Rob Fahey
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As a child of one of the first generations to grow up with video games, I can still vividly recall my parents' exasperation when I became engrossed in this new and alien entertainment. “It's just dots of lights chasing other dots of light around a screen!”, my father would dismissively remark.
In the most technical of terms he was entirely correct. The games of the 1980s were little more than dots of light chasing each other around. And for many people, whose perception is still stuck in those early primitive years of Space Invaders, video games are the pointless stuff of children, adolescents and men who haven't grown out of adolescence.
But last week's financial results from Game Group tell a different tale. The UK's largest specialist video game retailer has bucked the dismal business news by reporting that its like-for-like sales - sales at stores open more than a year - had climbed 28 per cent in the first half of this year. Its first-half profits will top £33 million, beating the most optimistic forecasts of City analysts by a third.
Game's stunning success in recent years has led to a huge stock market valuation. This mid-range high street retailer enjoys a valuation that is almost three times higher than Taylor Wimpey, the country's biggest construction firm. Game's impressive performance is not a one-off. Nintendo is now Japan's second most valuable company - trailing the car maker Toyota but ahead of giants such as Canon and Panasonic.
This commercial success should not surprise us. It is the result of the revolution that has seen the video game industry escape from the messy bedroom of the teenage boy.
The average age of a video game customer now hovers around the late twenties to early thirties. The variation on either side of that average reveals a fascinating picture, too. Many of the first generation of child gamers now approaching their forties have children of their own. Whole families now gather around a game console, just as in previous generations the family gathered to watch a video or Morecambe & Wise on TV or to play Monopoly together.
If you don't play videogames, you may consider this whole revolution irrelevant to you. The videogame industry - and stock market investors - disagree. The incredible strength of shares in companies such as Nintendo isn't a reflection of their present success; it's an expression of the market's belief that this industry still has an enormous amount of room to grow. Not slow annual growth as new consumers join today's ageing “gamer generations” - but the explosive growth that comes when everyone is converted to playing video games.
In the mid-Nineties, Sony began promoting the PlayStation in nightclubs rather than on children's TV. Game creators realised that it was young men, not schoolboys, who had become their primary consumers - a revelation that created a wave of action, crime and horror titles aimed at men in their twenties. Overnight, the industry added Grand Theft Auto and Resident Evil to a line-up previously dominated by child-friendly characters such as Mario and Sonic The Hedgehog. That was the first revolution in videogames.
We are now experiencing the second revolution as the appeal of the medium expands even further. Ten years ago, designers learnt how to create the medium's equivalents of Rambo, Goodfellas and The Matrix. Today the race is on to create the family and female-friendly gaming equivalents of Titanic, Sex and the City and Love, Actually.
Nintendo is chasing the girl market: it has created Nintendogs, a game which allows them to raise and interact with a cute virtual puppy; for health-conscious women, who previously saw games as the preserve of couch potatoes, it launched Wii Fit, a product that uses video game technology to track your weight and build exercise programmes. Rival firm Sony has appealed to young women with British-developed karaoke games. Even retirees are joining in. One of Nintendo's greatest success stories has been in appealing to the 65+ generation, thanks to games which track mental acuity and provide gentle, interactive brain and body exercises. Nintendo's Wii console is now a staple of many retirement homes.
With visuals that now match those found in Hollywood movies, the medium is becoming a powerful platform for storytelling. The Japanese firm Square Enix builds epic adventure games whose fantasy narratives appeal equally to both sexes. And posing the question - when will the gaming world produce its Citizen Kane? - misses the point. It already has: the complexity and sophistication of Bioshock, a title released last year, showed that gaming creatives have learnt every lesson cinema and TV have to offer.
As video games continue to break new creative and commercial ground, the conclusion the markets have reached is simple - and inevitable. Being a stranger to interactive entertainment will be seen as eccentric as watching TV on a black and white set. Soon, we will all be gamers.
