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Evaluate a range of creative business models and contexts
Research and analyse professional opportunities in the media and creative industries.
Research using qualitative methods and professional sources.

Discussion

The gaming industry is growing in a huge rate, at almost four times faster than the usual economic rate of the United States. Most of the people are interested in the gaming careers, as they feel that it is the most creative industry one can work. There is a huge competition in the gaming industry, as hundreds of applicants apply for this single job opening. Most of the individuals wish to work in the gaming industry as because they like playing games. But working in a gaming industry has more into it; it is not only about playing games or making more money (Colzato et al. 2013).

The report focuses on the overall gaming industry and how it is like to work in such creative industries. The gaming industry is growing and various new games are being designed. However, AAA games are being made in fewer numbers as the big game designers are undertaking few risks. They are relying more on the established franchises of games. Like any other industry, the games industry comprises different businesses of varying scope, size, ethos and more (Vong and Wong 2013). The report consists of the current overview of the gaming industry and some experiences of the individuals working in this industry.

Many incoming game students have this preconceived notion that working is a gaming industry means playing games all day. Even some of the workers come into this industry because they love playing video games. However, the concept is totally wrong. Working in a gaming industry has more into it. It is not only about playing games all day long, but learning and understanding the games. In an interview, some of the aspiring game students stated that working in that industry would bring them more money. Their concept is totally different from those who love playing games. They feel that gaming industry has more money than any other industry. However, budding game students are really unaware of the actual concept of how it is really like to work in a games industry (Li and Chen 2014).

The overall gaming industry is flourishing at a huge rate than the usual economy of United States. Researchers have revealed the fact that more people are interested to work in this creative field and make their careers in this industry. However, the number of jobs available is comparatively lesser. As a result, there is a huge competition in this field, as hundreds of budding game students are applying for a single opening. It has been seen that even though the industry is growing in a huge rate, fewer number of AAA games are being made, as the game publishers are relying more on the established gaming franchises than the new ones. Interview with a gaming industry’s recruiter have revealed the fact that, only around twenty six budding game students are making or designing new games and the rest are working on the existing segments (Thomas et al. 2012).

In a research on gaming industry, it is seen that there are huge opportunities in the new segments, than the existing ones. The sections which are completely overlooked are the educational games, mobile games, serious games, advert games, indie games and of course online gambling. However, even if a serious game lover gets a job in this industry, it is found that the job may not last long. As far as IGDA 2014 Employee Satisfaction Survey is concerned, an average game developer or designer has changed his/her job more than four to five times in the past five years. According to Smith and Kumar (2014), a major chunk of the games being designed do not make much profit, mainly at times when the company is having a poor year. It is found out that such a situation can cause severe problems for the industry and may even hamper the business’ progress.

Such a situation can even occur to large and established game businesses and many staff members may go out of work. Most of the game companies; be it small or large, cannot afford to maintain the staff members, especially when there are no new projects or assignments to work on. The staff members can also get laid off, if the company changes its direction and starts focusing on a different segment or platform. In addition to this, some of the companies tend to replace their existing workforce with a new one, having right experience along with new and innovative ideas and concepts. Interview with some workers at the gaming industry have revealed the fact that, it is very exciting to work on a new project than to innovate an existing one. People come up with new and innovative ideas as well as concepts, which binds the workers together. There is some feeling of a shared creativity, which holds them together and makes them work as a single unit (Kim, Prince and Qiu 2014).

At times, when the project shifts from its pre production planning stages to the pre production implementation stage, more game developers tend to join these projects in order to keep themselves busy. It especially occurs in the case of bigger projects and assignments. As per Stanislavov’s and Ivanov’s (2014) opinion, the game development projects is a team work, which means that much of the time is occupied in holding team meetings for developing a team spirit among the working groups. Interaction with some of the game developers have revealed the fact that even though keeping a team spirit helps them maintain a safe and sound workplace, an hour long meeting distracts the workers a lot. Some of them feel that meetings hamper their work progress and they want to go back to their workstations, in order to get some “real works” done.

At times, when the deadline approaches, everyone starts becoming anxious about the work which is still left. If the projects are not well managed, huge tension occupies the whole office environment. Many of the workers have to work overtime in order to meet the deadline of project delivery. This is when the workers’ tempers may flare or most of the mistakes are made. Many of the game experts say that the budding game planners have a keen interest in this creative world and are excited to know that what happens next. Overall, the game development industry can be a thrilling one. If the budding game developers feel that working in a game industry involves only fun and no work, they are completely wrong. The work is more serious, than it may seem (Caperton 2012).

Marchand and Hennig-Thurau (2013) stated that working in a gaming industry may call for huge pressure and at times, severe disappointment. It is true that the payments and benefits are good enough, especially when the game developers are working at established firms or studios. In small businesses, it is also seen that many of the publishers face certain periods, where they are out of work. Researchers find that there are easier methods of making a living, however, people feel that gaming industry is a creative profession, where the stress is a bit low. It is not at all a true concept. Gaming industry, like any other industry, involves huge stress, pressure and meeting deadlines. One needs to have that passion as well as devotion for developing an innovative game which people will love and accept. In order to survive in the gaming industry, developers need to promote more and more innovative games.

In addition to this, the game developers need to maintain a strong work ethic. Moreover, the staff members must have the ability to work as a team in order to achieve a common target or goal. One needs to be a good team worker or player, as it is about working with a number of people. Furthermore, team works help in seeing the gaming world with a different perspective. Moreover, with huge number of skill sets and abilities, the game developers will tend to yield better and innovative outcomes (Sey and Ortoleva 2014). The gaming industry believes in hiring the right people for their work, who have both dedication and passion for the industry. With a creative mindset, developers can get along with other team members and work under high pressure. It is true that individuals who have good communication and networking skills tend to last long in this industry (Lugmayr 2013).

