Gaming : the digital revolution
Gaming : the digital revolution (Youtube, Runtime - 54:31 min)
Gaming has gone through a revolution.
from being a garage gaming pass time for teenagers, it has now evolved into a mass entertainment genre. It is now dominating the consumer's time and screen.
From bedrooms to stadiums: The rise of eSports
From Bedrooms to Stadiums: The Rise of Esports :
Video gaming as it was popularly known in the 90s, has left the bedroom and arrived in the stadium like any other sport. Video gaming drew inspiration from professional sport and now is being called as Electronic sport or esport. These gaming tournaments firstly started in South Korea but took almost 30 years to emerge as a new mass media. Now-a-days mass tournaments are attracting thousands of fans in a gaming arena. Annual revenue of the gaming industry has surpassed the revenue of the entertainment (film and music) industry combined.
A cultural shift :
With thousands of fans gathering into the gaming arena, gamers have earned a new identity. They receive the same love and appreciation like any other rockstar. Prize money for tournament winners has gone upto 1 million dollars. Also, the production and marketing costs went up to 100 - 160 million dollars. Gaming industry has evolved into a software development organisation and they are producing games with an industrial approach. Events like the Los Angeles trade show hold an importance like the Cannes film festival.
A parallel world : an ideal virtual realm
With many gaming genres emerging from the gaming industry, genres like sports , war and action still dominate the scene. War games like World of Warcraft and punk culture games like GTA have invented an ideal world with its own global language. Violence is the core feature of such games and they are attracting consumers with their bloodthirsty aestheticism. Such games have crossed the boundaries of imagination which is drawing players into an imaginary parallel world. The barrier between the real and virtual world has become fragile giving rise to hyperrealism.
The impact of gaming :
Violent games like GTA and TOD are acting like a way of releasing gamers' urge of violence but eventually promoting aggressive behaviour. On the other hand, the player's attention capacity has improved and the ability to concentrate has increased. Gaming tasks require a good decision making ability and attention.
Ever-changing definitions :
Once a part of pastime activities, games have now become a subject of study in many universities. Gaming phenomenon has given rise to gen-g ( generation - gamers ) who don't relate themselves as mere gamers. Gaming was a masculine passtime and had very little representation of women as consumers and also as gaming characters. The Rise of casual gaming changed this perception and introduced the culture of zapping, where one can play games in a short time spanning from 45 seconds to 2 minutes. This attracted women into gaming and they quickly became a coveted target for the gaming industry. To keep the potential players engaged, the priority of the gaming industry changed from a pay model to a free model. This led to the transformation of gamers. Surprisingly, making a typical urban woman in her 40s as its prime customer. The casual gaming industry joined its forces with the internet giants like meta, alphabet, apple to create a mega distribution channel. It has also evaded the leisure time dedicated to TV entertainment, ultimately conquering the free time of humans.
Through Ups and downs :
Some Asian countries have implemented measures to restrict the rising influence of games on their young generation. South Korea has banned midnight gaming for under 16s while China has banned gaming consoles. Meanwhile, various cultures are using this platform to encourage their younger generation to stay connected with their roots and heritage. With billions of downloads of games like 'never alone’ , a game related to Eskimo tribe, Games related to one's culture are becoming great successes also. These games are emerging as great learning engines.
Gamification :
Games are now being used for communication purposes like any other mass media. War simulation games created by the American army after 9/11 inspired people to join the fight of perceptions against terrorist organisations. Institutions like defence, with the use mechanism of games has transformed it into a tool of propaganda. This also brought the change in villains showcased in war simulation games. Nazi, a typical villain in the 90s has disappeared from the scene and is now replaced by Arabs and then Russians. The generalised representation of various ethnicities in games is a major concern.
The big data :
Game publishers now have access to users' profile and data and ultimately have control over it. They are eying a huge profit from this collected data by joining hands with internet giants. With games taking over our time and mind, the freedom of a user is at risk.
Major takeaways:
1.Gaming has evolved from a pastime hobby to a global entertainment phenomenon.
2. Esports has emerged as a competitive arena where professional gamers engage in virtual battles. This has given an opportunity for gamers to earn in millions and also given them fandom like any other rock stars.
3. Violence in games is a big concern . It is at the core of one's aggressive behaviour. On the other hand, gaming has been shown to improve attention span and concentration.
4. Games were an instrument for masculine pastime. Introduction of casual games changed the demographics and allowed women to be a part of the gaming arena.
4. Games have evolved into powerful communication tools and educational instruments. It is now a tool of propaganda for defence institutions.
5. Game publishers possess vast amounts of user data, raising concerns about user privacy and freedom.
6. As technology continues to evolve and gaming experiences become increasingly immersive, the influence of gaming on society is supposed to grow even stronger.


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