Analysis of the Video Game Business: Growth, Tech, and Society
VerifiedAdded on 2022/12/23
|11
|3635
|39
Report
AI Summary
This report provides a comprehensive analysis of the video game industry, starting with its historical growth from the 1950s to the present day. It examines the evolution of gaming technology, including voice and gesture control, and assesses how society, culture, technology, and the economy influence video game development. The report also explores the relationship between audience expectations and product expansion, detailing methods that inform culture, technology, and society in game design. Furthermore, it assesses the impact of social and cultural contexts on video game elevation, emphasizing the role of social media and influencers. The report concludes with a discussion on the expectations of target audiences and the integration of various elements in the game development process. The analysis includes the rise of online gaming, console generations, and the impact of violent content, offering insights into the industry's dynamics and future trends.
Contribute Materials
Your contribution can guide someone’s learning journey. Share your
documents today.

In Context
Secure Best Marks with AI Grader
Need help grading? Try our AI Grader for instant feedback on your assignments.

Contents
INTRODUCTION.....................................................................................................................................3
P1 Discuss historic growth of video games business.............................................................................3
P2. Assess technological innovations within the games industry.............................................................3
P3 Discuss the way that society, culture, technology along with economy inform video game
development............................................................................................................................................4
P4 Examine relations among expectations of audience along with product expansion in video games
business...................................................................................................................................................5
P5 Study method which inform culture, technology along with society for design of specific game. .5
P6 Assess relationship among video game elevation, social along with cultural context.........................5
P7 Make presentation related to research, analysis along with conclusion..............................................6
P8 Bring demonstration which will enunciates theories as well as practices related contemporary games
.................................................................................................................................................................6
REFERENCES..........................................................................................................................................8
INTRODUCTION.....................................................................................................................................3
P1 Discuss historic growth of video games business.............................................................................3
P2. Assess technological innovations within the games industry.............................................................3
P3 Discuss the way that society, culture, technology along with economy inform video game
development............................................................................................................................................4
P4 Examine relations among expectations of audience along with product expansion in video games
business...................................................................................................................................................5
P5 Study method which inform culture, technology along with society for design of specific game. .5
P6 Assess relationship among video game elevation, social along with cultural context.........................5
P7 Make presentation related to research, analysis along with conclusion..............................................6
P8 Bring demonstration which will enunciates theories as well as practices related contemporary games
.................................................................................................................................................................6
REFERENCES..........................................................................................................................................8

INTRODUCTION
With the increase in technology and people finding their own ways for their own
entertainment in this context games becomes a part of their life and essential source of
entertainment. It delivers engagement of gamers and generate jobs for various developers and it
enhances the economy level also. Technology has played a vital role in the development of video
game and working on them more will generate more gamers for the developers as they have
competition in market (Nielsen and Grabarczyk, 2019). In this report, discussion regarding historic
growth of video games business will be made along with assess technological innovations within
the games industry. Besides this way are discuss that society, culture, technology along with
economy inform video game development as well as examining relations among expectations of
audience along with product expansion in video games business. In addition to this methods are
studied which inform culture, technology along with society for design of specific game as
well as presentation related to research, analysis along with conclusion is also done with bringing
demonstration which will enunciates theories as well as practices related contemporary games
P1 Discuss historic growth of video games business
The development of video games is going a distant since 1950s, whilst instructional personal computer
scientists started designing easy video games and simulations not only for recreation but also a part of
their studies. At M.I.T. withinside the 1960s, professors along with college students make video games
consisting of 3-d tic-tac-toe along with Moon Landing. These video games have been performed on
computer systems consisting of the IBM 1560, along with actions have been made through punch cards.
