The evolution of the video game industry can be traced through the metamorphosis of the early, complex, fantasy-world based games that were focused on the avid adolescent gamers using conventional joysticks and consoles, to easy, realistic games that appealed to a broader spectrum of age groups using innovative wand-like joysticks and consoles.
When at its nascent stage, the video game industry focused on enticing adolescents by installing gaming systems at recreation centers and malls. With advanced technological enhancements, it became conceivably easier to reach out to other consumers through advanced gaming consoles that were now focused on disseminating to families at their homes. These preliminary gaming consoles were proprietary, permitting the gamers to indulge in games that were developed predominantly for these consoles. Although, the inception of using Personal Computers (PCs) for gaming purposes altered hindered this exclusiveness of gaming, the evolution of the video game industry remained unabated.
The competition amongst the key players of video game industry in the mid-1990s to the early-2000s is noteworthy, considering the fact that technological endeavors were deeply intertwined with competitiveness. Some of the key players of the video game industry namely, Sony and Microsoft had developed and released their exclusive video game consoles, the PS and the Xbox, respectively.
With further technological advancements which paved the way for high-speed internet connections, high-definition video rendering capabilities, it was not long before these organizations conceptualized their video game consoles as ground-breaking home entertainment systems. The incorporation of a Blu-ray player in the Sony’s PS3 console, the innovative touch-screen interface that was provided on Nintendo’s DS and the integration of Wi-Fi technology into the Nintendo DS consoles ensured that the video game industry was in sync with the continually evolving field of technology. The competitiveness was further witnessed, with Sony’s launch of the PlayStation Portable (PSP) which was a direct challenge to the Nintendo’s DS.
Therefore these technological innovations, coupled with the tactical competitiveness amongst these big names of the gaming industry, ensured that the video games of this modern era were not just focused on the adolescents and the 18 to 30 year-old avid gamers, but they also appealed to the elderly segment of the society.
In the context under discussion, disruption is synonymous to transformation. “Disruptive technology” drives the seamless metamorphosis of a limited, complex, upscale product and/or service into a ubiquitous, expansive, simplistic, economical and convenient one, by virtue of innovation. Thus disruption here, is the disruption in the established norms of the market that make the products and/or services sophisticated and unaffordable, and this disruption actuates the transformation.
It can be observed that, disruptive...