Graduation Year
Spring 2014
Document Type
Open Access Senior Thesis
Degree Name
Bachelor of Arts
Department
Economics
Reader 1
Arthur Lee
Terms of Use & License Information
Rights Information
© 2014 Chad Hadzinsky
Abstract
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past will need to find ways to adapt if they wish to remain successful in the growing industry.
Looking at how past trends and technological innovations have driven the industry gives understanding and insight into where it is at today and where it will go in the future. Video games have become an interactive art medium which inspires users to explore and create. The digitalization of games and their extreme popularity reflect our instinctive desire to seek out game-playing for its fun, cooperative, and competitive nature.
Recommended Citation
Hadzinsky, Chad, "A Look into the Industry of Video Games Past, Present, and Yet to Come" (2014). CMC Senior Theses. 842.
https://scholarship.claremont.edu/cmc_theses/842
Included in
American Popular Culture Commons, Arts Management Commons, Communication Technology and New Media Commons, Entrepreneurial and Small Business Operations Commons, Game Design Commons, Interactive Arts Commons, Other Computer Sciences Commons, Other Economics Commons, Science and Technology Studies Commons