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Friday, January 28 2005 @ 04:34 PM UTC Contributed by: David |
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One of the great advantages of being a journalist is that people send you interesting information all the time. Recently, I was contacted about doing a story on a company who builds speakers--you know, those things you hook up to your stereo or iPod.
The nut of the pitch was that the speaker industry is a huge, $10 billion industry. Interestingly, that's pretty close to what the videogame industry reported as it's North American gross for 2004.
Why does this matter?
I've been on a kick lately thinking about the business aspects of the game industry. We can talk about whether or not games are art, but whatever else they may be, they are largely a commercial product at this point.
Noticing that the industry is only about the size of the speaker industry is a little sobering. But, at the same time, it points to the relatively disproportionate cultural influence games have. Yes, people spend as much on speakers as they do on videogames. But I don't hear much about how high fidelity sound is going to change the world we live in.
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Videogames reflect culture... speakers do not.
Videogames are our focus... not the system capabilities.
*Although people do talk about system capabilities and how it can change perspective (i.e. online gaming, the capability for greater cut scenes, 3D, etc.) we should focus on the actual substance (the game itself). Likewise, Hi-Fi has had a cultural effect but that is not as important as what can be done with Hi-Fi capabilities (think about New Wave or Led Zeppelin or KISS). Finally, the music industry would be pretty much dead if it weren't for speakers. I think speakers are more like the console and music like videogames. In that respect you are comparing apples to trees.