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News »  November 15, 2009  » Feature » Full story

Modern Warfare 2 heralds the rise of Gaming

Samyuktha K

Modern Warfare 2 heralds rise of Gaming
For years now movies have monopolised the entertainment industry. But with the new 'Call of Duty: Modern Warfare 2' selling out 4.7 million copies on the opening day to rack up 310 million dollars in sales in US and Britain combined, the Gaming industry has emerged as force to reckon with.

"Even though this was an expected outcome, considering the success of 'Call of Duty 4: Modern Warfare', the sales figures are very encouraging," said Sayantan Biswas, a senior Game Artist.


Gaming experts have always stood by the belief that eventually game consoles like Xbox and Playstations would occupy the centre stage in the Home entertainment sphere where DVD or other media players stand today.

And the way MW2 is being received by the audience is a testament to the fact that this vision is slowly materialising. However, a large section of the society across the globe finds it hard to accept gaming as mainstream entertainment or they just out rightly rubbish it.

But the staggering record set by MW2 has in effect introduced gaming as compelling force in the entertainment industry just as music and movies.

The evolution of entertainment over the centuries essentially has been based on the growing extent of audience involvement in the story telling or the narrative.

From books to plays, from theatre to talkies, the growth aided by technological and artistic advancement has been in the direction of inviting the audience into the world of the narrative and to bolster the suspension of disbelief factor.

Gaming takes this a step further by stimulating the player and letting him/her completely indulge in the virtual world.

Fundamentally, entertainment is meant to achieve a flight from reality, an escape and even a vent.

"Video Games are the next step in Entertainment. The next logical advancement, where you not only get to hear, see or read a story but also get to feel, experience and participate," Manjith Krishnappa, CEO and Lead Game Programmer at Phantasm Games Studios, Bangalore.

The programmer went on to elucidate how gaming is an inclusive entertainment platform with a range of things to offer from the easy portable mobile games to the flash games people play during lunch, from games on Facebook to hard core gaming - the industry caters to all.

Besides this, games have often been accused of instigating violence and rage, and alluring a person to take off to a virtual reality leading to anti-social behaviour.

There is no denying the fact that like any other media, gaming too affects its audiences. But the extent of influence depends on the personality and psychology of the player.

It is high time for commoners and governments to break free from the irrational notions about gaming and open up to the natural and imminent 'entertainment heir' as the smashing sales of MW2 is just a wake up call.

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User Comments
DrGonzo 16 Nov 2009 10:59 am
In the near future, you don't live to play... you'll play to live... COD ROCKS!!!!!!
[ Post Comments ]
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