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Simulated combat games such as 'Call of Duty' and 'World of Warcraft' may have more influence over innovation and productivity investments than the actual military itself.
Simulated combat games such as 'Call of Duty' and 'World of Warcraft' may have more influence over innovation and productivity investments than the actual military itself. And computer gaming itself has become a huge sector of the economy.
A recent survey of 755 Internet users conducted by the Pew Research Center confirms the economic viability of the game business: 19 percent of respondents said they had purchased online games in the most recent quarter. Considering the fact that there are about two billion Internet users across the globe, that translates into one big, big market.
A new report from the Texas Comptroller of Public Accounts says that the computer and video game industry created more full time jobs in the past two years than any other moving image entertainment sector.
Writing in The Wall Street Journal, Andy Kessler makes the point that the military and defense spending were the locus of the US economy for decades. Now, it appears the ground has shifted. Rather than military spending, the foundation of innovation and productivity investment is now based on electronic games.
Even the military is following suit, he observes, noting that piloting and navigation systems are likely to be modeled after game consoles. Witness the pilotless drones being employed across the world, controlled by joysticks and video screens.
The user interfaces developed for gaming eventually find their way into the corporate world as productivity-enhancing tools, productivity is what drives our economy onward and upward. "Much as keyboards and mice and fast graphics have driven corporate productivity for 40 years... the next decades will be driven by tools that can harness voices and gestures," says Kessler. Gaming technology has stolen the show here.
There is plenty of evidence that adoption of computer games is on the rise within the corporate sector. As reported by my colleague Heather Clancy just this past October, IBM launched CityOne, an interactive simulation exercise focused on business and civic leaders. There are more than 100 different development scenarios built into the “game,” focused on traffic congestion, saving water, supply chain optimization, green power choices and so on.
Last year, Heather talked about how some of the world's biggest and most successful companies are encouraging management candidates to participate in business simulations to build the skills they need for their next step up the corporate ladder. Companies such as including Nokia, Accenture, Sony, Phillips, Rolls-Royce, Novartis, Ernst & Young, KPMG, IBM, Hewlett-Packard and Cisco are encouraging up-and-coming management candidates to participate in such an experience, the BTS Global Business Tournament, to build the skills they need for their next step up the corporate ladder.
Jan 4, 2011
Raw materials (including fresh water), energy (including food), reproduction, and warfare are the loci of a large-scale economy. If you don't believe me, ask any failed civilization.
@hoodedswan - I am guessing you have never been hacked in WoW. hehe. Actually, where gaming does lead the way that business could learn from is real time communication. Ventrilo, RealID....Xbox Live....you can find people in a heartbeat and talk to them, hash out problems, develop solutions...all without having to leave the comfort of your chair. Too many people, however, are worried about being "constantly connected"...as there is a downside to that. However, I have spent many hours in the same Vent channel as others, and none of us say a word. We aren't upset about it, just means we are busy, or don't have anything to say....but if we did, we are a keyboard click away. But I digress.... There is a lot of economy in games. Let's take the example of a recent issue in WoW. There was a bug in the game that would allow you to earn the weekly cap of certain points for gear, then pay Blizzard $25 to transfer to another server, and the weekly cap was reset...so you could earn another weekly caps worth of points, pay $25 to Blizzard again to server transfer, and your cap was reset again. Some people paid up to $7700 total to get enough points to buy every single piece of gear that could be bought with those points. More than one person did this. Now add the $2.99 "auction house" app for the iPhone that allows you to post in-game auctions while out of the game. Also add the $25 "sparklie pony", and all of the in-game pets...($10 ea)....and the $15 monthly fee...and the $40+ for each expansion pack...and tho, against the ToS for WoW....there is a whole economy around just buying and selling of in-game gold. That's not even touching on how much people spend for the 'Farmville Bucks', and other 'micro-transaction' games (pick any Zynga game.) WoW - 12 million players Farmville - 78 million players Cityville - 70 million players (granted, I'm sure some of these players are overlap) I guess my point is that although only 744 were surveyed, I think there are a lot of people that do not realize exactly how much activity is really going on in those games. :)
Somebody mentions that it is not much of the story. Looking at myself and few pople around me I would srongly agree with this statement. Personally, I aquired in the last 3 months 6(six!) games, for my iPhone, for total of 0(zero!!!) dollars. I fear that your article, connected with the reputable name of Smart Planet, will provide unnecessary ammunition for fanfare of bogus unieversities of the likes of Phoenix University, that lure unwary young people, indepting them for years in exchange of useless academic degrees in even more useless fields, like computer game design or criminal investigation. (see USATODAY and other recent articles in regard of college for profit as a business model)
Games in general are more than the locus of our economy; they are center-point of our culture from things spiritual, to the good life on earth, to the great beyond it is all about winning and losing. As in Rome, everyone is doing what everyone is doing: being old fashioned and actually sitting in the arena of sport, or being a gladiator on reality TV, or being rabidly riveted to the game telecast, or giving it a thumbs up or down on Xbox. With a few minutes to spare, some may play the win at-any-cost-game of politics or spend a little time on Sunday in certain assembly with the really big winners going? to Heaven and in joint satisfaction that the losers are going? to hell. If one is so out of date that they were born in the depths of the Great Depression, games were rather trivial and life was about putting food on the table, keeping the roof over head, patching what could be found to wear, and checking each day to make sure the old neighbor lady was able to do the same. Living was serious business and its own reward. Beyond that, everyone knew that the clock would be running run out on all of us.
...that eventually, most people will eventually recreate and vacate via "virtualization" and "simulation", while actual entertainment and travel will be reserved mainly for the very wealthy and powerful.
slahr is right. Simulations, going back to the cardboard pieces on paper map days, are intended to give the player/participant part of a real world experience. WOW doesn't simulate the past, present or future. The USA continues to spend as much as on it's military as the rest of the world combined, although you could argue others, notably China, get more for their money than we do. On the other hand, the more that we export that doesn't have the potential for harmful unintended consequences is a good thing. WOW can't be used against us by a friend turned enemy.
you get what they are saying,,, besides, the objective of it includes defeating opponents via death. how is that different from 'combat'?????