Nowadays, playing video games is one of the most enjoyable activities to millions of people around the world and these aesthetic issues became a common part of our daily life. The popularity of players is rising continuously as the rapid changed of technologies such as mobile phones, or internet network. These are the reason that video game industry became interesting invest as quickly growth during very brief years. As time gone by, Video games play a big role in digital entertainment’s market and billions spend online.
How are they start?
Even if video games became originally knows, but they are the most recent products that have been developed compare to the others entertainments throughout history. If we look deeply into initial game’s story, we may need to travel back for more than several thousand years. Anyway, the game industry was actually begun by an establishing of a Japanese company as card game company during the 1880s, but it was not operated in term of a digital game. The real history of video games was started in the late 1950s.
. The first table tennis-like video game was invented on an oscilloscope, the past-day model electronic test instrument. By the following years the first interactive computer game, which is Spacewar! (1962), was made by Steve Russell, Wayne Wittanen, and J.M. Graetz, the engineers at Sander Associates, the United State. Once, the possible of Spacewar! was remarked, it ignited the century of video games and affected later game development.
Firstly, there are around 31.6 million players in the UK, approximately 50% of the total population. The record shows that the biggest group of players are average 25-44 years old. Meanwhile, the group age of 45-74 and 16-24 years old are ranked in the second and third group (Newzoo, June 2014). It illustrated that the Millennials whose are 16-47 years old are the most interest in playing video games. Still, the number of players who are Boomers and Generation X also as half of the gamers popularity in the UK. Due to “Gen Y” were born into a technological, electronic, and wireless society with transparency global boundaries (Williams and Page, 2011), so games are common in their today’s life than previous generations which in they rarely used technologies in their time.
In contrast, even the Millennials spend most of their time online video games but they care less about game’s content, play them seriously, and instead enjoy watching each other with an increasing desire to create, share and be part of the experience. The growth of eSports, Twitch, Youtube, and the sharing of video game content displays the point (www.mahesh-vs.com). Since the trend has changed, the video games are more competitive than something that Gen Y spends their time to relax. The reason why eSports is popular with millennials in the UK, with the 21-35 age group representing 63% of the market (www.ukie.org.uk).
The Impact of Technologies
As the result, the different in consumption behaviour between previous generations, including Baby boomer and generation X, and the Millennial could be described by the decision-making process model by Mothersbaugh and Hawkins (2016). The diaphragm shows the division of 3 difference sections while the core process was Self-Concept and lifestyle. They are affected by 2 major factors such as external and internal influences. The external influences are surrounding environment of consumers, for example, culture, demographic, family and all activities occur. They have hardly changed during the time. For another one, Internal Influences include perception, learning, memory, motives and personality were the occurrences that unique in each person. The mixture of both external and internal influences affect individually self-concept and lifestyle. Therefore, it causes personally needs and desires in products. Nonetheless, it is not exact an individual. External influences are mass effect in the period of times, so it is the reason why the idea of generation exists. In the case of video games, the decision making through different generations mostly depend on external influences such as culture and technologies. To make this clarify, the generation Y was born in the world of the online network, meanwhile, Xers were the witnesses of technologies developments and Boomers were born before the revolution happened. Their thoughts of video games are completely dissimilar. While Baby boomers who usually interest more health, family, and retirement, do not pay much attentions in video games, the Millennials would consider them more seriously.
• Egenfeldt-Nielsen, S., Smith, J.H., and Tosca, S.P. (2016) Understanding video games the essential introduction. 3rd edn. Routledge: Taylor and Francis Group.
• Kent, S.L. (2001) The Ultimate history of video games. Roseville California: Prima Publishing.
• Miller, R.K and Washington, K. (2013) Consumer behavior 2013, Loganville GA: Richard K. Miller & Associates, pp.233-236, 250-255.
• Williams, K. C. and Page, R.C. (2011) ‘Marketing to the Generations’, Journal of Behavioral Studies in Business, 3 (3), pp.1-17.
• Vellanki, M. (2016), ‘This Is The Current State Of The Video Game Industry’,21 January. Available at: http://www.mahesh-vc.com/blog/this-is-the-current-state-of-the-video-game-industry (Accessed: 20 March 2017)
• Ukie (2016) ‘The games industry in numbers’. Available at: http://ukie.org.uk