Electronic games became a real part of the leisure activities of the 1970’s, most games played with video games. The introduction of console gaming in the early 1980 permitted the enjoyment within homes and offices rather than having to go to galleries, and industry has also expanded its scope.
The birth of online games in late 1990 and the launch of Nintendo DS and Wii in the mid-2000s expanded the user base of games to the masses, including women and elderly.
Now the key word games industry is mobile. “Unlike previous games consoles, mobile devices like smart phones are powerful game that people can always carry around and can be used regardless of when or where,” said Yong-Sauk Hau, a researcher at the Institute Samsung Economic Research. He said that based on smart phones and tablets, mobile games are leading the paradigm shift in the industry, which extends users reach all age groups.
He cites statistics showing the global market for mobile games is expected to mark an annual growth of 33.6 percent, to $ 14.6 billion in 2014 to $ 3.4 million in 2009. Mobile gaming will be 26.8 percent of the gaming market in 2014, compared with 8.8 percent in 2009. Games are the pinnacle download for users of IPAD, along with other categories far behind.
He noted that the gaming industry will be developed with three key words – platform, virtual and real – and increasingly linked to business.
Multi-platform is to enjoy the same game in different game hardware, including desktops, smartphones, tablets, and game consoles.
“As the transition to multi-platform continues, the dependence on a particular game device will be reduced, while the contents of the game will be more important,” said Hau. Quote Angry Bird, the popular mobile game, as an example of a successful multi-platform game. The smart play, which was first developed for iPhone users, have had more than 75 million downloads since its launch in 2009. The Angry Birds promoter then expanded Cases platform, desktop and Play Station 3.
The games are expected to be more real, as virtual reality is linked to the real world. “The 3D services, augmented reality and location are based on the addition of the reality of the games,” he said. The researcher said that augmented reality allows the user to feel the movement in the video and will become a factor of technology in this sector.
Games are also being used for business purposes in different sectors, rather than just follow the fun. Hau noted that games used functional for a special purpose in various industries such as education, medical advocacy, national and funding will grow sharply.
Daimler Chrysler and Honda, for example, are already using the games to market their new cars, and L’Oreal and IBM take advantage of them for recruitment and communication with customers. L’Oreal hired employees through “E-Strat”, a management simulation game. IBM enhances understanding of their customers ‘Smarter Planet’ through a strategy of “CityOne” a simulation game where users solve urban problems.
Hau said that local companies should strengthen its mobile division game casual games as Chinese companies are rapidly gaining ground. Korea has traditionally been strong, but the games in China took half of the top 10 online games in 2009, while there were only three Korean online games on the list. Various sources of game content based on a long history, a rich source of game developers and the strategy of rapid development are factors that explain the rapid success of the Chinese online gaming companies.
Hau said that Korean companies for their part, suffer a high risk of developing the game, as they focus on massive multiplayer online role-playing big games (MMORPG). He advises to focus on casual mobile gaming.