Video games did now no longer attain mainstream reputation as they use to have in Nineteen Seventies
and 1980s. In online gaming Whilst video arcade video games and online game consoles, the use of
joysticks, buttons, along with different controllers, in conjunction with photographs on pc displays and
domestic pc video games have been delivered to the overall public. During the 1980s, gaming computer
systems, early on-line gaming as well as hand-held LCD video games emerged; this period become
suffering from the online game crash of 1983. During the Nineteen Seventies, the primary era of domestic
consoles emerged, inclusive of the famous sport Pong and various "clones". The Nineteen Seventies
become additionally the technology of mainframe pc video games. The golden age of arcade video games
become from 1978 to 1982 (Reer and Krämer, 2019). The 1/3 era of consoles, which have been 8-bit
units, emerged from 1983 to 1995. The fourth era of consoles, which have been 16-bit models, emerged
from 1987 to 1999. The Nineteen Nineties noticed the resurgence and decline of arcades, the transition to
3-d video games, progressed held video games, and PC gaming. The 5th era of consoles, which have been
32 and 64-bit units, become from 1993 to 2006
P2. Assess technological innovations within the games industry
Voice managed gaming has been round for a while, however the cap potential of the usage of the
era in gaming structures has eventually stuck as much as reality—computer systems at the
moment are capable of without problems understand voice instructions from the user. Not best
can you switch the console on and stale the usage of this tech, however you may additionally use
voice instructions to manipulate gameplay, have interaction on social media, play choices out of
your media library, or seek the web, all through genuinely speaker in your gaming system
With the increase in technology and people finding their own ways for their own
entertainment in this context games becomes a part of their life and essential source of
entertainment. It delivers engagement of gamers and generate jobs for various developers and it
enhances the economy level also. Technology has played a vital role in the development of video
game and working on them more will generate more gamers for the developers as they have
competition in market (Nielsen and Grabarczyk, 2019). In this report, discussion regarding historic
growth of video games business will be made along with assess technological innovations within
the games industry. Besides this way are discuss that society, culture, technology along with
economy inform video game development as well as examining relations among expectations of
audience along with product expansion in video games business. In addition to this methods are
studied which inform culture, technology along with society for design of specific game as
well as presentation related to research, analysis along with conclusion is also done with bringing
demonstration which will enunciates theories as well as practices related contemporary games
P1 Discuss historic growth of video games business
The development of video games is going a distant since 1950s, whilst instructional personal computer
scientists started designing easy video games and simulations not only for recreation but also a part of
their studies. At M.I.T. withinside the 1960s, professors along with college students make video games
consisting of 3-d tic-tac-toe along with Moon Landing. These video games have been performed on
computer systems consisting of the IBM 1560, along with actions have been made through punch cards.
Video games did now no longer attain mainstream reputation as they use to have in Nineteen Seventies
and 1980s. In online gaming Whilst video arcade video games and online game consoles, the use of
joysticks, buttons, along with different controllers, in conjunction with photographs on pc displays and
domestic pc video games have been delivered to the overall public. During the 1980s, gaming computer
systems, early on-line gaming as well as hand-held LCD video games emerged; this period become
suffering from the online game crash of 1983. During the Nineteen Seventies, the primary era of domestic
consoles emerged, inclusive of the famous sport Pong and various "clones". The Nineteen Seventies
become additionally the technology of mainframe pc video games. The golden age of arcade video games
become from 1978 to 1982 (Reer and Krämer, 2019). The 1/3 era of consoles, which have been 8-bit
units, emerged from 1983 to 1995. The fourth era of consoles, which have been 16-bit models, emerged
from 1987 to 1999. The Nineteen Nineties noticed the resurgence and decline of arcades, the transition to
3-d video games, progressed held video games, and PC gaming. The 5th era of consoles, which have been
32 and 64-bit units, become from 1993 to 2006
P2. Assess technological innovations within the games industry
Voice managed gaming has been round for a while, however the cap potential of the usage of the
era in gaming structures has eventually stuck as much as reality—computer systems at the
moment are capable of without problems understand voice instructions from the user. Not best
can you switch the console on and stale the usage of this tech, however you may additionally use
voice instructions to manipulate gameplay, have interaction on social media, play choices out of
your media library, or seek the web, all through genuinely speaker in your gaming system

(Chatterjee, 2020).Gesture control Or, take away your controller altogether! Intel RealSense era
lets in you to play first man or woman shooter video games—or genuinely have interaction
together along with your device—with only some waves of your hand. Using a three-D digital
that tracks 22 separate factors for your hand, gesture manage lets in customers to hook up with
their gaming revel in through the usage of the herbal actions of your body. For example, the
sport Warrior Wave employs RealSense era so that you can use your hand (the definition of
which suggests up at the screen) to steer a collection of Ancient Greek squaddies to safety.
