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Sse gaming steep_group5b_2011
1. STEEP ANALYSIS ON GAMING
– How economics affect serious games and cloud gaming
Henrik Engervall (20848@student.hhs.se)
Erik Ingemansson (egjin@kth.se)
Karl Nielsen (40201@student.hhs.se)
Teresia Schullström (tsch@kth.se)
2. Core concepts
• Serious games
➡ Used for training, education and simulation
• Cloud gaming
➡ Streamed online games (both casual and serious games)
3. STEEP Analysis
• A method for external analysis from different
perspectives:
➡ Socio-cultural
➡ Technological
➡ Economic
➡ Environmental
➡ Political
4. In a period of 2-3 years; How does Economic
force affect cloud gaming?
• Cloud gaming subscriptions increases, fewer consols = more
players? => Lower "entry barriers".
➡ Recession increases gaming
➡ New markets – no entry barriers
➡ If venture capital needed, general economy affect
5. In a period of 2-3 years; How does Economic
force affect serious gaming?
➡ During recession people study more which leads to
increased serious gaming
➡ If turn in economy: Serious games can be used during
recruitment and training of new employees
➡ Unemployment increases gaming on a general level