Emanuel Ultreras
BUS 381
Instructor: P. Witman
October 20 2011
Fall 2011 Video Games were once a simple simulation of pong using two lines and a dot for imaging. They were played and mastered by a minority group of individuals most commonly referred to as “nerds”. Since those days in 1975 the video game industry market has gone through an exponential growth. With the revolutionary changes in technology and the social changes in product demand the gaming industry has transformed into a thriving market with a quickly growing casual gamer demographic. The success of this development in the gaming industry would be little without information technology. Information technology is a fundamental part of the gaming industry. Technology is used to handle information in the gaming industry in both the retail business side as well as the development aspect.
When it comes to selling video games there used to only be the store but with the installment of new online technology, games for consumers have been easier to access. Companies like Gamefly enable users to buy and rent games online. Games also can even be instantly purchased over internet through gaming consoles. Microsoft is one company that has taken the most advantage of this concept. From personal experience using Microsoft’s console Xbox 360, the console offers users the ability to create an online account through Xbox Live. From the Xbox Live membership, users gain access to a wide online market of games, videos, and other additional products. The online market is extremely active with some games generating 100,000 trial downloads and 30,000 sales (Garcia, 2011). Despite the quick and easy access these technology features give to gamers the online world is also a threat to the security of games. Copyrights can be cracked, and sometimes games will be distributed over the internet to game users. The security risk the internet plays on games has been tackled by
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