The changing culture of the computer gaming industry. The needs of vendors Vs. the needs of consumers

RIS ID

68837

Publication Details

Saffioti, D. F. & Clancy, A. (2005). The changing culture of the computer gaming industry. The needs of vendors Vs. the needs of consumers. WMSCI 2005 - The 9th World Multi-Conference on Systemics, Cybernetics and Informatics, Proceedings (pp. 425-430).

Abstract

Computer games are having an increasingly large effect on how we live our lives and interact with each other. Despite this immense growth and profound influence on our lives, there has been very little study into this emerging area. Delaney [1] argues, "THE U.S. VIDEOGAME industry today is larger than Hollywood's domestic box-office receipts and is closing in on music sales. Doesn't a sector that size deserve sophisticated mainstream critique, even academic study?". From this we may suggest that an absence of academic study into gaming could result in an industry driven only by economics. In this paper we look at a vast number of different attitudes from academics that provide some insight into what makes a good video game. The problem is there has been little research on what consumers actually want from games and whether or not they are satisfied with an industry saturated with games, hype and aspects of pop culture. This paper justifies our ongoing research into establishing criteria for video game satisfaction.

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