Gaming industry

The computer games industry is a collection of various companies, communities, and individuals, as well as technologies and processes, which together form the full production cycle (development, sales, promotion, consumption) of computer games.

 

Structurally, the gaming industry consists of six distinct levels of production. The relationships between these levels are shown in the following diagram:

 

 

Category Platforms (Hard) Programs (Software) Creation (Development) Publication​ Distribution (Journalism) Consumption
Role Platform developers Software developers Game developers :
Programmers,
Designers,
Artists,
Composers
Publishers :
Investors,
Economists
Mass media :
Internet sites,
exhibitions,
magazines,
TV shows
Players : Communities,
Esports
Means Computers,
Consoles,
Mobile Devices
Operating Systems,
Drivers,
Game Engines
Creative ideas Capital,
Licenses,
Organization,
Stores
Popularity,
Audience
The need for new games
Game – – Master Copy Games Copies of the game for sale Game Information Purchased copy of the game

 

Economic aspect

The gaming industry’s origins began in the 1970s, alongside the sale of the first computers designed for mass consumption. In just over 40 years, the computer gaming industry has grown to such a scale that it now significantly outstrips its closest competitors: the film, music, and show business.

For example, according to 2014 data , 47% of Russians are active internet users, 68% of whom actively play some type of computer game. This means that approximately 32% of the country’s population, or 44,800,000 people, use games. In 2013, the Russian gaming industry earned 35.4 billion rubles—approximately $1 billion.

(More detailed reports on the size of the gaming industry can be seen on the page Gaming Industry Size 2014 .)

The peculiarity of the gaming market allows for the simultaneous existence of both large companies releasing high-budget blockbuster games (AAA games) and individuals creating their own games with no funding at all (indie games).

 

Cultural aspect

Many developers view the computer game industry simply as a profitable sector of the economy. But in reality, game creation is also a cultural tool.

For modern preschoolers, games replace children’s fairy tales, shaping their worldview. For teenagers, they create idol characters, replacing classic books. Only for adults do games serve purely as entertainment. With the right approach, the ideas embedded in computer games are much more easily absorbed by children than those from books or cartoons.

While educators write their latest books, which are now rarely read, today’s children learn about the world largely through the prism of computer games. These games are created by people often far removed from culture, pedagogy, and psychology. And in some cases, games are deliberately created to promote certain ideas.

The cultural potential of computer games is only just beginning to be revealed, but it is already clear that this potential is enormous.

 

Gaming Industry. Level 1 —
Platforms

The fundamental requirement for the existence of computer games is the availability of technical devices capable of generating controlled moving images. Currently, such devices include personal computers and laptops, game consoles, and mobile devices (cell phones, smartphones, and tablets).

 

  1. Computer. In Russia, the primary gaming platform is the computer. And throughout the world, the emergence of computers not only in the workplace but also in homes was linked to the development of the gaming industry. Perhaps, if computer games hadn’t existed, computers would have remained large cabinets, used only in specialized businesses.

(We keep track of new computer game releases on our website . We also have a convenient and concise list of gaming masterpieces created for the computer on the Computer Masterpieces page .)

 

  1. Game consolesare essentially computers, but with only one function: playing games. The narrow focus of these devices makes them more efficient and easier to use. In some countries, game consoles are even more popular than regular, fully functional computers.

The console gaming industry imposes certain restrictions on developers. To release a game on a console, a license from the console manufacturer is required. This protects players from low-quality games, but it also limits the overall number of games released.

(Our website only contains information about older consoles (3rd, 4th, and 5th generations ), as well as statistics for all consoles . Information about current 7th and 8th generation consoles can be found on other specialized websites.)

 

  1. Mobile devicesare much weaker than desktop computers in terms of technical specifications, so mobile games tend to be simpler and less feature-rich than regular games. However, even among mobile games, there are some masterpieces.

 

Gaming Industry Level 2 –
Software

Game engines

Technical devices are controlled by computer programs. Games are similarly programs. Computer games were originally created using program code, but recently, specialized programs—game engines—have begun to appear.

Engines contain a variety of pre-built gameplay processes, mechanics, and elements. Using a game engine significantly reduces the development time for a new game. By using a game engine, developers can focus less on routine work and more on the creative aspects of game development.

(At gamesisart.ru you can find the most complete list of game engines .)

 

Game Industry Level 3 –
Game Creation and Development

With a ready-made gaming platform and specialized programs, developers create computer games from their creative ideas.

Computer game development involves specialists from a wide range of professions. These include game programmers, artists, designers, level designers, composers, arrangers, and actors.

