
Total Pages: 42
Release: 2020-06-26
Genre: Business & Economics
ISBN:

Download The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century Book in PDF, ePub and Kindle

This essay sheds light on the future of the video game industry, explicates how advanced technologies can revolutionize the video game industry, and demystifies why esports have become popular as a type of spectator sport in the 21st century . The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for competitors in the video game industry. Technological advancements have profoundly changed the video game industry and have rendered it all the more technology-driven by sophisticated technologies. The video industry shows no signs of contracting anytime in the imminent future. The future of the video game industry is apt be more sublime than envisioned, especially as technological advancements are made which can further revolutionize the behemoth video game industry. In 2024, it is possible to play video games in an ultra-high definition 4,000 pixels resolution. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. “The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020–2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming” (“Gaming Market - Growth,” n.d.) has helped to substantially drive growth in the video game market. In the coming years, cloud gaming, mobile gaming, PC gaming, and console gaming are apt to become all the more prevalent as entertainment options among customers. “Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming” (“Gaming Market - Growth,” n.d.). The rising popularity of esports, gaming live streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented size, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Hulu, customers are apt to have more video game streaming subscription services available to them with a broader selection of video games to choose from playing. In other words, for a monthly subscription fee, customers will be able to have the option to stream a myriad of video games on their video game home consoles and/or computers. In the coming years, video game streaming subscription services is apt to offer a plethora of video game streaming services. “This new sector is also seen as a serious competitor for the game market” (“The Impact Of,” 2019). The console video game segment is no longer the utmost lucrative segment of the sizable video game market. In the coming years, the future of the video game industry is apt to offer far more to customers than merely just new home console video games and new “virtual reality and augmented reality” (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from “augmented reality and virtual reality” (Koss, 2020) video games. Much to the relief of gamers, “companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop” (Koss, 2020). Modern virtual reality video games are a far cry from the outmoded retro virtual reality video games of the 20th Century. In stark contrast virtual reality video games, augmented reality video games do not require the usage of a bulky headset to play and allow gamers to “interact with reality and not be removed from it” (Koss, 2020) when playing an augmented reality video game.


Changing the Game

Changing the Game
Author: David Edery
Publisher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way


A Newborn Business

A Newborn Business
Author: Zoltan Andrejkovics
Publisher: Zoltan Andrejkovics
Total Pages: 104
Release: 2018-10-05
Genre: Business & Economics
ISBN: 9781723831058

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Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.


Changing the Game

Changing the Game
Author: Lucy Chow
Publisher: Greenleaf Book Group
Total Pages: 349
Release: 2022-09-27
Genre: Business & Economics
ISBN: 163299500X

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The Future Is Now Video games are more than interactive entertainment; they are part of a multibillion-dollar industry you may have never heard of. Beyond the stereotypical isolated teenager, today’s players represent every demographic and every part of the world. Championship competitions in esports—complete with professional players, teams, and lucrative sponsorships—are often broadcast to audiences rivaling that of the Super Bowl. And the gaming industry is bursting with investment opportunities, emerging career paths, and innovation. Investment expert Lucy Chow has selected 34 essays from thought leaders in the gaming industry. These curated perspectives of the global network of game-changing esports insiders provide a back-stage pass to the impact and future of gaming. This diverse group of players, entrepreneurs, investors, and educators pull back the curtain, revealing the use of gaming in schools, the growing roles of women in the field, and innovative business opportunities. In building bridges among these, Chow welcomes you into a thriving community to discover a new opportunity for your own success.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN:

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


Playing Smart

Playing Smart
Author: Julian Togelius
Publisher: MIT Press
Total Pages: 192
Release: 2019-01-15
Genre: Games & Activities
ISBN: 0262350157

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A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.


Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 334
Release: 2011-01-20
Genre: Psychology
ISBN: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.


Sports (and) Economics

Sports (and) Economics
Author: Isabel Artero Escartín
Publisher:
Total Pages: 519
Release: 2019
Genre:
ISBN: 9788417609238

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Get in the Game

Get in the Game
Author: Jonathan Stringfield
Publisher: John Wiley & Sons
Total Pages: 262
Release: 2022-07-15
Genre: Business & Economics
ISBN: 1119855373

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An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.