COVID-19 has accelerated the transition to online in all areas. One of the keywords attracting attention in this trend is none other than 'game'. And I think it is expected that the element of ‘game’ will play an important role in various industries in the future. Ultimately, I think the era is coming when games can be combined with anything and become anything.
Even before the outbreak of COVID-19, there was a trend in various industries to go online or to create new online services. Smartphones and wireless Internet became popular, and various platforms and services were combined with them.
One of the first industries to actively jump into the online was the game. Game sales and game services are all like that. The proportion of game purchases in offline stores has continued to decline worldwide over the past decade. Mobile games do not have the concept of offline purchase in the first place. The same goes for game services. South Korea was the first place where users enjoyed games while connected to the server, and thanks to this, the PC online game industry developed significantly. However, this method has been increasing in other countries as well, and now it is practically essential for console game users to sign up for online services as well.
However, due to COVID-19, other industries have also faced these changes, whether they like it or not. Schools have introduced online classes, and many companies have built online systems for telecommuting. Research and development for a virtual office program that can make work more realistic in an online system is also being actively conducted. If you need a meeting, you can use a video conferencing program like Zoom. It is not unfamiliar to conduct blind dates through online services such as YouTube. In South Korea, a service called 'Jjan', which provides online group drinking parties, has also appeared. If you use a VR device, it becomes even more realistic. Facebook is investing everything in this area, even changing the company name to Meta.
In this big trend, there are cases where other industries and games are combined one by one. A typical example is P2E (or P&E) games. The concepts of 'cryptocurrency' and 'NFT', which had nothing to do with games, met one day and created something called P2E games. And there are several companies that stand out in this field. In particular, South Korean company Wemade succeeded with 'Mir4' and a platform called 'Wemix', demonstrating the potential and potential of this industry. Other South Korean game companies such as Com2uS Holdings/Com2uS, NCsoft, Netmarble, and Neowiz, who saw the success of Wemade, are also developing P2E games or building their own P2E game platforms to jump into this area.
Attempts are being made to use the elements of games in education as well. With the introduction of online classes, tablet PCs have been distributed to many schools. What would be the representative way to use these popular devices and wireless networks for education? It is the use of games in class.
There are cases where it actually worked. Shin Min-cheol, a teacher at Daegu Jinwol Elementary School, announced at the National Assembly on the 18th that the game had a great effect in a math class. For reference, the discussion was held with the purpose of researching ways to improve academic achievement through games and solving legal obstacles. In the long term, if this trend continues to develop, ‘edutainment’ may become a reality in school classrooms.
In this way, games and cryptocurrencies met and ‘P2E games’ were born, and there were people trying to combine games and education. It is expected that the combination of games and other industries will continue to emerge in the future. The game was one of the first industries to enter the field of 'online', and at the same time, it was the industry that used it the most actively. Thanks to this, the technology and know-how for ‘online’ have been accumulated. And the main goal of the game is to give ‘fun’. No matter what you do in any field, if you have ‘fun’, you will work harder and for a longer period of time. Study and work are the same. It is good because it is fun for users, and it is good for companies because it can hold users for a long time. Therefore, if you have the skills and know-how to give fun in online world, like games, there is no reason not to accept it from other industries.
What I personally look forward to the most in this trend is the combination of games and self-driving electric vehicles. In fact, Tesla, a leader in electric vehicles, is interested in games. Tesla's CEO Elon Musk enjoyed playing games as a child. And games made him interested in technology. If full self-driving and a service called 'robo-taxi' are realized, game will become one of the most important elements in the car. Beyond simply enjoying the game in the car, there is a possibility that a game linked to full self-driving. In addition, for long-distance travel, an autonomous driving game with a completely different concept from existing games may appear.
In this way, it is expected that games will be used in various areas in the future. When cryptocurrencies or NFTs were first created, not many people would have imagined that they were combined with games. However, this combination had a huge ripple effect. In the future, the game may be combined with something else to produce surprising results that no one expected. In other words, the era is coming when games can be combined with anything and become anything.
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