Card-battle games are very popular in Japan and are a major offering for social game platforms. In the west, the card-battle game is not an alien concept, as shown by the popularity of Pokemon on Gameboy, as well as the Magic, the Gathering and other card-battle games of the same genre. Western social gamers are now slowly getting used to Japanese social games.
There are some believable positive developments in the gaming industry since cloud computing came on stage to help businesses optimize their methods of operations. Game-makers are now concentrating on providing interesting and long-lasting game content to their customers, instead of worrying endlessly on producing hardware or consoles that customers will find portable, easy-to-use and light.
There is no question that the social gaming market has the potential for huge returns. Today it is an industry worth billions of dollars and, the largest game developers in the world are quickly moving to the cloud as they recognize its potential and inevitability in the future of computer gaming.
The mobile gaming industry is undergoing remarkable changes as developers are striving to adopt more efficient ways for consumers to access games. Native applications, seen as a natural transition from web applications are now spreading fast, evidenced by historical data of purchases fom marketplaces such as The App Store and Google Play.
The billion dollar empire that is the gaming industry has hit a major breakthrough with cloud hosting rising to fame. Hosted on various virtual servers, gamers experience a new high with easier access and lower costs delivered by cloud hosting companies.
One of the aspects of this year’s E3 (Electronic Entertainment Expo) that caught the attention of most of the people covering the event was that no new gaming consoles or major hardware were on display; many industry experts have noted that the future of gaming is probably in cloud computing and, in a world of cloud-based gaming, hardware on the client side is irrelevant.
There are significant uncertainties in launching a new game as compared to creating a business or a personal use software product. To begin with, in the non gaming applications, you are fairly clear about the demand for your product and its features and therefore there is lesser overall risk.
It is interesting to notice the unprecedented increase in the use of cloud computing in all categories of businesses nowadays, most especially in the gaming industry; and according to Gartner, Inc, the world leading information technology research and advisory company, one-third of consumers’ digital content would possibly be stored in the “Cloud” by the year 2013.