Rob Fahey has been writing about the games business for 12 years, and is the former editor of GamesIndustry.biz
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Great article. I believe that video games are going to use up a lot of the time that people used to spend watching TV. This is similar to how TV displaced people listening to the radio at home.
People who have "lives" watch TV and listen to the radio, too!
Mark, Orlando, USA
The platform has grown so much that now they are making movies of games and not the other way round. Games like Bioshock and Mass effect challenge the player with complex moral challenges. Reality T.v. must die out soon and people should realize how much better it is to play games
Jason Jones, Johannesburg, South Africa
Video games are the 'visual' trick into thinking it's a game. As any true 'gamer' knows it's the mechanics and odds and how it's presented (format). Whether it is Avalon Hill's bookcase games, Original D&D or WoW - it's the gaming concept that keeps people playing. Not the video!
David, North Carolina, US
Clearly it is relevant,Paul. And this is interaction with other people not a program.
David, Bromley,
I have been computer gaming since 1983. many have complex problems to solve and challenges to beat and engage the mind, far more than the rubbish of reality tv shows and other brain numbing TV thats on today
phil, brixham,
Paul, Brighton: LOL!!!
Abdul Majeed, Bradford, West Yorkshire, UK
The kids market is still the biggest money earner though: if you look at the sales figures, the highest earning franchise is still Pokemon - Every new generation of kids gets hooked on it. Nintendo have been using this tactic since the eighties, they know kids tastes are broadly the same.
Ashley Jones, Hull, England
"Actually, No. Some of us have lives!
- SO, Oxford, England, "
Says the person trawling the internet and commenting on articles that obviously have little relevance to them...
Paul, Brighton,
@Phred
You may consider them a waste of time and effort, but they are far far better than simply vegetating in front of the tele every night, they do engage your brain and make you think far more than the average TV show does.
Laurence, Hythe, UK
I have to strongly agree. People seem to limit "gaming" to consoles, I wonder how many people have played an online sudoku? These are all computer games, aimed at every demographic imaginable. Nintendo's 'brain training' games give a harder mental workout in 20 mins than a whole week at the office.
Paddy, Leicester,
I think he's got it. Obviously there is the few 'die hards' who (in our generation) will never understand which way round a Playstation controller is to be held but the point is the gaming globilisation will have most of us playing...... and enjoying. Will it ruin societies social interactions...NO
mick hopkin, phuket, thailand
Ah, SO from Oxford, gamers have many lives...
Ellis, Amsterdam,
Is this before or after we are all Elvis impersonators? Beware extrapolating growth statistics....
Ian Kemmish, Biggleswade, UK
"It's inevitable: soon we will all be gamers
Video games have escaped from the messy bedrooms of teenage boys into all our lives"
Actually, No. Some of us have lives!
SO, Oxford, England,
Some games do seem to be fantastic. But I spend over 60% of my waking life staring at a screen at work; for the sake of my eyes and sense of being I try my best to look at the real world the other 40%.
DW, Beijing, China
I think this is all very sad. Surely there are better things to do than play mindless games on a machine. It's as bad as a preoccupation with soppy hand-held devices and mobile phones. I'll pass on all these, thank you and do something worthwhile.
Phred, Chesterfield,
I started playing pre-graphics computer games in 1985, when I was 43. Most were text-based adventures, others were strategy games using symbols for maps, often with terrific gameplay. So it wasn't just teens in bedrooms playing Pong and shoot-em-ups. Good game play still beats good graphics.
Faustino, Brisbane, Australia
I have seen the ugly side of gaming and it isn't pretty. Anything that gives people a sense of achievement and gratification when they haven't actually done anything is dangerous and counter-productive. My friends kids prefer to see animals on their Wii than going to the Zoo. Great isn't it?
Bob, Bondi, Australia
Good article; It will be interesting to see where it all goes. This is very true. My girlfriend had her mum come up to visit and they both had a fantastic time playing the wii. In fact, I didn't even get a go. Now she's into the Wii Fit which is an excellent product.
Jackson, Burleigh Waters, Australia