An interesting article on
Online Gaming. Thoroughly readable and yet well researched - a delight for the figure seeker. The following memes are covered/arise
- Gaming media : Mobile versus PC
- Gaming audiences : Son versus Family (interestingly, the article does not talk of Daughter)
- Gaming localization : Bollywood, Mythology, Tradition
- Social impact of gaming
Ideally, Telco's should reach out to the students through computer courses - a full scale tie up with IIHT or NIIT or any of the gazamenobutillion computer courses out there thru Gaming. Cybercafes conducting gaming contests to attract audiences could be another route, as are Intercybercafe contests. Check out Sify's approach of roadshows, they are probably truly investing in Gaming.
And this
article tends to throw light on some sort of consumer psyche - is the real mass market of online gaming in this segment - women above 40 playing casual games?! So much for the typical male-youth-gamer segment!
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