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Genre Examples

FPS RPG

4X
MMO RTS

CCG MOBA SIM


Gaming companies have long-realised that social media sites are very effective as a medium to distribute
details on new promotions, bonuses, game releases and interesting facts; which not only keep their
audiences in the know, but also help attract new players. Social media is also a great way of getting
feedback, feedback can be then used to enhance products and services, and in so doing, improve the overall
online gaming experience. MINECRAFT CONTROLS ON PC
 Global gaming industry in 2017 was worth 116 billion dollars and is still growing.
 It is estimated t0 grow to 143.5 billion dollars by the end of 2020.
 In the UK alone in 2017 there was 2175 active game companies.
 Grand theft auto franchise is massively successful and when auto v came out 85 million units
generating £240 million.
 The UK is the 5th largest video game market in the world.
 China being top, USA being second, japan being third and Germany being fourth.
 Approximately 32.4 million people in the UK play games.
 £3.1 billion gets spent on software.
 £1.22 billion gets spent on digital and online.
 £766.7 million gets spent of boxed software.
 £995.1 million gets spent on mobile games.
 £119 million gets spent on pre-own.
 £1.13 billion gets spent on hardware.
 £507.5 million gets spent on console hardware and is declining.
 £258 million gets spent on pc game hardware and its rising.
 £300.1 million gets spent on peripherals &accessories and is declining
 £61.3 million gets spent on VR hard ware.
Virtual reality is an artificial, computer-generated simulation or recreation of a real life environment or situation. It engages the user
by making them feel like they are experiencing the simulated reality. It is artificial yet interactive and it is immersive experience
which uses stereographic display. The games are mostly in 3D to make it more visual and realistic.

Augmented reality is a technology that layers computer-generated enhancements atop an existing reality in order to make it more
meaningful through the ability to interact with it. Augmented reality is developed into apps and used on mobile devices to blend
digital components into the real world in such a way that they enhance one another, but can also be told apart easily. It is used by
the use of sensors.

In Augmented Reality, the computer uses sensors and algorithms to determine the position and orientation of a camera. AR
technology then renders the 3D graphics as they would appear from the viewpoint of the camera, superimposing the computer-
generated images over a user’s view of the real world.

In Virtual Reality, the computer uses similar sensors and math. However, rather than locating a real camera within a physical
environment, the position of the user’s eyes are located within the simulated environment. If the user’s head turns, the graphics
react accordingly. Rather than compositing virtual objects and a real scene, VR technology creates a convincing, interactive world
for the user.
However there are arguments where they are both similar, the similarities are Technology, Entertainment and Science and
Medicine. An example is EVE Valkyrie which is a multiplayer dogfighting shooter game set in the EVE Online universe that is
designed to use virtual reality headset technology launched by Microsoft windows.
The institutions working with augmented reality today are as follows;
 Disney
 Pokémon go
 Education
 Snapchat
 Pilots
 Dulex
 Ikea
Uses and gratifications
Blumler and katz 1973
Uses and gratifications theory is an approach to
understanding why and how people actively seek out
specific media to satisfy specific needs.
Cognitive- Educational virtual reality eg for example
job training
Affective- gives satisfaction and happiness from
playing a game.
Personal integrative- working at a game eg Pewdiepie
Social integrative- creating friends and socialising eg
Snapchat
Tension release- distraction from the outside world
which brings it into a new reality.

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