Last Wednesday I gave a 90 minute presentation on how the internet is changing the games industry at the University of Applied Sciences / Fachhochschule Wiener Neustadt, a university near Vienna. It was part of the eMarketing course taught by Sascha Mundstein for the Business Consultancy International B.A. programme.
The structure of my presentation was:
- An overview of the ‘core’ games industry, including big players, numbers, demographics.
- The internet on consoles.
- The internet as a community platform: past and current trends (think small moves into integrating the web and web 2.0 - I showed WWS stats of a recent boss kill by my World of Warcraft guild).
- User-generated content: past and current trends (Spore, LittleBigPlanet, Halo 3).
- The internet as a marketing channel: the most boring slide, I practically skipped it.
- The internet as a distribution channel: Steam, consoles, Manifesto Games.
- The internet as a trading platform: all the kooky stories of people buying virtual real estate for $100,000. This took quite a while to research.
- The internet as a gaming platform: Gaia Online, Desktop Tower Defense, Line Rider, Habbo Hotel, Three Rings, Runescape. This was my key point: a disruptive new market/industry is developing that is mostly being ignored by the ‘core’ games industry. And yes, if you follow Raph Koster, that won’t be news to you. I came at it from a somewhat different angle though.
It really was an overview of the various ways in which the internet is transforming the games industry - it was wide, not deep. There were still many topics I had to leave out: ‘big’ games and ARGs, mobile games, professional gaming, South Korea and Asia in general, game elements in pure Web 2.0 sites, in-game advertising, machinima… it’s a big subject.
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