People want to try something new and when it comes to games such as Call of Duty or Medal of Honor, quite frankly, people are just bored of playing missions about Americans braver than Chuck Norris saving the world within six hours of gameplay.
It may seem unthinkable, then, to see the console war heading for a truce. Over the years social theorists have predicted that, eventually, all media content is going to flow through a single black box into our living rooms. Uncannily, Xbox One has been touted as such a device.
We've long been terrified that children are growing up too fast, turning into little kidults For the girls: supermarkets selling bras for bee-stung chests; the iPhone becoming the new pencil case; and ten-year-olds calling each other 'badass bitches'.
Understanding the invisible dances taking place on tiny scales in nature has profound impacts for our everyday lives. For example, understanding the dances of cells, molecules, atoms, and electrons allows us to make strides developing important technologies in areas like medicine and mobile communications.
I propose that Rockstar take a good look at themselves and think when including such nasty sequences and questionable morals into their games, they consider the all too probable notion that kids way under the age of eighteen will be playing along happily without guidance.
Only four per cent of people in the UK actually donate, and NHS Blood and Transplant reported that over the summer stocks dipped significantly. That leaves a lot of the population depending on a relatively small number of donors. So how can we encourage more people to start giving a pint of the red stuff? My suggestion is gamification.
For the first time in the series' illustrious history, the hype, combined with writers and gamers alike falling over each other to lavish praise on the game, has completely eclipsed the naysayers and detractors. The moral outcry that was meant to greet the game has simply failed to materialise. But why?
In order to make the most of the revenue opportunity and technological advances, the industry has had to develop an incredible pace. In many cases, this has made it challenging for merchants to keep up while simultaneously giving customers a seamless online purchasing experience.
I won't ruin the game for anybody who hasn't played it yet, but I must make a serious point about it: It is even better than I expected. Everything about it feels amazing; it is as close to perfection as a video game can be, and totally worth the time and effort that Rockstar have gone to to develop it over the last few years.
With the growth in popularity of social platforms and the ever increasing integration of social media into our internet behaviour, consumers are starting to expect the ability to 'share' everything, including video games. As the industry continues to evolve so too does consumer demand and expectations...
Since the PS3 and Xbox 360 the entertainment value from games consoles has been increased massively by the flexibility of these machines and their adaptability, from online gaming and buying DLC packs online, to streaming movies through services such as Netflix and Iplayers and watching a host of file formats through external devices.
This game carries with it an 18 certificate. If you buy it for little Toby's birthday, you're a moron and deserve to be on the receiving end of whatever influence little Toby takes from his gaming experience.
t's an exciting time for the social gaming landscape, and it's fair to say that many operators are still at the beginning of the path to monetisation (and a more immersive experience for all). The key to success here will be personalisation and accounting for cultural preferences, as well as making the payment experience as seamless as possible.
Mario & Luigi Dream Team Bros. walks the tightrope between core and family gamers with finely tuned game-play and accessible controls. Although, as the family testing the game suggested, the amount of reading rules out pre-school gamers (even with its PEGI 3 rating), other family members will enjoy the story and progression.
With the area of monetisation developing rapidly, now is the time for merchants to consider the most appropriate strategy for their business model. However, merchants first have to explore which model is best. The starting point is identifying consumer demands and expectations and how these trends differ globally.
When we play these games (on trains, buses, at work, in waiting rooms), viewed by almost everyone as a tempting distraction from real stuff, we partly enjoy doing so on the level that the associated guilt actually re-enforces our sense of being very important people with 'much more important things to do.'