Commercial Gaming Industry In Maryland

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Commercial Gaming industry in Maryland

The last three decades have witnessed profound changes liberalizing capitalism around the globalization of trade, and have emerged in private business models that exhibit large differences with those of the Keynesian period that preceded it. Local trade facilitation international trade, with legal, economic and technological increases and increased opportunities to break the cycle of production of goods and services within international territory becoming vaster. The video game industry is a thriving industry booming multinational dominated by a few large firms consoles (Microsoft, Sony, Nintendo) and a few large game publishers (Electronic Arts (EA), Activision, Konami, Ubisoft, Take-Two Interactive (T2I), Toy Head Quarters (THQ). These have a significant influence on downstream firms, including game design studios. The industry giants have sometimes their own design studios games and/or purchase more games designed small studios (Flew, Terry; Humphreys, Sal, 2005). Despite an increasing share of outsourcing to countries where labor is cheaper, it is even estimated that very soon, the video game industry should dominate all other entertainment industries in terms of revenue.

The gaming industry in Maryland manufactures products for entertainment, in a context of great competition where the innovative character of the game is the key to success, both technologically and aesthetically. The aesthetic value is manifested in the quality artistic references of the game as well as the stimulating nature of the experience proposed. As each product is new and unique, the production process is not predictable and uncertainty common to all context of innovation is high. The risk expense incurred is therefore high, because it is difficult to predict how long the means and resources. When the team has overcome these obstacles, there is no guarantee the producer of the game's success with consumer failures are much more common the commercial success, there is even talk of a rate of 90 to 95% of games not reach the breakeven.

These high risks in Maryland gaming industry are partly transferred to the design studios and small independent developers because game publishers, the giants of the gaming industry in Maryland, have risk aversion. These companies buy the rights to the titles produced by design studios, as a commercial license for which payment form of royalties is related to success of the game on the market. The game goes from being a leisure staff to become an element of everyday interaction in which the possibilities of interacting with others in common are simply indispensable (Zackariasson and Wilson, eds., and 2012). It plays not only as individual leisure it becomes an element of shared communication through play that also generates pulses of continuity through the social networks and online tools. Moreover, the chances of the game as the future value of the said social networking is more than proven by what we could even get a perspective of this element from the viewpoint of its incorporation as a subject no longer target campaigns online marketing but as active object of the destination campaigns with other subjects.

The active participation of users and the ...
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