There are so many great potential of the activity of "play", an activity that (previously) we always will and always we celebrate. Through this article, also 2 two subsequent article the author will try to discuss some of the huge potential. Large authors hope that through this series of articles we all then have enough reason to actually play again celebrate.
Part 1: The sweetness of the Great Cake Game Industry
In 2010 and market capitalization (market cap) of the world gaming industry worth more than $ 100 billion and the value is predicted to continue increasing every year.
The total value came from Nintendo, computer / consol games, online games, mobile games, and supporting industries (distribution and outsourcing). Nintendo recorded as the most influential companies with a market cap of about $ 35 billion, followed by computer / consol games worth $ 33 billion, the online gaming industry (MMOs, social, and browser based games) $ 22 billion, mobile games and virtual market $ 13 billion , and the supporting industries for nearly $ 1 billion.
The figures above do not include the conventional game industry such as board games / cards (board / card games) and its supporting industries are estimated to appreciating more than $ 10 billion and growing rapidly every year.
The figures above give an idea of how big and potential gaming industry, a fact which must also have been known by many parties.
Surprises at the foot of Mount Bromo
In mid-2000 the author had the opportunity to enjoy the sunrise at the top of Mount Bromo. On the way, we rested in a remote village right at the foot of Mount Bromo and after midnight we found a console game rental place was packed.
A surprise that we never imagined before, a simple proof that since since the last decade, the gaming industry has begun to receive attention from the incredible community / market in our country. Currently, the rental game (consol / online) we can meet almost in every corner of the city. A real picture of how markets the gaming industry in
Indonesia is very promising.
Looking at these opportunities, some time ago, one of the world's mobile game companies then decided to open a representative office as well as a large studio in Yogyakarta and Indonesia to recruit a large number of designers to join.
In the last 5 years some publishers and developers of digital local game began to appear and begin to show their existence in the gaming industry of Indonesia.
In 2009 Hasbro officially introduced version Molopoly Indonesia, at the almost same time some board / card game designer creations Indonesia also started mostly found in various exhibition / competition. Various fan community board / card games also started the modern growing rapidly in various major cities in Indonesia.
Against Negative outlook
All things must always be viewed from two different sides. The development of the gaming industry is so rapid is also balanced with community concerns and negative views about the effects of playing different games, especially games (games) digital.
Various seminars on possible negative effects began to bloom everywhere. Knowingly or not, it would also affect the development of our gaming industry.
The general view of the play (a game) as an activity "not important" limiting unwitting enthusiasm (potential) our game designers to create works of quality.
In fact, a game (game) of any nature (maupul conventional digital) can play more than just mere entertainment media. He could be a media disseminators of information / promotion of effective, a highly creative educational media, as well as an innovative research tool.
If the perspective that the play is an activity that does not need to continue to grow and develop in society, no longer, a big cake from the gaming industry along with all the potential that exists in it will be too expensive for we can enjoy. This can be avoided and should be.
What to Do?
The initial steps we can do is to begin to realize, share, and together try to bring back all the potential postitif play in our daily lives.
This does not mean we shut ourselves off from the negative effects that may occur, but to be prudent in assessing what susungguhnya a major factor in the emergence of a variety of negative effects.
The next step is to find exceptional talents who will be the main pillar of the gaming industry of Indonesia. In recent years, various educational institutions began to realize the enormous potential of the gaming industry. They then present the program of study that directly or indirectly supporting the development of indsutri game.
This is a step in the right, at the same time we have to optimize. Courses should be the first filter to be able to deliver exceptional talents in the industry.
When the various talents that we can present, all would be meaningless without the support of a healthy business ecosystem. An ecosystem in which every talent that was there and then have the opportunity to get referrals, target, and sufficient support to be able to produce quality work.
There are many people who have begun to realize and execute the various things mentioned above. But it still required a lot of support to really get mengoptimal variety of great potential in this industry.
The author believes that all such support will be coming soon and when it is actually created, the sweetness of the cake gaming industry could soon we enjoy together.