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The Video Game Industry
The Video Game Industry began when companies began selling video games. This lead to the creation of a growing industry that now consists of companies investing 30 to 40 million dollars into creation of Triple A titles. The industry has led to technological advancements in entertainment and communication. It developed into a coalition between manufacturers, video game developers, video game designers and distributing companies that worked together to provide a new form of entertainment.

Regional Distribution
The Video Game Industry began with regional lockouts such as the release of the Nintendo Entertainment System (NES) which had two versions, one for the United States and the other for Japan. Lockouts came about due to differences in the development of TVs. This then led to video game companies developing multiple versions of their consoles and games. The differences ranged from physical to software. In terms of modern gaming consoles regional lockouts began to made by the video game publisher rather than the manufacturer. Essentially the purpose of regional lockouts are for companies to have market control. Currently there is an ongoing debate to remove the need of regional lockouts among the gaming community and gaming publishers as well.

Growth of Esports
Video game competitions or more likely known as Esports have begun to explode in popularity thanks to the development of of better internet connection and streaming. With the development of better internet connection streaming services like Twitch have grown in popularity effectively beating out traditional TV networks in amount of time spent watching. Esports has allowed for the development of organized leagues and rise of professional players. The rise of Esports has ran into problems specifically in regulation. Since it is relatively new, Esports is currently managed by competing companies which creates unclear guidelines due to no uniform governing body. Esports has also entered the field of intercollegiate sports in which schools scout players for their team and provide scholarships in exchange similar to traditional athletics. As of January 2015, 511 collegiate teams exist for the game League of Legends in the United States. Esports has been able to rake in 1 billion dollars in revenue and continues to grow. It has been dominating in the entertainment industry is expected to become the most promising market with an expected 2.3 billion dollars in revenue within three years.

The Growth of Streaming
Streaming specifically on Twitch has allowed for a unique way of entertainment and communication to come together. Streamers as they are called broadcast their live game play with their live video of themselves playing and commentating. This creates a unique interaction in which viewers are able to interact with their favorite streamers. The growth of streaming on Twitch especially has allowed for streamers to create a sense of community among their fans which has further lead to streams growing larger. Recreational Streamers have come about in the growth of streaming in which their popularity comes from their personality rather than their game play. Recreational streamers make up a large part of the growing audience on twitch which is expected to continue to grow alongside Esports and video game popularity.

Japan
Japan markets its video game industry into two main sections that consist of successful well known franchises such as Monster Hunter and Pokemon, and games designed specifically to meet the needs of Japanese consumers. The focus on the domestic market is partly due to Japan's culture creating different tastes that may not do well in international markets. As well as the rise of mobile gaming in Japan creating a demand for game publishers to develop cheaper to produce mobile games compared to the games created for consoles in the past.