 

  1. Professional development. In professional development by a large team, the entire game creation process is divided into multiple subprocesses. Each person works on only their own small portion of the game. A clear hierarchy is maintained—everyone follows the vision of a single developer, adding a minimum of personal input.

 

  1. Indie Development. Developing a game solo or in a small group requires each participant to make a significant contribution to the game. Indie developers have more creative freedom than their more indentured colleagues. However, they also require a greater range of skills in a variety of areas of modern digital art.

(Our website contains several general materials on computer game development .)

 

Gaming Industry. Level 4 –
Publishing Publishers

The sales of computer games are handled not by the developers themselves, but by publishing companies. It’s commonly stated that the publisher’s job is to provide full logistical support for the game development process. But this only applies to one type of relationship between developers and publishers. There are three:

 

  1. Publisher-copyright holder. Publishers often fully finance the development process, and legally, the rights to the game belong to the publishers, not the creators. By assuming full economic and legal responsibility, publishers receive all the profits, sharing only a certain percentage with the developers. This option is used when a game is created under an expensive license: a game based on a film, a game based on a real-life sports event, or a game from a popular gaming universe.

 

  1. Publisher-developer. Developers and publishers are two parts of a single company. In this case, responsibility and profits are distributed entirely within the company according to its own rules.

 

  1. Publisher-service. The developer owns the rights to the game, and the publisher simply provides a convenient sales tool. The bulk of the profit goes to the developer, and the publisher receives a small percentage for the service provided. Most often, these are online stores selling digital copies of the game, such as Steam and Origin.

Detailed information about Russian game publishers can be found on the website DTF.ru.

 

Gaming Industry Level 5 – Distribution
Media

Simply releasing a game isn’t enough to achieve good results. It also requires informing as many potential players as possible about the game’s release. This task is handled by various media outlets, primarily gaming journalism.

 

  1. Exhibitions.The best way to promote a new computer game is to showcase it at an international exhibition. Exhibitions are the main source of new information in the gaming industry. They are a place where journalists and gamers can meet developers in person and play prototypes of games still in development.

After the game is announced at the exhibition, it will be discussed in all other types of media.

There are many annual gaming exhibitions: Electronic Entertainment Expo (E3), Game Developers Conference (GDC), Gamescom, IgroMir, KRI, IGF, IndieCade.

(Our website contains the annual results of the IGF exhibition ).

 

  1. Websites.The most effective type of media for popularizing computer games are gaming websites. This is because gamers spend a lot of time on the computer and frequently surf the internet, making it the most convenient place for them to learn new information.

(Our website has a list of the Top 100 most popular gaming sites in Russia ).

 

  1. Magazines.Gaming magazines have existed since the very beginning of the gaming industry in Russia in 1992. For a long time, magazines were the main source of new information about games. “The Great Dragon,” “Game.EXE,” “Country of Games,” “Igromania,” and “Navigator” are familiar names to many gamers. Nowadays, thanks to the rapid growth of the internet, gaming magazines have given way to gaming websites and social media. Now, magazines are overshadowed by the popularity of websites, but they still exist.

(Our website contains detailed information about all Russian-language gaming magazines ).

 

  1. TV shows.Shows about computer games rarely appear on regular television screens. But the situation is quite different on online video services: computer games are a key topic among hundreds of thousands of videos. Thematic shows, video reviews, and Let’s Plays all contribute to the dissemination of information about games. Currently, professional media outlets in this sector are very few, and the quality of many amateur videos leaves much to be desired. For now, we can only wait for the qualitative development of this sector of the gaming industry.

 

Gaming Industry Level 6 – Consumption
Players

All previous layers of the gaming industry would be useless without players—those interested in the constant release of new games, those willing to pay for the work of creators. Players are simultaneously the source of profit for the entire gaming industry, an admirer of developers’ creativity, and a potential participant in other layers of the gaming industry.

 

  1. Gaming communities.Individual players often unite to form entire gaming communities based on shared interests. This unification occurs both on the forums of already popular gaming sites, and vice versa – new sites, forums, and online groups begin to emerge around a spontaneous community based on a specific game or game series.

 

  1. Esports.The most experienced players turn their hobby into a profession, and that’s how they get into esports. Various championships are periodically held around the world, where esports athletes compete to prove who is the best. Not every computer game is suitable for competitive play, but there are enough of them to organize large-scale events with a wide range of disciplines, similar to the Olympics.

Today, esports has developed into an entire industry in its own right, with its own infrastructure, funding, stars, and celebrities. Being the best player can pave the way to fame and fortune.

 

  1. Player creativity.Gaming fans don’t limit themselves to simply consuming games; they often create their own websites, drawings, magazines, videos, cosplays, game add-ons, and even full-fledged games. This further proves that games carry cultural value and resonate with players.

 

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