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Video Game Industry Takes On Online Entertainment Activities (part 2


Online video game industry has a stunning influence on gamers and digital media in whole. It’s proved by the figures and collected data over the previous year. U.S. video games sales totaled $18 billion over 2007, including computer and video game software - $9.5 billion. It’s estimated that video games’ sales will grow $15 billion by 2010. All the same the North America video game market was valued at $12.6 billion in 2005 and is forecast to expand to $17.2 billion by 2010, according to research firm DFC Intelligence.

The best selling systems & consoles (in decreasing order) over 2007:

* DS (8.5 million units)
* Wii (6.3 million)
* Xbox 360 (4.6 million)
* PS2 (4 million)
* PSP (3.8 million)
* PS3 (2.6 milliom)

The top-selling games:

* Halo 3 (Wii)
* Call of Duty 4 (Xbox 360)
* Guitar Hero 3 (PS2)
* Super Mario Galaxy (PS2)
* Pokemon (DS)
* Madden 08 (PS2)
* Guitar Hero II (PS2)
* Assassin’s Creed (Xbox 360)
* Mario Party 8 (Wii)

“In a year of records, Mario was the second-best selling video games property for the year and remains the historically best-selling property in the video games industry,” said NPD analyst, Anita Frazier.

Thus, these figures set a new record according to final data compiled by the global market information company (NPD Group) and announced by the Entertainment Software Association. Research was funded by the ESA, and written by Robert Crandall of the Brookings Institution and J. Gregory Sidak of the Georgetown University Law Center.

“The video game industry set the pace over all others in 2007, with record-breaking sales, off-the-charts consumer demand, and innovation reaching from galactic exploration to guitar simulation,” says Michael D. Gallagher, president and CEO of the ESA, the U.S. association representing computer and video game software publishers. “On average, an
astonishing nine games were sold every second of every day of the year.”

Despite the fact that a lot of games are available for free on the web, gamers still keep on making a contribution to the video gaming industry purchasing the games. I see a vivid tendency that consumers and makers meet the wishes of each other with pleasure.

It would be interesting to know that video games take on online entertainment activities in comparison with digital media (music and movie industries). Taking into consideration the results of researches over the three past years, we can call gaming consumers’ preferences as a leader of online consuming activities that gathers a great number of people both young and old, men and women.

Public agents show a discrepant attitude to video game industry, being a hot potato in politics for some time. Some politicians want to restrict the sale of violent video games. On the other side, the video game industry intends to give an incentive to game-friendly politicians and candidates. Bear in mind, games were largely a children’s pastime in the 1980s, those children have grown up, and now they’re voting and still enjoying video games. Thus, the video games are getting even more involved in politics.

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