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Gaming: A Technology Forecast

Gaming: A Technology Forecast

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Published by TSTC Publishing
Full text of the technology forecast produced by Texas State Technical College Emerging Technologies. Bound hard copies available from TSTC Publishing at http://shop.tstc.edu.
Full text of the technology forecast produced by Texas State Technical College Emerging Technologies. Bound hard copies available from TSTC Publishing at http://shop.tstc.edu.

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Published by: TSTC Publishing on Apr 16, 2009
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12/13/2012

The game industry has synergistic relationships with the media and the informatics industry
(consumer electronics, software publishing, information technology, and network service
providers). As such, the global game industry is a “convergent industry” with these
characteristics:

•Increased linkage with related industries and absorption of their technologies, capital,
and information.

•Emergence of new business models through this linkage.

Convergence does not mean the game industry is uniting with related industries. Rather, the
game industry is attracting their consumers, content, technologies, and human and financial
capital. This convergent force is shown by product licensing crossovers; appropriation of
production techniques and technologies; success of multi-channel marketing to promote games;
media and informatics industry investment in game-related companies; partnering for
intellectual property and digital rights management; and investment in in-house game-related
technologies by new market entrants.

Figure 11Game Industry Convergence

Figure 12Game Industry Convergence

with the Media Industry

with the Informatics Industry

TV/Film
Industry

Print
Industry

Game
Industry

Radio
Industry

Internet Media
Industry

TV/Film
Industry

Print
Industry

Radio
Industry

Internet Media
Industry

Consumer
Electronics
Industry

Software
Industry

Game
Industry

IT
Industry

Network Service
Provider Industry

Consumer
Electronics
Industry

Software
Industry

IT
Industry

Network Service
Provider Industry

IC² Institute IC² Institute

DIGITAL GAME FORECAST >> February 2004

27

The game industry’s fight against file sharing is a good example of the interaction. The industry
has partnered with organizations including the International Intellectual Property Alliance
(IIPA) and America’s content associations most involved with file sharing issues: the
Entertainment Software Association, American Film Marketing Association (AFMA),
Association of American Publishers (AAP), Business Software Alliance (BSA), Motion Picture
Association of America (MPAA), National Music Publishers Association (NMPA), and
Recording Industry Association of America (RIAA). As the relationships grow, convergence
will continue to help define the gaming industry.

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