People come a protracted manner from the times of simple 8-bit pictures in gaming. Cutting
Improvements now permit game enthusiasts to revel in video games in completely rendered
worlds with picture graph sensible textures.
P3 Discuss the way that society, culture, technology along with economy inform video game
development
Various method through which information regarding society, technology, culture as well as
economy improvisation can boost innovation along with enhancement in creativity: It becomes
very easy for owners of the entities to engage their gamers as they deliver the comfort and ease
to play their games on bed or couch (Schlangen, 2019). This also render good opportunity to
various developers as well as designers who are creative by catering more jobs for them.
Technology provides the benefit of realizing the mistakes as well as their solutions through the
monetization. Utilization of social media deliver a good mouth of words to any sort of game as it
expands the network along with attracting more gamers. It generates new customs which
enhances their margin of profit. Teenagers along with youngsters are the institution of humans
which might be broadly speaking enchanted to video video games in society. The susceptibility
of those organizations specifically youngsters is prominent, as they're at such vital degrees of
their improvement that they're rather inspired via way of means of their environment. For this
purpose a few worries have arisen as to why “video games have emerge as very influential story-
tellers for this technology of youngsters and youth. This can be end result of the technical
advances that have uncovered new generations to greater picture video games which emphasize
violence. With regards to this argument there are very contrary sides, the primary being placed
via way of means of the gaming enterprise who contend that gaming is stable leisure without a
hyperlink to violence along with others being the psychologists as well as researchers who argue
that violent media indorses violence. Research committed to this distress is huge, with “many
medical research concluding that great publicity to violent video video games will increase the
chance of competitive conduct in sure youngsters (Parise and Ozdaglar, 2020). From this publicity
youngsters emerge as deadened to violence making them agree with that the arena is a ‘meaner
and scarier’ area than it. Inappropriately, those mind are regularly stated to be tough to alternate
afterward in life. Therefore youngsters start to assume that violence is regular conduct as
depicted with inside the video games.. Clan interplay befell on each professionally set opposition
events, and at some point, of ordinary informal gambling wherein numerous individuals of
extended family might play on a public server. Clans might regularly do their recruiting this way;
through noticing the fine gamers on a selected server, they might ship invites for that participant
to both strive out or take delivery of club with inside the extended family sport promotion along
with social and context to culture.
lets in you to play first man or woman shooter video games—or genuinely have interaction
together along with your device—with only some waves of your hand. Using a three-D digital
that tracks 22 separate factors for your hand, gesture manage lets in customers to hook up with
their gaming revel in through the usage of the herbal actions of your body. For example, the
sport Warrior Wave employs RealSense era so that you can use your hand (the definition of
which suggests up at the screen) to steer a collection of Ancient Greek squaddies to safety.
People come a protracted manner from the times of simple 8-bit pictures in gaming. Cutting
Improvements now permit game enthusiasts to revel in video games in completely rendered
worlds with picture graph sensible textures.
P3 Discuss the way that society, culture, technology along with economy inform video game
development
Various method through which information regarding society, technology, culture as well as
economy improvisation can boost innovation along with enhancement in creativity: It becomes
very easy for owners of the entities to engage their gamers as they deliver the comfort and ease
to play their games on bed or couch (Schlangen, 2019). This also render good opportunity to
various developers as well as designers who are creative by catering more jobs for them.
