So what is happening? - ContextThe gaming industry and the popularity of e-sports is causing tech giants, like Apple and Google, to create special streaming services for these events. These companies move into e-sports is proven to be a good business move by the statistic that by 2022, the gaming industry will generate 196 billion dollars in revenue. This shows that the game industry is going upwards at a fast rate, as in 2018 alone it made over 135 billion dollars. That is a projected increase of 61 billion dollars, which shows that video games are a fast growing market Thoughts on this moveIn this present day, the video game industry is one of the most fast growing industries in the world due to the economic value and the increased popularity of these video games. Although the video game industry may not be the most lucrative business presently, it will be in the not-so-distant future, due to it's increased popularity and due to this popularity, more money to be made, and will be a great benefit to society. First, the video game industry is getting a large increase in the popularity due to it's target of younger people, as evident by a research project by Tapjoy which finds that 27 percent of video gamers are 13-17, and that 29 percent of video gamers are between the ages of 18 and 34, which shows that video games will be increasing in popularity in the near future. Second, video games have the potential to create new jobs. This is evident by the fact that until very recently, you had a hard time making money playing video games, but due to apps like YouTube monetizing video games and their creators, there is now a way of new income for gamers alone. To sum it up, video games present lucrative financial opporitunities and are a great benefit to society. To sum it up...
ReferencesWebb, Kevin. “The $120 Billion Gaming Industry Is Going through More Change than It Ever Has before, and Everyone Is Trying to Cash In.” Business Insider, Business Insider, 1 Oct. 2019, www.businessinsider.com/video-game-industry-120-billion-future-innovation-2019-9.
Duran, H.B. “How Different Generations Play Video Games, From Platforms To Genres.” AList, AList Daily, 22 July 2017, www.alistdaily.com/strategy/different-generations-play-video-games-platforms-genres/.
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What is this belief? What are my thoughts?In this modern age, many of us have conflicting viewpoints on video games, their message they give to society and their overall physical health that they provide us with. Many people are divided whether restrictions should be placed on them, like limiting or all together removing in-app purchases, one feature that has been highly controversial lately. However, some people view playing video games as satisfying an addiction. Although many people, especially mental and other health experts, fear that video games are a means to satisfying one's craving for these pieces of art, the people who play these video games are just seeking kinship and bonds with people who are just like them and like similar things to them. Video games are not a means to satisfy one's craving for digital media. One such example of this kinship is in "internet cafes around the world games such as League of Legends, Dota 2 and Fortnite have become a cultural phenomenon, bringing young people from different regions and religions together and bridging divides. Slang, inside jokes and dance moves flow out of them as if they were a proto-society.". This shows that video games have a way to bring us together and do good, not bad. Second, it is not a mental health problem. This is shown in an article by The Guardian in which it states "more than 125 colleges in the US have esports scholarships, with more than $9m awarded to students since 2017.". This shows us that even universities are not trying to combat video games and e sports, and welcoming them into society, which shows they are not a mental disorder. To sum it up...
ReferencesGera, Emily. “Don't Fear the Rise of Fortnite and Other Video Games – They Bring Young People Together| Emily Gera.” The Guardian, Guardian News and Media, 9 Oct. 2019, www.theguardian.com/commentisfree/2019/oct/09/fear-video-gaming-fans-addiction.
So what are compound objects and what do they do?Compound objects combine to or more primitives or splines into one single object. There are six major types of compound objects which are ProBoolean, Blobmesh, Loft, Procutter, Scatter, and Terrain. Proboolean combines two or more objects using the removal of parts of an object, removing all but the intersections or combining the two objects into one figure without removing any parts of the figure. Blobmesh uses metaballs to take objects and transform them into more rounded and liquid. Loft uses one shape to wrap around a line. The ProCutter tool is very similar to the ProBoolean so much so that the ProCutter tool is used very much like the Subtraction part of ProBoolean. The scatter tool takes one object and duplicates it and randomly places it in a scene. The Terrain compound object takes two or more freehand lines and combines them into a new object which can be used as terrain. So which one is the bestAlthough all compound objects have moments where they are the go-to and the best, the best compound object for video game design is Terrain. This is because of it's ability to create a good majority of the environment, as evident by our Unit Project where we are using the modifier quite heavily to create our landscape. Another reason why Terrain is the best compound object is it's versatility. With modifiers like ProBoolean, one can only merge, add, intersect and subtract whereas with Terrain you can create all kinds of land forms and structures; the possibilities are endless. To sum it up, Terrain is the best compound object, as it has the most uses. To sum it up...
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AuthorHello my name is Owen Howard. I am a junior currently enrolled at Durham School of the Arts and this blog will document my experiences in this class. Categories
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