China's government has banned the production of games for mobile phones, social media sites and video-game consoles as part of a crackdown on "game-playing culture".Key points:In a major blow to the Chinese economy, the ban is expected to boost sales of games like Angry Birds and Angry Birds Mobile Angry Birds Angry Birds: China's ban on game production will affect tens of millions of Chinese citi...
Game developers and publishers are using social networks to advertise games and offer discounts.
The platforms are popular among young people, who are attracted to the “social capital” they receive from sharing videos and pictures on the platforms.
“The best game makers have the most opportunities and a very good chance of success because they’re able to attract young people who are looking for something different, that’s a different type of game experience,” says Jens Heilmann, a partner at Kroll.
“Games are a great way for a game company to find its audience.”
Games can also attract people looking for the thrill of gaming.
“A lot of the time, people are looking at video games as a form of escapism,” says Heilman.
“It’s not necessarily a way to escape the world, it’s something that makes people feel good.
You’re able not only to create new experiences, but also share your creative energy with other people.”
Heilmans company offers a range of games, including a free game called “Walking” and a free title called “Riding.”
He says that in the future, games can be a way for players to connect with other players.
“If you’re in a group and someone says they’re looking for a certain type of multiplayer game, we can create that game for you,” he says.
“And the people that come to play that game can then go and have a game with you.”
This is where the gaming industry has a lot of room to grow.
“For many people, the idea of playing video games is very, very appealing,” says Wier, “especially as a young person who’s interested in this kind of gaming.”
Wier says that there is no single solution for how to get young people interested in video games.
“But it’s definitely a trend that we can see that’s happening in the gaming world,” he said.
“We’ve seen a lot more social media, a lot less traditional games.”
Video game companies have had to respond to a growing market.
The growth in the market is fueled by both young and old players.
According to Nielsen, the average age of a player is now 25.
The industry has also experienced a shift in consumer habits.
In 2017, millennials are increasingly opting for mobile devices.
According a report by Nielsen, over 70% of people aged 18-29 own a smartphone or tablet.
This is a marked change from the 1980s when video games were largely a young man’s hobby.
Today, games are mostly played online, or in large groups, says Wiers.
“That’s why the gaming market is very different than other forms of entertainment, because it’s very young people playing games.”
The trend is a good thing for video game publishers.
“Video games have been around for a long time and it’s still a big part of the culture of people,” says Kroll’s Heilmn.
“There’s a lot to be said for a community that is very young, it has a large online following, and it is very engaging and interesting.”
But some of the companies behind the game may be taking some of these factors into consideration.
The biggest factor is marketing.
“When you’re making a game, it might be difficult to understand that it’s a social activity,” says Dzira.
“So you want to give players the best experience possible.”