
The Global Videogames Industry | Randy Nichols
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Vezi oferta la carturesti.roOver the last decade, videogames have become an increasingly important arm of the global cultural industries. Profits from videogames have not only surpassed Hollywood's annual box office, but videogames have come to be seen as a important industry, offering potential for growth in a variety of countries. The videogame industry has also seen some of the more determined moves towards convergence of any media industry. Relatively unhampered by the sorts of legal and regulatory battles faced by industries such as telecom and broadcast, videogame platforms have already made numerous inroads to convergence. One example, the Sony Playstation 2, offers not only the ability to play videogames but also, with a relatively inexpensive hardware add-on, the ability to connect to the Internet as well as the capability to play DVDs and CDs. This has meant that the markets that video games draw on have expanded beyond being 'toys for teenage boys' to include high numbers of females and users over the age of 35. At the same time, increasing numbers of university programmess have sprung up, focusing on the design of videogames, and a number of governments have begun to explore ways to not only use games for political means but also to develop their own national industries in hopes of taking a slice of the global market. Such moves have placed videogame production as part of the information industry with all its associated benefits and baggage. A view of videogames that sees them as an industry











