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Video Game Popularity - Essay Example

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Summary
In the paper “Video Game Popularity” the author analyzes sudden growth in gaming as a recreational pastime. In the United States, the main player segments include children between the ages of eight and 17, with young adult players making the next largest segment between 18 and 25…
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Video Game Popularity
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Extract of sample "Video Game Popularity"

HERE HERE YOUR HERE HERE Informative Speech: Video Game Popularity Introduction The video game industry is a huge profit opportunity for hungry video game producers! Massive amounts of games are produced every year for, literally, hundreds of thousands of excited fans! Global sales of video games topped $22 billion by the end of 2008, including sales of peripherals, such as the Sony Playstation III and Nintendo Wii, and computer software. This represents an increase of over 22 percent increase for software purchases in just one year, making computer gaming the fastest growing segment of the entire gaming industry.

The Facts Why this sudden growth in gaming as a recreational pastime? It has universal appeal in many cultures. In the United States, the main player segments include children between the ages of eight and 17, with young adult players making the next largest segment between 18 and 25. In America, gaming is considered to be a virtually every day pastime because of its relatively low price and constant improvements in graphics and content that make gaming much more realistic than in previous years.

In Japan, video game revenues usually surpass sales in the United States year by year. Interestingly, in Japan the fastest growing market segment is the elderly citizen, something that is very uncommon here in America due to social attitudes from this group. In Japanese markets, older citizens have a much better status in the family structure and have closer ties with youths in the household. This gives them much more exposure to gaming and lets them explore their personal creativity through technology.

The senior citizens in Japan, this being people over the age of 60, seek games with content that involves improving brain power to help keep their mental function sharp and accurate. Games that include different puzzles, mind-teasers, and mathematics are in high demand and make a considerable profit margin for gaming manufacturers. Conclusion The profit potential is always there for the gaming industry because of the widespread cultural adopting of gaming as a lifestyle activity. It is big money!

At the global level, sales of gaming will only continue to rise because they represent a little something for everyone in terms of content. With the development of new technologies will come new video game inspirations using a variety of different console and online formats. Gaming provides countless hours of personal recreation, the ability to sharpen mental focus, and explore their aggressions in a non-physical way by identifying with on-screen characters.

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