
Inside the Video Game Industry's $193 Billion Consumer Experience Machine: A Primer on What Nongame Companies Can Learn
Description
Inside the Video Game Industry's $193 Billion Consumer Experience Machine: A Primer on What Nongame Companies Can Learn
This IDC Perspective is a primer that describes where and how IDC's Future of Consumer Experience (FoCX) practice intersects with today's live multiplayer gaming services market. The video game industry has long been at the forefront of delivering compelling digital consumer experiences (CXs). As such, nongame companies have the potential to learn much from the trials and tribulations of game studios that have been directly competing on the relative strength of their CXs for years if not decades. "Eliciting positive emotional responses from users is one way to think about what video game experiences are designed to do. Successful and profitable video game companies are also in the business of achieving customer empathy at scale. These attributes mean that the particulars of how development studios operate 'live' games has implications for how nongame companies that want to achieve these same ends could approach the topic." — Lewis Ward, research director of Gaming, eSports, and VR/AR, IDC
Please Note: Extended description available upon request.
This IDC Perspective is a primer that describes where and how IDC's Future of Consumer Experience (FoCX) practice intersects with today's live multiplayer gaming services market. The video game industry has long been at the forefront of delivering compelling digital consumer experiences (CXs). As such, nongame companies have the potential to learn much from the trials and tribulations of game studios that have been directly competing on the relative strength of their CXs for years if not decades. "Eliciting positive emotional responses from users is one way to think about what video game experiences are designed to do. Successful and profitable video game companies are also in the business of achieving customer empathy at scale. These attributes mean that the particulars of how development studios operate 'live' games has implications for how nongame companies that want to achieve these same ends could approach the topic." — Lewis Ward, research director of Gaming, eSports, and VR/AR, IDC
Please Note: Extended description available upon request.
Table of Contents
14 Pages
- Executive Snapshot
- Situation Overview
- Gaming and eSports Industry Context
- How Games Differ from Nongame Apps and Services
- Video Games Are a Form of Digital Customer Experience
- The Future of Customer Experiences Writ Large
- Navigating the Gaming-FoCX Intersection
- Advice for the Technology Buyer
- Learn More
- Related Research
- Synopsis
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