1 / 11

Games industry in LEDC’s

Games industry in LEDC’s. Team Flaccid. The games industry is growing. DONE. The games industry is expanding. In the U.K alone, video games generate £2 billion annually. This figure continues to grow.

Download Presentation

Games industry in LEDC’s

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Games industry in LEDC’s Team Flaccid.

  2. The games industry is growing.

  3. DONE. The games industry is expanding. In the U.K alone, video games generate £2 billion annually. This figure continues to grow. Other countries are now delving into the industry, looking for profit and seizing the opportunity. Less economically developed countries (compared to U.K) such as Mexico are starting to build and improve I.T infrastructures to keep up and profit on games development.

  4. World map of Game developers.

  5. The global market. Along with other technologies, video games have increased throughout the world, online and mobile gaming represents the greatest push in the growth of the video game industry being accessible worldwide. The implication of this increase in accessibility to technology is many developing countries – specifically countries like Brazil, Russia, India and china – are now becoming major players in the industry. As online and mobile gaming becomes more affordable, video gaming becomes more accessible to developing countries.

  6. Cont. In 2008, Europe, the Middle East, and Africa represented the largest video gaming market share (35.3%). In 2013 it is projected the Asia-Pacific region will be the leader in both growth and market share. The projection is market share in Europe, the Middle East, Africa and North America will decline, while it is expected to increase in Latin America. The video game industry in Brazil, Russia, India and China will have increased market share in the future years.

  7. Global video games market.

  8. Moving from U.S to Japan to Korea. The shift in the industry took place in large part for the same reason as why the US market crashed in 1983: the United States was plagued with low quality software. In Japan, tight policy control ensured certain standard software must be reached to be produced. The recent shift in the industry has geared towards online and mobile gaming – a major reason why we see Japan’s exports dramatically decline from 2007 to 2008. This change in the industry had led to a market shift; Korea has taken lead in mobile phones and consequentially the mobile phone gaming industry is rooting in Korea. • Tight policy control coupled with a strong electronic industry in Japan allowed Japan to create barriers to entry in both software and hardware space.

  9. It is predicted that the US may retake the lead in the video game market because of the emergence of cloud computing and expansion of broadband.

  10. Games in education. After a year studying the games and their effect on children, the Federation of American Scientists said a new vision of video games could redefine education and captivate students so they will spend hours learning on their own. Much of the research in the games and learning area has focused on the learning that occurs while people engage with Computer Games in the Developing World: The Value of Engagement with ICTsDevelopingworld initiatives include work by groups such as the South Africa-based Mindset Network which has developed mobile phone-based games to teach math skills to girls (Mathstermind and Fashion Network), and literacy and numeracy games for disadvantaged youth developed by Pratham in India.

More Related