Technology provides the benefit of realizing the mistakes as well as their solutions through the
monetization. Utilization of social media deliver a good mouth of words to any sort of game as it
expands the network along with attracting more gamers. It generates new customs which
enhances their margin of profit. Teenagers along with youngsters are the institution of humans
which might be broadly speaking enchanted to video video games in society. The susceptibility
of those organizations specifically youngsters is prominent, as they're at such vital degrees of
their improvement that they're rather inspired via way of means of their environment. For this
purpose a few worries have arisen as to why “video games have emerge as very influential story-
tellers for this technology of youngsters and youth. This can be end result of the technical
advances that have uncovered new generations to greater picture video games which emphasize
violence. With regards to this argument there are very contrary sides, the primary being placed
via way of means of the gaming enterprise who contend that gaming is stable leisure without a
hyperlink to violence along with others being the psychologists as well as researchers who argue
that violent media indorses violence. Research committed to this distress is huge, with “many
medical research concluding that great publicity to violent video video games will increase the
chance of competitive conduct in sure youngsters (Parise and Ozdaglar, 2020). From this publicity
youngsters emerge as deadened to violence making them agree with that the arena is a ‘meaner
and scarier’ area than it. Inappropriately, those mind are regularly stated to be tough to alternate
afterward in life. Therefore youngsters start to assume that violence is regular conduct as
depicted with inside the video games.. Clan interplay befell on each professionally set opposition
events, and at some point, of ordinary informal gambling wherein numerous individuals of
extended family might play on a public server. Clans might regularly do their recruiting this way;
through noticing the fine gamers on a selected server, they might ship invites for that participant
to both strive out or take delivery of club with inside the extended family sport promotion along
with social and context to culture.
Secure Best Marks with AI Grader
Need help grading? Try our AI Grader for instant feedback on your assignments.

P4 Examine relations among expectations of audience along with product expansion in video
games business
Those elements is goal target market, who the builders intend to promote to. The age variety of
the target market is a defining thing and need to be taken into consideration. If a recreation is
advanced for everybody it's going to generally go through and could fail to maintain anyone’s
attention. If you're developing a recreation aimed toward youngsters, you'll need to keep in mind
their age whilst making the sport, consequently there ought to be no violence, nudity or horrific
language. They’re studying cap potential along with their cap potential to play the sport ought to
additionally be taken into consideration. If the target market is coloration blind then there ought
to be alternatives to alternate positive colorations to permit them to experience the sport. The sort
of gamer ought to be taken into consideration as well. Are they a difficult center gamer or a
informal gamer? The difficult center gamer has a tendency to be male with a few ladies
beginning to play greater and the informal gamer is likewise primarily male however has a much
better quantity of ladies beginning to play informal video games because of clever telephones
and Facebook video games (Bigl and Schlegelmilch, 2020).
P5 Study method which inform culture, technology along with society for design of specific
game
They provide you with a few however will probable pass over others. Disclaimer right here is
that developers now no longer a dev or clothier or some thing like that however do maintain up
with the enterprise from afar. They will cognizance on the sport facet with a few matters, then
the enterprise facet for the rest (Lankes and Haslinger, 2019) . They carried out this more than one
instances now and it continually appears to take a brilliant deal of writing due to the fact They
experience just like the romance of recreation layout desires to be balanced in opposition to the
realities ets. The in advance the higher due to the fact this will plug the complete system they if
the arena construct doesn’t have sufficient matters to populate it properly, or if the characters are
nevertheless now no longer finalized with a purpose to get their move sets optimized earlier than
beta. What’s the sport approximately tale-wise? Studios frequently pass over the mark with the
aid of using now no longer paying sufficient interest to this factor of development. A loss of lore
or cohesive narrative, even though the sport itself is mild on that, could make the whole lot
experience flimsy and superficial. It can and does assist tell on mechanics and tweaking the
layout to in shape how the arena works and the matters that stay in it. While there might not be
speak in a few games, understanding what and why matters are can supply insights into AI for
NPCs and the timing on day/night time cycles to call more than one examples. Throughout this
system there must be some of unique competencies worried that may and should be capable of
improvise and hack restore matters as they arrive up (Sotamaa and Stenros, 2019).
.
