Graphing the Industry
To illustrate the industry of games as it currently stands, the infographic denotes the different industry players in relation to each other and the channels through which players access media. The graphic shows a cross-section of a sphere that allows us to see inside the “gaming sphere.” A spherical shape was chosen to designate the layered existence of the industry; the layers of the sphere, much like the molten and tectonic structure of the planet, frequently shift, rotate, expand, and collapse. This 3D object comments on the depth of the sectors.
The size of each section is representative not of the quantitative value of the producers or products, but based on their access to channels. Therefore, it demonstrates power of distribution in the market and competition. The outermost level represents the creators within the industry; the second layer displays the five divided sectors of game markets; the next layer shows the two distinct distribution layers; the in...
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...ames are the latest insertion into the industry of games. Their rapid development as a result of commercial popularity and widespread ability embedded within the sector a powerful leverage in the overall entertainment market. Because mobile games can be incredibly simple in programming—both reliant and limited by the touch interface of smartphones—they can be produced by both small and larger developers. This ranges from young programmers learning coding skills to large companies such as Rovio, producer of the Angry Birds series, and King, Inc. developers of Candy Crush; the latter proved so successfully that it was recently purchased by Activision Blizzard (“Activision Blizzard completes King acquisition,” 2016). While these games are limited strictly to digital distribution, they dominate online markets within the iOS App Store and Android-based Google Play Store.
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