Proceedings of the 2022 2nd International Conference on Enterprise Management and Economic Development (ICEMED 2022)

Analysis of the Video Gaming Industry

Authors
Yijie Liang1, *
1Department of Art and Science, New York University, New York, NY 10012, US
*Corresponding author. Email: yl7756@nyu.edu
Corresponding Author
Yijie Liang
Available Online 1 July 2022.
DOI
10.2991/aebmr.k.220603.185How to use a DOI?
Keywords
Video Game; Different Platforms; E-sports
Abstract

Since its debut as a new medium for creativity and invention, video games have been a motivating element in creating several technologies. Since its inception forty years ago, the video game industry has gone from obscurity to a multi-billion dollar powerhouse. Games are being played at a quicker rate than ever before by people of different ages, both male and female, worldwide. It’s an exciting time for business because of the influx of new participants and the advancement of technology. A company’s ability to thrive in a rapidly evolving market will be determined by its ability to keep pace with the constant shifts in the market landscape. By studying historical trends and technological advancements, it may be possible to understand where the industry has come from and its direction in the coming years. “Video games” have evolved into interactive art that entices players to discover and create new things. We are drawn to games because of their pleasant, collaborative, and competitive natures, this is why they’ve become so popular in recent years.

Copyright
© 2022 The Authors. Published by Atlantis Press International B.V.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

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Volume Title
Proceedings of the 2022 2nd International Conference on Enterprise Management and Economic Development (ICEMED 2022)
Series
Advances in Economics, Business and Management Research
Publication Date
1 July 2022
ISBN
10.2991/aebmr.k.220603.185
ISSN
2352-5428
DOI
10.2991/aebmr.k.220603.185How to use a DOI?
Copyright
© 2022 The Authors. Published by Atlantis Press International B.V.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

Cite this article

TY  - CONF
AU  - Yijie Liang
PY  - 2022
DA  - 2022/07/01
TI  - Analysis of the Video Gaming Industry
BT  - Proceedings of the 2022 2nd International Conference on Enterprise Management and Economic Development (ICEMED 2022)
PB  - Atlantis Press
SP  - 1146
EP  - 1150
SN  - 2352-5428
UR  - https://doi.org/10.2991/aebmr.k.220603.185
DO  - 10.2991/aebmr.k.220603.185
ID  - Liang2022
ER  -