P6 Assess relationship among video game elevation, social along with cultural context
promotion
Social media voice must in shape the persona of your video game. Is your game’s individual
funny, geeky, adventurous or serious? This is one factor that you need to determine first earlier
than you may create your blogs and promo posts on social media sites. You want to outline your
games business
Those elements is goal target market, who the builders intend to promote to. The age variety of
the target market is a defining thing and need to be taken into consideration. If a recreation is
advanced for everybody it's going to generally go through and could fail to maintain anyone’s
attention. If you're developing a recreation aimed toward youngsters, you'll need to keep in mind
their age whilst making the sport, consequently there ought to be no violence, nudity or horrific
language. They’re studying cap potential along with their cap potential to play the sport ought to
additionally be taken into consideration. If the target market is coloration blind then there ought
to be alternatives to alternate positive colorations to permit them to experience the sport. The sort
of gamer ought to be taken into consideration as well. Are they a difficult center gamer or a
informal gamer? The difficult center gamer has a tendency to be male with a few ladies
beginning to play greater and the informal gamer is likewise primarily male however has a much
better quantity of ladies beginning to play informal video games because of clever telephones
and Facebook video games (Bigl and Schlegelmilch, 2020).
P5 Study method which inform culture, technology along with society for design of specific
game
They provide you with a few however will probable pass over others. Disclaimer right here is
that developers now no longer a dev or clothier or some thing like that however do maintain up
with the enterprise from afar. They will cognizance on the sport facet with a few matters, then
the enterprise facet for the rest (Lankes and Haslinger, 2019) . They carried out this more than one
instances now and it continually appears to take a brilliant deal of writing due to the fact They
experience just like the romance of recreation layout desires to be balanced in opposition to the
realities ets. The in advance the higher due to the fact this will plug the complete system they if
the arena construct doesn’t have sufficient matters to populate it properly, or if the characters are
nevertheless now no longer finalized with a purpose to get their move sets optimized earlier than
beta. What’s the sport approximately tale-wise? Studios frequently pass over the mark with the
aid of using now no longer paying sufficient interest to this factor of development. A loss of lore
or cohesive narrative, even though the sport itself is mild on that, could make the whole lot
experience flimsy and superficial. It can and does assist tell on mechanics and tweaking the
layout to in shape how the arena works and the matters that stay in it. While there might not be
speak in a few games, understanding what and why matters are can supply insights into AI for
NPCs and the timing on day/night time cycles to call more than one examples. Throughout this
system there must be some of unique competencies worried that may and should be capable of
improvise and hack restore matters as they arrive up (Sotamaa and Stenros, 2019).
.
P6 Assess relationship among video game elevation, social along with cultural context
promotion
Social media voice must in shape the persona of your video game. Is your game’s individual
funny, geeky, adventurous or serious? This is one factor that you need to determine first earlier
than you may create your blogs and promo posts on social media sites. You want to outline your

game’s individual as though it become a person, so that you will recognize how it's going to act
or sound like (Wolf and Meyer, 2020) (Myers, 2019) . Collaborate with influencers, guides and
bloggers Prepare appropriate content material and locate applicable guides and weblog writers
who're inclined to percentage your content material with their several readers. This isn't always
clean project however in case developers need to boom the attention concerning your video
game, participating with them might be very useful to you. Video games are international
phenomenon, and have become an increasing number of primary to our cultural lives. Drawing
on new and authentic empirical data, consisting of interviews with gamers, in addition to key
representatives of the online game industry, media, schooling and arts, this e book considers
modern-day online game tradition. It shows that online game tradition presents critical lens for
knowledge late-modernity, virtual and participatory cultures, and the hegemony of neoliberal
political rationalities (Dixon, Gamagedara Arachchilage and Nicholson, 2019).
P7 Make presentation related to research, analysis along with conclusion
From the this report it can be derive that in todays world games are becoming the part of life of a person
and they have their drawbacks along with that they render some benefits to mankind. They are effective
and important in each and every aspect of life. Video games are international phenomenon, and
have become an increasing number of primary to our cultural lives. Drawing on new and
authentic empirical data, consisting of interviews with gamers, in addition to key representatives
of the online game industry, media, schooling and arts, this e book considers modern-day online
game tradition. Games require effective cognition which require research and training for the
endowment of their improvisation (Myers, 2019).
P8 Bring demonstration which will enunciates theories as well as practices related contemporary
games
For the development of games developers are require to follow some systematic structure
so that they can formulate effective working. In 1970s the real development of video games
started happening and arcade video games and first generation came into marketing light.
