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Virtual Reality and its Effects on the World of Casual Gaming

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The world of video games is divided into two major categories from an end-product point of view: there are the major publishers with their massive titles (think Call of Duty, Assassin's Creed, Starcraft, and their likes), and there are the "casual" ones, with smaller games that often run on smartphones or through social networks (think Candy Crush, Boom Beach, Mobile Strike, and similar titles). Although you might think the first category is the one bringing in the more profit for publishers, actually it's the opposite that's true: when it comes to franchises, Nintendo's Mario Kart beats titles like Grand Theft Auto or The Sims, and when it comes to mobile games, some of them generate profits worth millions (often over $10 million) each month for their publishers.

Virtual reality, the new technology slowly making its way into the mainstream, is clearly already leaving its footprint on the world of "big" gaming. But what will its impact be on small titles?

Mobile games will stay the same

Even if virtual reality becomes the next big thing, it will most likely have limited to no impact on the world of mobile gaming. After all, mobile games are created to be portable, so playing them using a bulky headset will be out of the question. Playing a few hands at https://www.wildjackcasino.com/blackjack.html, spinning a few reels on the Wild Jack's slot machines, and overall, playing games on the go will most likely remain the same.

As such, the games at the Wild Jack Mobile and the majority of other titles running on smartphones will remain untouched by the VR phenomenon. Augmented reality might change the way we play some games on the go - after all, the success of Pokémon GO will surely lead to the creation of copycats and epigones.

Desktop casual games will evolve

Things are different when it comes to desktop gaming devices. Microgaming, the developer behind the Wild Jack, has already shown off its plans for the industry's virtual reality future with its award-winning Virtual Roulette solution. And other casual game developers will likely follow suit - but not until VR headsets spread to the majority of users.

You see, the casual games' strength lies in the numbers. To be able to amass daily revenues at levels I mentioned above, millions of players all over the world need to download, install, and play a casual game, and eventually make in-app purchases or see ads. Virtual reality is not widespread enough at this time for casual games to be able to make a living off them - but it will spread, slowly but steadily, and the time for the casual game to be reborn in cyberspace will come.

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