Analysis of Gaming Industry Consumers
Online games are played online unlike the traditional pc and consoles games where players play against each other (Hilton 2006). This had a huge impact on games DFC intelligence (2006) estimated that the total online games revenue have grown from $3.4 billion in 2005 to over $13 billion in 2011.
There are new media elements for the consumers now use to represent their expressions and communications in the online games some examples are online avatars, accessories of the avatars, decorative stuffs like furniture, background music, skins and fancy weapons used in online games (V. Lehdonvirta 2009). Also people who can't buy expensive car and likes to modify cars and likes to drive modified cars in video games buy games like Gran Turismo, Sega GT, Metropolis Street Racer, or Need for Speed