Friday, December 21, 2012

Game Industry

Teman-teman sekalian yang lagi membaca post ini, pada suka main game kan?
kalau iya, maka post ini bakalan menarik buat teman-teman
kalau tidak, anggap saja iya :D hahaha

Kalau menurut saya, di jaman ini berbisnis di bidang Game Industry merupakan salah satu pilihan yang terbaik. Terutama di bidang mobile Games.
mengapa?

kita lihat saja, di jaman sekarang ini gadget yang sedang ngetren gadget apa?
gadget yang bisa pakai android kan?
terus kalau kita lihat baik-baik, kebanyakan orang pakai android buat apa?
pasti bakalan jawab buat main game(selain buat pamer tentunya hahaha)

Hal yang menarik dari mobile games jaman sekarang(menurut saya tentunya) adalah Metrostyle User Interface(bahasa sendiri karena belum ada istilah yang baku)
Metrostyle User Interface adalah User Interface yang betul-betul user-friendly(sedikit-dikit dijelasin), grafik yang sederhana namun enak dilihat dan klop dimata, dan tentunya User Interface yang bisa merangsang pemain untuk merasa tertantang sedikit demi sedikit.

Walaupun saat ini Game Industry yang paling ngetren adalah mobile game industry, tetap saja tidak menutup kemungkinan Game Industry lainnya untuk bisa sukses. Sebab bagaimanapun juga Game Industry lainnya tetap ada pengemar setianya.
Game Industry lainnya apa saja? contohnya Console Games Industry, Online Games Industry, dsb.

Sekarang kita akan membahas tentang sejarah game industry
berikut ini saya kutip dari wikipedia
1970s
The video game industry began in 1971 with the release of the arcade game, Computer Space. The following year, Atari, Inc. released the first commercially successful video game, Pong, the original arcade version of which sold over 19,000 arcade cabinets. That same year saw the introduction of video games to the home market with the release of the early video game console, theMagnavox Odyssey. However, both the arcade and home markets would be dominated by Pong clones, which flooded the market and led to the video game crash of 1977. The crash eventually came to an end with the success of Taito's Space Invaders, released in 1978, sparking a renaissance for the video game industry and paving the way for the golden age of video arcade games.The game's success inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores during the golden age. Space Invaders would go on to sell over 360,000 arcade cabinets worldwide, and by 1982, generate a revenue of $2 billion in quarters,equivalent to $4.6 billion in 2011.
Soon after, Space Invaders was licensed for the Atari VCS (later known as Atari 2600), becoming the first "killer app" and quadrupling the console's sales. The success of the Atari 2600 in turn revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983. By the end of the 1970s, the personal computer gameindustry began forming from a hobby culture, when personal computers just began to become widely available. The industry grew along with the advancement of computing technology, and often drove that advancement.
1980s
See also: Golden age of video arcade games, History of video game consoles (second generation), North American video game crash of 1983, History of video game consoles (third generation), and History of video game consoles (fourth generation)The early 1980s saw the golden age of video arcade games reach its zenith. The total sales of arcade video game machines in North America increased significantly during this period, from $50 million in 1978 to $900 million by 1981, with the arcade video game industry's revenue in North America tripling to $2.8 billion in 1980. By 1981, the arcade video game industry was generating an annual revenue of $5 billion in North America,equivalent to $12.3 billion in 2011. In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters,equivalent to over $18.5 billion in 2011, surpassing the annual gross revenue of both pop music ($4 billion) and Hollywood films ($3 billion) combined at that time. This was also nearly twice as much revenue as the $3.8 billion generated by the home video game industry that same year; both the arcade and home markets combined add up to a total revenue of $11.8 billion for the video game industry in 1982,equivalent to over $27.3 billion in 2011.The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985.The most successful game of this era was Namco's Pac-Man, released in 1980, which would go on to sell over 350,000 cabinets, and within a year, generate a revenue of more than $1 billion in quarters; in total, Pac-Man is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century, equivalent to over $3.4 billion in 2011.
The early part of the decade saw the rise of home computing, and home-made games, especially in Europe (with the ZX Spectrum) and Asia (with the NEC PC-88 and MSX). This time also saw the rise of video game journalism, which was later expanded to include covermounted cassettes and CDs. In 1983, the North American industry crashed due to the production of too many badly developed games (quantity over quality), resulting in the fall of the North American industry. The industry would eventually be revitalized by the release of the Nintendo Entertainment System, which resulted in the home console market being dominated by Japanese companies such as Nintendo,while a professional European computer game industry also began taking shape with companies such as Ocean Software. The latter part of the decade saw the rise of the Game Boy handheld system. In 1987, Nintendo lost a legal challenge against Blockbuster Entertainment, which enabled games rentals in the same way as movies.
1990s
The 1990s saw advancements in game related technology. Among the significant advancements were:
The widespread adoption of CD-based storage and software distribution
Widespread adoption of GUI-based operating systems, such as the series of Amiga OS, Microsoft Windows and Mac OSAdvancement in 3D graphics technology, as 3D graphic cards became widely adopted, with 3D graphics now the de facto standard for video game visual presentation
Continuing advancement of CPU speed and sophistication
Miniaturisation of hardware, and mobile phones, which enabled mobile gamingThe emergence of the internet, which in the latter part of the decade enabled online co-operative play and competitive gamingAside from technology, in the early part of the decade, licenced games became more popular, as did video game sequels.
The video game industry generated worldwide sales of $19.8 billion in 1993(equivalent to $31 billion in 2011), $20.8 billion in 1994 (equivalent to $32 billion in 2011), and an estimated $30 billion in 1998 (equivalent to $41.5 billion in 2011). In the United States alone, in 1994, arcades were generating $7 billion in quarters (equivalent to $11 billion in 2011) while home console game sales were generating revenues of $6 billion (equivalent to $9 billion in 2011). Combined, this was nearly two and a half times the $5 billion revenue generated by movies in the United States at the time.
2000s
Today, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors. Though maturing, the video game industry is still very volatile, with third-party video game developers quickly cropping up, and just as quickly, going out of business.[citation needed]. Nevertheless, many casual games and indie games have been developed and many have become popular and successful, such as Braid, Limbo, or Minecraft. Games are also made for mobile phones and social networking sites. For example, a Facebook game developer, Zynga, has raised in excess of 300 million[clarification needed]. Another great example of mobile gaming would include the iOS and Android devices.
2010s
In the history of video games, the eighth generation is the current iteration of video game consoles, following the previous seventh generation: Nintendo'sWii, Sony's PlayStation 3, and Microsoft's Xbox 360. This currently just includes Nintendo's home console successor, the Wii U, which was released in the fourth quarter of 2012. Several journalists have classified the system as the first eighth generation home console. Meanwhile, the multi-million dollar pre-sale success of Ouya through crowdfunding has raised open-source development and the free-to-play model as key issues to be addressed by 8th generation consoles. The successors to the PlayStation 3 and Xbox 360 are expected in 2013 or 2014; they have been reportedly codenamed Orbis and Durango, respectively. Claims have been made that the eighth generation of video game consoles will face stiff competition from the smartphone, tablet, and Smart TV gaming markets.





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