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Gaming: A market boom

Updated: Apr 15, 2022

The gaming industry is already expanding in the marketplace. To completely comprehend the effects of video games on mainstream society, one must first know the evolution of gaming culture, or the culture that surrounds video games. Like books or movies, video games have devoted fans who have made this type of media a major part of their life. Physicist William Higinbotham devised what is claimed to be the first video game in October 1958. In the early 1970s, programmers gathered in groups to play Spacewar!, devoting a significant amount of time to competing in a game that was primitive in comparison to modern games. As video arcades and home video game consoles became more popular, youth culture swiftly adapted to this sort of media, competing for high scores and spending hours at the arcade or with the home console.


People of all ages were spending time on video game consoles in the 1980s, playing games and, more importantly, identifying with the characters and products associated with the games. Saturday morning cartoons based on the Pac-Man and Super Mario Bros. games were created. Some of these characters have become cultural icons as a result of their popular familiarity.


Image source- Google


The Influence of Video Games on Cinema


The growing age of video game users links with an increase in film adaptations of video games. Mortal Kombat, a live-action film based on the video game, grossed over $123 Million worldwide at the box office in 1995, ranking 22nd in the year's box office rankings. Lara Croft: Tomb Raider (2001) stars Angelina Jolie. It debuted at No. 1 at the box office and finished 15th overall for the year. Films based on video games are becoming more common at the box office, such as producer Jerry Bruckheimer's Prince of Persia or the recent sequel to Tron, both of which are based on the concept of a virtual gaming arena.


How video game releases are marketed and viewed is another facet of video games' influence on cinema. The anticipated game Grand Theft Auto IV's release date was publicised and marketed to compete with the premiere of the film Iron Man. This type of comparison is, in some ways, deceptive. Because video games are far more expensive than movie tickets, higher sales do not imply that more people bought the game than the movie. Furthermore, the two mediums' distribution techniques are highly different. It's also worth noting that the volume of production and profit for video games is comparable to that of films.





AVGC in India


In India, the Animation, Visual Effects, Gaming, and Comics (AVGC) sector is expanding rapidly. When it comes to mobile gaming, India ranks among the top five markets in the globe. According to a survey by the Internet and Mobile Association of India (IAMAI) and consultancy firm RedSeer, the Indian gaming sector employs approximately 38,000 people and is predicted to grow to 120,000 by 2025.

Karnataka High Court struck down provisions that prohibited and criminalized online gambling and betting. No research was undertaken to understand the ill effects of online gambling before the ban. The move will enable companies such as Dream11, Games24x7 like- RummyCircle, My11Circle, MPL, and others to continue operations in the state, which had been halted since October 5, last year, when the state government approved the Karnataka Police (Amendment) Act, 2021.


Gaming: Budget 2022


When the Indian Finance Minister Nirmala Sitharaman revealed intentions to establish a task group to boost the animation, visual effects, gaming, and comics sectors in her Budget speech on 1st February, 2022 executives of gaming businesses thought they had cleared one level in a challenging game. Only a few months ago, they were concerned that rules would stifle the sector's expansion.


Prime Minister Narendra Modi addressed the AVGC sector and complimented Finance Minister Nirmala Sitharaman's 2022 Budget, calling it "innovative and people-friendly." He stated that it is full of fresh opportunities for increased infrastructure, investment, growth, and job creation. PM Modi's 'Atmanirbhar Arthvyawastha' address to BJP activists, during which he gave information about the esports and AVGC sectors.


Image source- Google

Image source- Google

Image source- Google

Image source- Google


During the pandemic, the Indian gaming industry boosted demand, enterprise, and investment by one degree. Its addition in Budget 2022 should enhance its progress. There is a huge potential for 'Create in India and Brand in India' in order to provide our country's talent an opportunity to innovate.


 
 
 

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