Video Games Grow Up (Even As Their Audience Doesn't)

Video Games Grow Up (Even As Their Audience Doesn't)

Last November, just a few weeks after arriving on the campus of Robert Morris University (IL), first-year student Adrian Ma walked away from the sports scholarship he had received from the college in order to turn pro, saying, “The opportunity was too good to pass up.” The opportunity that Ma decided to embrace was joining Team Impulse in the North American League of Legends Championship series, and the scholarshiphe was walking away from was not one for basketball or football, but rather a scholarship for e-sports. As of August, global spending on video games was on pace to be approximately $92 billion this year, larger than direct consumer spending on movies and recorded music…combined. Beyond passing Hollywood and the music industry in revenues, the video-game industry seems to be following aspects of those cultural industries’historical scripts. Just as movies and music grew and evolved throughout the twentieth century, the video-game industry is now transforming itself into something bigger, something different and, increasingly, something artistic. While many video-gaming-related companies have done well over the past few years, they are also in a period of transformation with potential growth to come, because, like motion pictures and music before it, the gaming industry is utilizing new technologies, platforms, distribution methods and storytelling techniques,all while growing its cultural impact throughout the world.

Share this Insight

We look forward to helping you