Introduction
The evolution of game culture in different markets is based on the interest level of game players. Game players make or break a game; therefore, development of game culture first requires a strong base of game players. Once game players are present in a market, the evolution of international and national game cultures is based on the availability and quality of the games such as the level of special effects used in the game. International or national game cultures can develop in any form of environment, if the quality of games is top notch. Many times even in the strictest regimes such as Iran, there is no way of stopping development of gaming cultures as customers are willing to buy pirated CDs of their favourite games. Therefore, the evolution of gaming culture concern the interest level of gamers, quality and assess to games and presence of alternate options when needed.
Supporting Requirements on Evolution of Gaming Cultures
International game cultures are developed when gamers after playing a game creates strong word of mouth for a game or when the game is launched by a major gaming company or gaming designer. Examples of international game cultures developing are Call of Duty, Grand Theft Auto, etc. Popularity of these games through large fan following ensures that they are widely accepted and pirated versions are also available with less features. International gaming cultures also develop when access to different international markets is available. Popular games such as Call of Duty are launched and made available in different parts of the world through retail stores or online medium. Fans rush into these stores and make purchases of their favourite games. Those who cannot get international games, access the pirated versions of the same. Also, support of international government and gaming communities have an important role to play in creating gaming culture. Therefore, international game cultures are developed overtime as people all over the world access the games in one way or another.
National games culture evolves when suitable business environment is allowed to develop by the government. When the local gaming community starts to develop, many designers and tech companies start to invest in the development of national games that are based on local perceptions. Also, having copyright laws ensures that domestic games end up costing much less, as pirated versions of international games are banned. Having access to effective distribution system helps domestic games to reach every corner of their target market. This ensures that local gamers start developing habits of playing domestic games, leading to the development of a gaming culture. Also, presence of game designers and organizations that can develop games and compete with international gaming companies also ensures that domestic gaming culture is developed. But, in some countries such as Iran, lack of funds and large teams with technical expertise ensures that the quality of games developed in the country is farfetched from international standards. Even then, Iranian game developers have managed to build games such as Garshasp that has helped to build national gaming culture.
Conclusion
Development of gaming cultures is based the quality and availability of games, use of special effects or other USPs and above all the interest level of gamers. Quality level of games ensures that gamers are automatically attracted to play the game once. If the game is popular and the availability is circumstantial or limited, pirated version of games is made available for cheap. Finally, the interests level of gamers is most important is ensuring that gaming culture is developed. For developing international gaming culture, it is important that word of mouth is positive, access to international markets or pirated versions are available in markets that are inaccessible, free trade policies, etc. Domestic gaming culture is also developed with effective distribution, copyright laws, etc.
Works Cited
Elmjouie., Yara. The Game Industry of Iran. Polygon. 14 January 2016. Web. 24 April 2016.