How Technology Has Influenced the Gaming Industry?

How Technology Has Influenced the Gaming Industry?

The global gaming industry reached more than $125 billion in sales in 20181. We look at how gaming has evolved and the impact of technology on our gaming needs, wants and preferences, specifically in the tabletop and gaming sector. Playing a game can be defined as an activity that someone engages in for fun. We play games because it’s fun. Boost brain function, exercise cognitive skills, and release serotonin, the happy chemical. With the advancement of technology, the excitement and attractiveness of games have increased, with more visual stimulation, creativity and satisfaction.

From the very first board game, Senet, found in Egypt in 3100 BC. C. To virtual games, facial recognition technology and gesture control, technology has changed the way people play games. Analysis of the history of gaming and its platforms provides information on how and why technology has affected this activity…

Gaming Industry


Timeline of Gaming as an Industry

[3500 BC] Board games have been played in most cultures and societies throughout history. The first group was discovered in pre-dynastic and first-dynasty burials in Egypt

[17th century] Games such as checkers and card games were played, though the Pilgrims and New England Puritans were disapproving of this.

[1843] The change from agricultural life to urban life was more focused on leisure time, and the first board game published in the United States, The Palace of Happiness, was based on Christian morality.

[19th century] Board games were produced commercially, and advances in papermaking and printing, especially chromolithography, allowed for richly colored images of vibrant board and card games.

[1902] Monopoly3, commonly known as “The Landlord’s Game”, was designed by American Elizabeth Magee. The board game industry continues to grow exponentially from this point on.

[1937] The first electronic digital 4 computer is built, paving the way for further technological advances in gaming. In the 1950s, computer scientists began designing simple games as part of their research.

[1970] The first video game 5, “Computer Space” is introduced by Nutting Associated. In 1972, Ping was launched. Coin-operated arcade-style games have grown in popularity.

[1975] Computer-based games such as “The Dungeon” to “Avatar” in 1979 allowed many players to join forces and fight monsters together.

[1976 to 1982] Video games were well released in arcades and second generation consoles; Intellivision, a home game console system, was introduced in 1979. By 1982, video game sales in the United States had already reached $2.1 billion, which indicated the potential of this industry.

[1980s] Home computers came with built-in games and floppy disks that allowed games to be portable. New software and technology have been incorporated into home computers to allow for better gameplay. When the Internet became widely available, dial-up bulletin board systems were used for online play. LCD handheld games, especially Nintendo, power dozens of other handheld games. Board game manufacturers have developed their board game creations into video and computer versions.

[The 1990s] Arcade games declined and computer games boomed with better graphics and multimedia capabilities including sound cards and CDs. The fourth and fifth GENERAL consoles have been released.

[1997-2000] Mobile phones are launched and Nokia installs Snake on its phones. With the release of innovations on consoles, PC and mobile, the market for all kinds of games is growing. Board game sales continued to increase until 1999, despite predictions of a bear market due to the video game industry.

[2000-2011] Mobile gaming technology is growing with the introduction of mobile gaming applications and as a result, table game sales have declined. In 2011, physical and digital online gaming, including mobile devices and social media, was valued at $5.9 billion compared to $2.03 billion for video game consoles and PC 7 software, despite the release of sixth and seventh generation consoles.

[2012-2016] Virtual Reality has become a popular topic (despite initial developments in VR starting in the 50’s! 8) and is rapidly evolving due to advances in computer technology, graphics, videos, and cameras.

How have Phones and Apps Changed the Face of Gaming Technology?

From 2016 to now, the global mobile app games market has grown more than any other game genre with a projected value of $72.3 billion in 20201. Mobile phones and tablets have influenced the structure of many industries, from retail to hospitality, and technology is no different. the games . 50% of gaming will be done on mobile devices and tablets1, but with so many people able to play from the comfort of their homes, how do companies provide such a basic and profitable form of entertainment?

2016 to 2020 Global Games Market

Gambling and Entertainment Business

The difficulty of gaming and other entertainment venues attract customers, due to the attractiveness and ease of use of mobile games. However, entertainment tablet kiosks are a cost-effective and safe way to bring mobile games and gamers into your business. Entertainment booths are not very popular in establishments where games are the center of attention; It’s a growing trend for restaurants and other businesses with a younger target market. McDonald’s is creating the restaurants of the future by integrating tablet kiosk platforms that include Samsung tablets with gaming and social media apps to drive traffic, customer retention, and meet the expectations of tech-savvy customers.

The image HOLDERS Shell Entertainment Custom Kiosk was recently acquired by McDonald’s who wanted a custom design in keeping with their modern restaurant interiors. The kiosk is adaptable so that developments in tablet technology can be accommodated, whether they are growing or shrinking. The tablet kiosk encourages guests to use the restaurant as an entertainment center and spend more time there, giving the franchise more time to sell more.

Any business that may have a waiting or seating period can benefit from entertainment booths. image HOLDERS tablet kiosks can be integrated with any device to become a multi-platform solution for gaming, payment and scanning.

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