![]() This isn’t new: as long as sandbox games have been around (games that give players lots of creative freedom), gaming has trended toward socialization, sometimes even losing gameplay altogether. gamer is 35, with only 29% of gamers under 18 that close to half (45%) of gamers are women and that gaming is deeply social.Īs games get more immersive, the lines blur between social and gaming. The reality is that the average age of a U.S. For many people, gaming conjures the image of a teenage boy isolated in his mom’s basement. And it now sucks up an enormous amount of time: 76% of Americans play video games regularly, with the average gamer playing 16.5 hours per week. In the 80s and 90s, gaming really took off. Pokémon is the highest-grossing media franchise in history. By 1990, a national survey had found that Mario was even more recognizable among American kids than Mickey Mouse (!). (Atari was also one of the first venture-backed companies in Silicon Valley.) Starting around 1980, Nintendo began rolling out iconic IPs: Mario, Donkey Kong, Zelda, and Pokémon. Nintendo’s move into gaming was mostly a reaction to the success of companies like Atari, a pioneer of arcade games, and breakthrough titles like Pong. ![]() Nintendo started out in 1889 making playing cards, and it was almost a century before the company launched into video games. Nintendo was-surprisingly-founded the same year that Vincent Van Gogh painted Starry Night. That being said, compared to film and music, gaming in its current state is relatively new. By 2028, gaming should be a $435B business.
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