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Figure 2.2: Total Spending on Games for 2012 (Entertainment Software 
Association, 2013). 
Spending on game content covers most of total game spending on 2012, $14.8 
Billion or around 71.2% are for the software/game program. $4.04 Billion, 19.5% on 
hardware spending that supports game needs and last but not least gaming 
accessories which accounted for 9.3% of the total spending equals to $1.93 Billion 
(Entertainment Software Association, 2013).  
Development of games not only covers entertainment perspective but also 
educational purposes such as learning science, technology, engineering and math that 
creates opportunities for student to learn new skill from games example is the 
“STEM Video Game Challenge” sponsored by ESA  (Gallagher.M.D, 2012). Video 
game will always evolve to meet new needs of the people and make endless 
possibilities in the future of the digital world.
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