Gaming has grown to be a cultural phenomenon and a huge industry, and has it’s uses in science, education and Customer Journey Management, too.
Gaming is the ultimate User Experience! And last weekend the world’s biggest annual gaming expo, E3, was held in Los Angeles. If you’re into gaming check out the link at the bottom of this post to find out what’s new for 2018, and if you’re not a fanatic (yet) then consider this:
Nowadays, the gaming industry is the biggest entertainment industry on the planet. Far larger in both revenue and production budgets than movie studios or media publishing houses.
Gaming has even gone on to become such a staple of modern culture that it is influencing design and architecture. In fact, it is often the leading indicator of trends being revived or invented in the design sphere.
The explosive growth of popularity in gaming is in part due to better technology and the possibilities to play computer games collectively online, but it is also because games themselves, their story lines, artwork and game mechanics, have become very much better than the primitive stuff many of us grew up with. And this makes them extraordinarily addictive and psychologically powerful.
Because of their impact, games are also finding their way into many other parts of modern digital life than simply to serve as entertainment alone. ”Gamification” of concepts have proven useful in many domains e.g. in scientific research, education and job training, marketing and therapeutic behavior change.
Games are also extremely effective for reducing percieved discomforts, even pain, and one of the most successful applications are to reduce boredom and percieved waiting time. At Qmatic we have known this for some time and developed MyFunWait some years back to exploit this psychological phenomenon.
So, if you are curious to see what’s happening in the world of multi-million dollar game productions have a look at the summary from the E3 expo.