There are typically seven stages of game development:
This development of video games is difficult in nature, there are proper structures and
frameworks needs to be in place to keep studios working resourcefully and projects on track to
be completed on time (Chien, Hwang and Jong, 2020). The stages of game development go as
followed:
Planning
Pre-Production
Production
Testing
Pre-Launch
Launch
Post- Production
or sound like (Wolf and Meyer, 2020) (Myers, 2019) . Collaborate with influencers, guides and
bloggers Prepare appropriate content material and locate applicable guides and weblog writers
who're inclined to percentage your content material with their several readers. This isn't always
clean project however in case developers need to boom the attention concerning your video
game, participating with them might be very useful to you. Video games are international
phenomenon, and have become an increasing number of primary to our cultural lives. Drawing
on new and authentic empirical data, consisting of interviews with gamers, in addition to key
representatives of the online game industry, media, schooling and arts, this e book considers
modern-day online game tradition. It shows that online game tradition presents critical lens for
knowledge late-modernity, virtual and participatory cultures, and the hegemony of neoliberal
political rationalities (Dixon, Gamagedara Arachchilage and Nicholson, 2019).
P7 Make presentation related to research, analysis along with conclusion
From the this report it can be derive that in todays world games are becoming the part of life of a person
and they have their drawbacks along with that they render some benefits to mankind. They are effective
and important in each and every aspect of life. Video games are international phenomenon, and
have become an increasing number of primary to our cultural lives. Drawing on new and
authentic empirical data, consisting of interviews with gamers, in addition to key representatives
of the online game industry, media, schooling and arts, this e book considers modern-day online
game tradition. Games require effective cognition which require research and training for the
endowment of their improvisation (Myers, 2019).
P8 Bring demonstration which will enunciates theories as well as practices related contemporary
games
For the development of games developers are require to follow some systematic structure
so that they can formulate effective working. In 1970s the real development of video games
started happening and arcade video games and first generation came into marketing light.
There are typically seven stages of game development:
This development of video games is difficult in nature, there are proper structures and
frameworks needs to be in place to keep studios working resourcefully and projects on track to
be completed on time (Chien, Hwang and Jong, 2020). The stages of game development go as
followed:
Planning
Pre-Production
Production
Testing
Pre-Launch
Launch
Post- Production

1. Planning a video game
The designing of the product starts way before the designer starts designing the actual product
means by planning the same.
In the planning stage, the most undeveloped questions will need to be answered, like:
What type of video game are we constructing?
It is going to be 2D or 3D?
What sort of features it should have?
Characters list?
When will it take place?
Who are the target audience?
What is the platform that we are using?
This may not seem like it, but visualizing a video game is very difficult part of game
development. The idea a gaming studio comes up with will serve as the support of the entire
game (Hossain, 2019) . This sets the harmony for every employee involved with building the
game, but also gives publishers a high-level summary of what to expect. This brings us to the
next part of expansion – proofing a concept.
A proof of perception takes all the ideas that have been caused and sees how viable they are for
the gaming studio to produce. From there, other questions will need to be answered, like:
What is the amount of cost incurred in development of this game?
Do we have the technological requirements to build this game?
Will we require an engine for new gaming?
How big team is required to build this game?
Do we require external writers and voice artist for this game?
What is the estimated time required for launch?
How we will be monetizing it?
The designing of the product starts way before the designer starts designing the actual product
means by planning the same.
In the planning stage, the most undeveloped questions will need to be answered, like:
What type of video game are we constructing?
It is going to be 2D or 3D?
What sort of features it should have?
Characters list?
When will it take place?
Who are the target audience?
What is the platform that we are using?
This may not seem like it, but visualizing a video game is very difficult part of game
development. The idea a gaming studio comes up with will serve as the support of the entire
game (Hossain, 2019) . This sets the harmony for every employee involved with building the
game, but also gives publishers a high-level summary of what to expect. This brings us to the
next part of expansion – proofing a concept.
A proof of perception takes all the ideas that have been caused and sees how viable they are for
the gaming studio to produce. From there, other questions will need to be answered, like:
What is the amount of cost incurred in development of this game?
