The shape of the games industry
summary
The games industry claims over $100bn annual turnover and a proposed developer-centered model plots axes from interest / clickability to real life against entertainment, splitting work into serious games (medical training simulations, reduced risk), applied games (piano-stairs boosting stair use by ~80%), entertainment hits (Burnout Paradise, GTA V’s ~$1bn launch, WoW lasting a decade), personalized mobiles (Candy Crush’s adaptive algorithm), art/experience games (Fragments of Him on grief), and predicts photorealism in 5–10 years plus growth in VR/AR and social VR.
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chapters (18)
- 0:00Start
- 2:24History about the Games Industry
- 3:03Snow White
- 8:59Israel-Palestine Conflict
- 11:54Autonomy
- 13:04Video Games
- 13:36World of Warcraft
- 13:53Candy Crush
- 15:17Art Games
- 15:46Proteus
- 18:16Pure Simulation
- 18:57Playful Simulations
- 20:15America's Army
- 20:51Kim Kardashian's Hollywood
- 24:45Government and Patronage
- 33:33Conclusion
- 34:48Questions
- 36:18Spatial Immersion
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