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Thinking Out of The Box; The Business of Gaming
Oleh:
[s.n]
Jenis:
Article from Bulletin/Magazine
Dalam koleksi:
The Economist (http://search.proquest.com/) vol. 401 no. 8763 (Dec. 2011)
,
page 5-7.
Topik:
Smartphones
;
Social Networks
;
Software Industry
;
Marketing
;
Computer & Video Games
;
International
;
Corporate Planning
Fulltext:
Thinking out of the box.pdf
(46.15KB)
Ketersediaan
Perpustakaan Pusat (Semanggi)
Nomor Panggil:
EE29.69
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
The idea behind video games used to be simple. Nintendo, Microsoft, Sony, Sega and others sold consoles at a loss and made their money from the boxed games they produced for them. The punters, mostly young technophile men, bought the games from a shop, played them for a few weeks and then put them away. Those customers are still around, but they have been joined by a plethora of others. New, more casual sorts of games are being picked up by a mass audience that would previously not have played at all. "In the past few years two things have changed," says Mr Moore of Electronic Arts. "The first is the proliferation of platforms [on which to play games], and the second is that it's become so much easier to call yourself a gamer." So the industry has branched out into a bewildering variety of sub-sectors and niches. One of the biggest changes has been the rise of the mobile phone as a gaming device. The potential market is huge. Thanks to the spread of high-speed internet connections, the web has emerged as a games platform in its own right. Even more dramatic has been the rise of social-networking sites as venues for video gaming.
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