Do we have the technological requirements to build this game?
Will we require an engine for new gaming?
How big team is required to build this game?
Do we require external writers and voice artist for this game?
What is the estimated time required for launch?
How we will be monetizing it?
Paraphrase This Document
Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser

Pre-Production: In the formation of games format it is necessary for developers to previously
analyses all the factors that will assist them to consider drawbacks that will transform all the
components and form all the specific modification (Volz and Naujoks, 2019).
Production: After evaluating all the drawbacks now developers will work on their coding and
plan their games and from here finalization of the work beings.
Testing: At this stage testing of the games will start and now developers will start collecting
feedbacks from gamers. This will help developers to analyze all the factors where they lack.
Pre-Launch: After the collection of feedback and after doing modification now the game of
developers is ready to place their game in market.
Launch: In this stage game will launch and people will get aware about it.
Post- Production: Developers games has been in the marketplace and now they will work on the
upgradation of the games (Hernández-Lara, Perera-Lluna and Serradell-López, 2019)
.
REFERENCES
Books and Journals
analyses all the factors that will assist them to consider drawbacks that will transform all the
components and form all the specific modification (Volz and Naujoks, 2019).
Production: After evaluating all the drawbacks now developers will work on their coding and
plan their games and from here finalization of the work beings.
Testing: At this stage testing of the games will start and now developers will start collecting
feedbacks from gamers. This will help developers to analyze all the factors where they lack.
Pre-Launch: After the collection of feedback and after doing modification now the game of
developers is ready to place their game in market.
Launch: In this stage game will launch and people will get aware about it.
Post- Production: Developers games has been in the marketplace and now they will work on the
upgradation of the games (Hernández-Lara, Perera-Lluna and Serradell-López, 2019)
.
REFERENCES
Books and Journals

Nielsen, R. K .L. and Grabarczyk, P., 2019. Are Loot Boxes Gambling? Random reward mechanisms in video
games. Transactions of the Digital Games Research Association. 4(3).
Reer, F. and Krämer, N .C., 2019. Are online role-playing games more social than multiplayer first-person shooters?
Investigating how online gamers’ motivations and playing habits are related to social capital acquisition and social
support. Entertainment Computing. 29. pp.1-9.
Chatterjee, S., 2020. Dark side of online social games (OSG) using Facebook platform: effect of age, gender, and
identity as moderators. Information Technology & People.
Schlangen, D., 2019. Language tasks and language games: On methodology in current natural language processing
research. arXiv preprint arXiv:1908.10747.
Parise, F. and Ozdaglar, A., 2020. Analysis and Interventions in Large Network Games. Annual Review of Control,
Robotics, and Autonomous Systems, 4.
Bigl, B. and Schlegelmilch, C., 2020. Are Video Games Still a Boys’ Club? How German Public Television Covers
Video Games. Games and Culture, p.1555412020975637.
Lankes, M. and Haslinger, A., 2019, October. Lost & found: Gaze-based player guidance feedback in exploration
games. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion
Extended Abstracts (pp. 483-492).
Sotamaa, O. and Stenros, J., 2019. Through a Shot Glass, Darkly: The Study of Games in the Light of Drinking
Games. Games and Culture,, 14(1). pp.87-103.
Wolf, M. R. and Meyer, U., 2020, November. A Pond Full of Phishing Games-Analysis of Learning Games for
Anti-Phishing Education. In Model-driven Simulation and Training Environments for Cybersecurity: Second
International Workshop, MSTEC 2020, Guildford, UK, September 14–18, 2020, Revised Selected Papers (Vol.
12512, p. 41). Springer Nature.
games. Transactions of the Digital Games Research Association. 4(3).
Reer, F. and Krämer, N .C., 2019. Are online role-playing games more social than multiplayer first-person shooters?
Investigating how online gamers’ motivations and playing habits are related to social capital acquisition and social
support. Entertainment Computing. 29. pp.1-9.
Chatterjee, S., 2020. Dark side of online social games (OSG) using Facebook platform: effect of age, gender, and
identity as moderators. Information Technology & People.
