Analysis of World’s Video Game Growth 2013 (part 2)

World's Video Game

Continuing previous article, analysis of world’s video game in this article will explain the growth of every segment. This analysis also explains consumers’ behavior which affects video game growth in the world. Twenty years ago, video game was still considered as children’s game entertainment. Along with its growth, video game is now considered as entertainment for all age ranges which can be equalized with other entertainments like movies or music.

Video game’s image changing shows that this media has had great market and accepted by many parties. This image transformation happens because of several factors, some of them are console Wii, PlayStation 3, Xbox 360 and of course tablet and smartphone. Wii succeeds to bring video game to family widely and offers various interactive game kinds for all age ranges. Meanwhile Xbox 360 and PlayStation 4 give entertainment more to teenagers and adults.

The greatest image transformation factor is done through tablet and smartphone. Thorugh communication media with very high penetration rate in these past three years, video game shows its entertainment form to general society. Nowadays, video game succeeds in becoming the ruler in application installed also in transaction amount on tablet and smartphone.

Society’s familiarity towards video game creates willingness to do transaction on video game. In relatively low price because of short distribution mode, transaction rate in video game application are predicted to increase until 48.2% in next 2017.

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Ex Managing Editor majalah Zigma dan Omega yang mengawali karirnya sebagai kontributor sebuah blog teknologi. Febrizio dikenal juga suka dengan teknologi, film, pengembangan software, perkembangan sepakbola, serta saat ini juga mulai tertarik untuk mempelajari proses pengembangan game.