Concerning gaming industry, there are different subgenres of the games within the game genre that are consolidations of the established genres as well as the vastly multiplayer online format (Sáez-Trumper, 2013). This paper analyses Startup Company Supercell together with its game Clash of Clans
Startup company Supercell and its game clash of clans
According to the October 2014 statistics male dominate the gaming industry whereby women only account for 40 percent of all the gamers in the United States. Some of the games that largely played by female include PC games and mobile phones. Startup Company Supercell target across all the gender thus no ignoring anyone in the game clash of clans. Putting all things into proper perspective, it is imperative to note that 60 percent of the women have experienced sexism in the game industry. While 77 percent of the women and 55 per cent of men have their female friends having been subjected to some sought of sexism. Moreover, in accordance to the game developer magazine for 2013 gender discriminations is experienced in the gaming industry, whereby there is a disparity between the men and women pay (Mathews Hunt, 2015).
Despite the prevailing setbacks and many others, it is paramount to make it apparent that online gaming industry is booming considering the recent rapid growth. This year the global market of the game industry had been projected to reach $86.2 B. this is realistic in view of the number of the game players that are registered. Thus, the optimism that Startup company Supercell and its game clash of clans have as its strategy in making sure that the specific computer technology in place. This is to make sure that the startup company will always be able to keep in pace with the rapid growing demand for the online games products.
Considering that the world has been closely interconnectedness by the effects and forces of the globalization, it is paramount that the every start- up company examine the aspects of operating globally. Given this undertaking, Startup Company Supercell and its game clash of clans ought to employ effective strategies that will propel the company in competing fairly for the global games market share. Some of the key influences on the growth of the online game market that Supercell Company should put into consideration before venturing into the online gaming industry include.
Free – to – play (F2P) business model
It is anticipated that in the time to come this model will remain to be very popular. Free game distribution facilitates the aspects of marketing as well as business approach critical for the developers and publishers in monetizing the games. F2p is essential in assisting in attracting new gamers and doing new things across all platforms including mobile thus multiple posts.
Game as a service
In the modern world, games should be delivered digitally thus considered as service or cloud gaming that is likely to allow the company provide regular updates and new contents. In serving this, it is advisable that the startup company install sophisticated internet infrastructure which has low ultra-latency for availability and uniqueness of the game experience to users (Hollist, 2015).
Finally, tapping revenue from mobile industry should be next big move of the supercell company. In the current world, statistics shows that games are the most common apps on the smartphones and tablets. The statistics as well indicates that mobile gaming is anticipated to surpass all other avenues for gaming (Hollist, 2015).
In conclusion combination of the online game real-time strategy with multiple operations yields other hybrids, hence multiple blog post statistics.
List of references
Mathews Hunt, K. (2015). Gaming the system: Fake online reviews v. consumer law. Computer Law & Security Review: The International Journal Of Technology Law And Practice, 313-25.
Hollist, K. E. (2015). Time to Be Grown-Ups about Video Gaming: The Rising eSports Industry and the Need for Regulation null [notes]. Arizona Law Review, (3), 823.
Sáez-Trumper, D. (2013). Finding relevant people in online social networks.