Gaming consoles: Market becoming bigger and bigger

Oct 6
22:01

2007

Samuel Herrick

Samuel Herrick

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There are many manufactures in the market that specializes in the segment of the gaming consoles. Of its many gaming software for gaming devices that has hit the market, here is the latest one that doesn't involve blowing up aliens or racing roadsters but stress calmer technique called yoga. If one goes by the statistics, around the world, fans are spending around $30 billion a year on electronic relating games and equipment.

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There are many manufactures in the market that specializes in the segment of the gaming consoles. Wii is the one which is in the game. “Wii” which sounds like “we” has broken down the wall that has been separating the various segments of the users. It emphasizes – consoles for everybody and everyone.

Of its many gaming software for gaming devices that has hit the market,Gaming consoles: Market becoming bigger and bigger Articles here is the latest one that doesn't involve blowing up aliens or racing roadsters but stress calmer technique called yoga. It is not that the aforesaid company is only in the fray. There is other like the Konami Digital Entertainment which showcased recently its digital yoga instructor at Asia's biggest video game expo.

This new launch by the company is to cash in on the global popularity of what industry experts are calling "casual" games - lifestyle-oriented software that is aimed at older gamers for whom slaying monsters holds little appeal.

With this product the company has tuned to the global concern now today's people are giving to their health. "There is very much a health boom these days. So we thought it would be great if we could make people healthier or more beautiful with these games and provide value-added services to the gaming industry," said Katunori Okita from Konami.

The digital instructor, which fits on a portable game console, guides you through all the moves, giving you tips on where to stretch. It also keeps a daily log of your activities. The software also comes in a pilates version and costs $35.

If one goes by the statistics, around the world, fans are spending around $30 billion a year on electronic relating games and equipment. And Asian market accounts for a hefty portion of that pie, especially tech-savvy countries such as Japan and South Korea.