• Bob Lamont
  • Fiona Aish & Jo Tomlinson




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    Grammar for IELTS - Collins English for Exams

    Grammar for IELTS


    Unit 5 The Internet
    Tracks 0 6 -0 8
    Track 07
    Interviewer: Welcome to the program m e, Bob Lam ont. Now you're going to ta lk to us about
    the online gaming industry. We’ve had many listeners, especially parents of young 
    children, em ail questions about the futu re of the gaming industry and how it’s going 
    to develop.
    Bob Lamont: Well, hopefully I'll be able to answ er some of th e ir questions. Firstly, it’s im portant 
    to rem em ber that this is an industry that develops incredibly rapidly and so it’s 
    d iffic u lt to make definite predictions. So, in te rm s of significant developm ents that 
    people w orking in the industry are preparing for, the m ost interesting is the fact 
    that the age group of gam ers (people who play online and video games) w ill change 
    dram atically. We predict that by 2020 the average age range w ill have shifted 
    from teenagers to the over 50s. This is because in the future young people w ill be 
    using new form s of e ntertainm ent but those who are young now are more likely 
    to continue using the fo rm s of en te rta in m e n t they are already used to in la te r life. 
    By 2020 this age group w ill have been playing the same type of game fo r half th e ir 
    lives and are unlikely to change.
    The types of games w ill progress too from the platform -based games we have 
    now, w hich we expect people to be using u n til 2015, to 3D games tow ards the 
    end of the decade. However, before everyone is using 3D games there w ill be a 
    period when networked games w ill become the dom inant form at. This is m ostly 
    to do w ith the technology available and the fact that gam ing companies w on’t have 
    invested enough money to make 3D cheap enough fo r the mass m arket u n til at 
    least 2018. Now, as you w ould expect, the gam ing m arket w ill spread so that by 
    2020 companies w ill have created a w orldw ide m arketing strategy fo r every game, 
    therefore reducing the need to create new games fo r d ifferent regional m arkets. 
    This is d ifferent from today where we see that the online gaming industry is much 
    more focused on the region of Asia and this is likely to continue fo r a few more 
    years.
    One final point to mention here is the com petition from other form s of 
    entertainm ent. Over the next decade very few form s of entertainm ent w ill be able 
    to compete with the gaming industry. However, there is ta lk of movies becoming 
    interactive in the future. This is a real threat. Tech companies w ill have developed the 
    necessary technology fo r interactive movies by 2015 and this may attract gam ers who 
    like character-based games in large numbers.

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