13-09-2012, 03:30 PM
INDIAN VIDEOGAMING INDUSTRY
Indian Gaming Industry.doc (Size: 1.58 MB / Downloads: 45)
EXECUTIVE SUMMARY
It is witnessed a rise in digital forms of gaming in India. This rise is mainly attributed to the growth in digital medium in the country. The ownership and usage of digital devices and applications have been on the rise. For instance, PC-ownership in households has increased to 7.8 million, active Internet using population to 36 million (Source: I Cube 2008) and mobile subscribers to more than 471 million (Source: TRAI Sep. 2009). An involved user of these digital formats is young; belonging to the 18-25 years of age. As a result, services offered on these formats are generally focused towards youth. With the assumption of continued growth in such usage and dissemination of digitized options; digital gaming industry provides a promising future for India.
Presently, the gaming genres are primarily derived from various sporting themes – such as cricket, racing, shooting and the like. These genres are immediate markets as Indians seem fanatics of such kinds of sports. Lately, however, there has been a shift in attitude of gamers towards enjoying role-playing games and other online games that provide an option of socializing. There is also a predilection towards platforms that offer “on-the-move” gaming due to which some forms of console and mobile gaming are popular.
VIDEO GAMES AND ITS DIFFERENT TYPES
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game," it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a dedicated console controller might consist of only a button and a joystick. Another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow, or even require, the player to use a keyboard and mouse simultaneously.
Video games typically also use other ways of providing interaction and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback.
The Video games are classified on these two factors:
Platforms
The term "platform" refers to the specific combination of electronic or computer hardware which, in conjunction with low-level software, allows a video game to operate.[12] The term "system" is also commonly used. As well, newer video game platforms are also known as next "gen" consoles.
In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer connected to a high-resolution video monitor. A "console game" is played on a specialized electronic device that connects to a common television set or composite video monitor. A "handheld" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "Arcade game" generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special cabinet. These distinctions are not always clear and there may be games that bridge one or more platforms. Beyond this there are platforms that have non-video game variations such as in the case of electro-mechanically based arcade machines. There are also devices with screens which have the ability to play games but are not dedicated video game machines (examples are mobile phones, PDAs and graphing calculators).
Genres
A video game, like most other forms of media, may be categorized into genres based on many factors such as method of game play, types of goals, art style and more. Video game genres are used to categorize video games based on their gameplay interaction rather than visual or narrative differences. They are classified independent of their setting or game-world content, unlike other works of fiction such as films or books. For example, an action game is still an action game, regardless of whether it takes place in a fantasy world or outer space. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games have come into existence. Some of the common genres are Action, Shooter, Adventure, Role-playing, Simulation, Strategy, Vehicle simulation, Music/rhythm or Horror-themed video games.
WHY DO PEOPLE PLAY GAMES?
Game playing requires two components: a game and a player. The game designer works to produce a game, and so his immediate preoccupation is with the game itself. Yet, his final goal is to educate, entertain, or edify the game-player; hence, the human player is the proper primary concern of the game designer. Why do people play games? What motivates them? What makes games fun? The answers to these questions are crucial to good game design. One way to address the question of the purpose of games is to inquire into their history. Games now are too varied, too intricate, too involved, to indicate a single clear function. Perhaps their fundamental nature would be more evident in their earliest incarnations.
Fortunately, direct recourse to paleontology is unnecessary. A trip to the zoo will suffice. There we find two lion cubs wrestling near their mother. They growl and claw at each other. They bite and kick. One cub wanders off and notices a butterfly. It crouches in the grass, creeps ever so slowly toward its insect prey, then raises its haunches, wiggles them, and pounces. We laugh at the comedy; we say that the cubs are playing a game, that they are having fun, and that they are such fun-loving, carefree creatures.