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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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