New Motion sensor technology has enabled video games to reach a new audience in the market place. This market has been identified previously by game developers through games like ‘buzz’ and ‘singstar’; this demographic can be identified as players opposed to gamers. To clarify we can imagine that a ‘gamer’ in the traditional sense of the word is comparable to a person reading a book, it enables a personal immersion in the world of the text, the intensity of which is based upon the personal interests of the indvidual. A player however enjoys a game in which multiple participants compete in an immediate physical space. This type of play is most easily compared to a board game such as scrabble or monopoly. The Nintendo
Wii is the current market leader in this field although the xbox kinect and playstation prove that the technology is in demand. The Wii provides fitness programmes through its balance board technology as well as multiplayer gaming and sport simulators. The cultural effects of this technology have enabled the identification and accommodation of more consumers to the video game market, it further shows that video games are no longer limited to entertainment but to physical wellbeing.
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