Schlangen, D., 2019. Language tasks and language games: On methodology in current natural language processing
research. arXiv preprint arXiv:1908.10747.
Parise, F. and Ozdaglar, A., 2020. Analysis and Interventions in Large Network Games. Annual Review of Control,
Robotics, and Autonomous Systems, 4.
Bigl, B. and Schlegelmilch, C., 2020. Are Video Games Still a Boys’ Club? How German Public Television Covers
Video Games. Games and Culture, p.1555412020975637.
Lankes, M. and Haslinger, A., 2019, October. Lost & found: Gaze-based player guidance feedback in exploration
games. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion
Extended Abstracts (pp. 483-492).
Sotamaa, O. and Stenros, J., 2019. Through a Shot Glass, Darkly: The Study of Games in the Light of Drinking
Games. Games and Culture,, 14(1). pp.87-103.
Wolf, M. R. and Meyer, U., 2020, November. A Pond Full of Phishing Games-Analysis of Learning Games for
Anti-Phishing Education. In Model-driven Simulation and Training Environments for Cybersecurity: Second
International Workshop, MSTEC 2020, Guildford, UK, September 14–18, 2020, Revised Selected Papers (Vol.
12512, p. 41). Springer Nature.

Myers, B., 2019. Friends with benefits: Plausible optimism and the practice of teabagging in video games. Games
and Culture. 14(7-8). pp.763-780.
Chien, S. Y., Hwang, G.J. and Jong, M. S.Y., 2020. Effects of peer assessment within the context of spherical video-
based virtual reality on EFL students’ English-Speaking performance and learning perceptions. Computers &
Education. 146. p.103751.
Hossain, S.F.A., 2019. Social networking and its role in media entrepreneurship: Evaluating the use of mobile
phones in the context of online shopping–A review. Journal of Media Management and Entrepreneurship
(JMME). 1(1). pp.73-86.
Volz, V. and Naujoks, B., 2019, August. On the effects of simulating human decisions in game analysis. In 2019
IEEE Conference on Games (CoG) (pp. 1-8). IEEE.
Hernández-Lara, A. B., Perera-Lluna, A. and Serradell-López, E., 2019. Applying learning analytics to students’
interaction in business simulation games. The usefulness of learning analytics to know what students really
learn. Computers in Human Behavior. 92. pp.600-612.
Dixon, M., Gamagedara Arachchilage, N. A. and Nicholson, J., 2019, May. Engaging users with educational games:
The case of phishing. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing
Systems (pp. 1-6).
and Culture. 14(7-8). pp.763-780.
Chien, S. Y., Hwang, G.J. and Jong, M. S.Y., 2020. Effects of peer assessment within the context of spherical video-
based virtual reality on EFL students’ English-Speaking performance and learning perceptions. Computers &
Education. 146. p.103751.
Hossain, S.F.A., 2019. Social networking and its role in media entrepreneurship: Evaluating the use of mobile
phones in the context of online shopping–A review. Journal of Media Management and Entrepreneurship
(JMME). 1(1). pp.73-86.
Volz, V. and Naujoks, B., 2019, August. On the effects of simulating human decisions in game analysis. In 2019
IEEE Conference on Games (CoG) (pp. 1-8). IEEE.
Hernández-Lara, A. B., Perera-Lluna, A. and Serradell-López, E., 2019. Applying learning analytics to students’
interaction in business simulation games. The usefulness of learning analytics to know what students really
learn. Computers in Human Behavior. 92. pp.600-612.
Dixon, M., Gamagedara Arachchilage, N. A. and Nicholson, J., 2019, May. Engaging users with educational games:
The case of phishing. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing
Systems (pp. 1-6).
Secure Best Marks with AI Grader
Need help grading? Try our AI Grader for instant feedback on your assignments.

1 out of 11
Related Documents

Your All-in-One AI-Powered Toolkit for Academic Success.
+13062052269
info@desklib.com
Available 24*7 on WhatsApp / Email
Unlock your academic potential
© 2024 | Zucol Services PVT LTD | All rights reserved.