Abstract

This study aims to obtain a comparison between two biggest economic Country, and see they focus on games industry global market. In this study researchers took the data from secondary data in global market game then analyzed data quantitatively and objectively by comparing data with USA & China video game market as the subject. The result of this study expected to be used as recommendation for game developers in choosing which platform to focus in designing their games by following patterns of subject reference that has been existed, in accordance with a model in design business criteria.

Highlights

  • These days, in the era of digital technology, video games have become daily need for most people, especially Generation Z

  • In the 90s until 2000s almost every console in global market always made as a home consoles, but starting from 2000s, video games had begun to made portable

  • The authors will compare the data from 2 subjects (USA & China games market) that are researched with the existing data, the authors will analyzed the data into SWOT method, which will led to a new descriptive data which is expected able to be a reference for various studies by other researchers

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Summary

Introduction

These days, in the era of digital technology, video games have become daily need for most people, especially Generation Z. The rapid development of technology has made variety of video game increased and give variety of option for people in choosing their video games. There were a lot of video game devices that have been release in market, in 1977, ATARI released and made a breakthrough in video game culture, after that in 1983, NES (Nintendo Entertainment System) joined the video games industry, followed by SEGA, 3DO, PlayStation, Android, etc. The rapid development in video games seen in the video game console or device, and in it's game itself, more realistic and unique graphic, alot of varieties in gameplays and genres; and better improvement in gaming experience

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