However, this industry believes in the developers who have plenty of field experiences as well as team work experience. Therefore, schools and colleges should promote team works, in order to make the students well prepared for future works. In addition to this, researchers have revealed the fact that game designers do not need a large number of concept artists, and thus, there is a huge level competition. One needs to demonstrate his/her ability of designing environments, storyboards and characters in various styles and comparatively higher standards. It is immensely necessary for the budding game developers to demonstrate a passion for the gaming industry at the time of interview, in order to impress the recruiters (Hjorth and Richardson 2014). According to the producer of Criterion Games, it is important to have a passion for the industry along with relevant qualifications. He also added that while going for an interview, the interviewee must do his/her homework, as it is not that easy than it may seem.

According to Brown (2012), the candidates must have an idea of the released games and what the developers are going to release in the upcoming months. These types of questions can be asked in the interviews. The game developers may want to gain an understanding of the applicants’ competencies as well as in-competencies. They may want to know whether the applicants are good enough to fit their job position. In addition to this, the game developers would like to have a clear understanding of the applicants’ appropriate skills as well as abilities. Having an experience of creating rapid prototypes and working under tight deadlines, would help the applicant on the long run.

The gaming industry covers a huge chunk of the economy of United States and the social media plays a bigger role in shaping it. According to Vogel (2015), the social gaming industry is worth 2.15 billion dollars in the United States and in Asia its worth is around 2.5 billion dollars. Research on this topic has revealed the fact that around fifteen percent of the time used over social networking sites, is spent by playing social media games. In addition to this, the marketers are continuously seeking to reach the children, their parents and relatives by promoting several events on the social networking sites like, Facebook, Instagram, Twitter and more.

The social media marketing efforts have helped in increasing the number to a huge extent. Established game businesses have included social media as a part of their wider strategy. Clients, marketers and companies who tend to ignore this mass media for promotional activities seem to miss out potential revenue streams and opportunities (Okazaki and Taylor 2013). Social media industry has helped a lot in increasing the exposure of the gaming industries and their services. It is evident from many researches that social media industry has changed the gaming industry to a huge extent, which in turn, benefitted the industry. Many gamers in modern days are actively participating and engaged on the social networking gaming sites. They often share the game videos and recommend to their friends by uploading their progress videos and even discussing regarding their favorite games (Wei and Lu 2014).

Conclusion

To conclude, another way of getting into a gaming industry involves starting up one’s own gaming business. However, there are various routes for marketing the business, which the individual needs to keep in mind, while starting up the game business. In addition to this, several established gaming industries should also promote their activities on various social networking sites in order to gain more publicity. The budding game students need to be a great team player. Along with strong passion and dedication, the game students need to have a mindset of working together, in order to achieve the common target. Therefore, the explosion of the gaming industry has not only helped in increasing the exposure, but also has contributed a lot to the country’s overall economy. Thanks to social media, for its enormous support in promoting the industry to an international platform.

References

Brown, E., 2012. Working the crowd: Social media marketing for business. BCS, The Chartered Institute.

Caperton, I.H., 2012. Toward a Theory of Game-Media Literacy: Playing and Building as. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends: Emerging Trends, p.1.

Colzato, L.S., van den Wildenberg, W.P., Zmigrod, S. and Hommel, B., 2013. Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychological research, 77(2), pp.234-239.

Hjorth, L. and Richardson, I., 2014. Gaming in social, locative and mobile media. Springer.

Kim, J.H., Prince, J. and Qiu, C., 2014. Indirect network effects and the quality dimension: A look at the gaming industry. International Journal of Industrial Organization, 37, pp.99-108.

Li, J.S. and Chen, G.Q., 2014. Water footprint assessment for service sector: A case study of gaming industry in water scarce Macao. Ecological Indicators, 47, pp.164-170.

Lugmayr, A., 2013, July. Brief introduction into information systems & management research in media industries. In Multimedia and Expo Workshops (ICMEW), 2013 IEEE International Conference on (pp. 1-6). IEEE.

Marchand, A. and Hennig-Thurau, T., 2013. Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27(3), pp.141-157.

Okazaki, S. and Taylor, C.R., 2013. Social media and international advertising: theoretical challenges and future directions. International marketing review, 30(1), pp.56-71.

Sey, A. and Ortoleva, P., 2014. All work and no play? Judging the uses of mobile phones in developing countries. Information Technologies & International Development, 10(3), pp.pp-1.

Smith, S. and Kumar, A., 2014. Impact of corporate social responsibility on employee organizational commitment within the gaming industry. In Advances in Hospitality and Leisure(pp. 49-67). Emerald Group Publishing Limited.

Stanislavov, I. and Ivanov, S., 2014. The role of leadership for shaping organizational culture and building employee engagement in the Bulgarian gaming industry. Turizam: znanstveno-stru?ni ?asopis, 62(1), pp.19-40.

Thomas, S.L., Lewis, S., McLeod, C. and Haycock, J., 2012. ‘They are working every angle’. A qualitative study of Australian adults' attitudes towards, and interactions with, gambling industry marketing strategies. International Gambling Studies, 12(1), pp.111-127.

Vogel, H.L., 2015. Entertainment industry economics. Cambridge Books.

Vong, F. and Wong, I.A., 2013. Corporate and social performance links in the gaming industry. Journal of Business Research, 66(9), pp.1674-1681.

Wei, P.S. and Lu, H.P., 2014. Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), pp.313-331.

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