Tuesday, May 5, 2020

Revenue Streams for Virtual Gaming

Question: Write about theRevenue Streams for Virtual Gaming. Answer: Virtual gaming refers to the activity where a person can experience the feeling of being in a three-dimensional environment and experience an interaction with an environment in the process of gaming. Virtual gaming centers provide wide opportunity for making stable revenues through the thrilling games in the virtual space. Individuals desire to experience the thrilling games that have a cooling effect from the tedious life activities. The entertainment facilities attract several individuals regardless of their age who together converge to enjoy the technological experience (Griffiths, Davies Chappell, 2003). The paper analyzes the revenue streams realized through the different virtual gaming centers and how it promotes its sustainability in the entertainment industry. The games in the sector are diverse which include almost everything people do in their normal lives. In this respect, individuals find an array of activities that can be used to boost their morale and desire to try the games. The real nature of the game drives more individuals as opposed to the case of video games with the stimulators making the gaming experience real. Consequently, the firms make money through the large number of youths, teens, and the mature individuals who visit the locations for gaming. The industry counts on the customer experience to drive its revenue stream. Gaming is not a onetime thing as it has several effects to the probability of individuals coming back. Gaming is addictive, as the more one enjoys, the less one is likely to decline trying a second offer (Granic, Lobel Engels, 2014). Coupled with the superior experience in virtual gaming, individuals are bound to play several games thus driving increased funds for the business. Customer experience and sat isfaction is one marketing tool that the business uses to drive its revenues. Kids to a large extent form the largest batch of customers for the business segment who through the appealing games on offer are more likely to engage in the business. As the desire to play grows coupled with the revolution brought about by technology, the business remains profitable and promising in the present and future decades. References Griffiths, M. D., Davies, M. N., Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology Behavior, 6(1), 81-91. Granic, I., Lobel, A., Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66.

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