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Minecraft
Game:
Minecraft (2011)
Category:
Let's Play
Duration: 0:19
2,263 views
79


https://www.youtube.com/playlist?list=PLlJUbIBiyfOyCzfLhTR4bMrjFEiFxnC4k
A video game[a] or computer game is an electronic game that involves interaction with a user interface or input device – such as a joystick, controller, keyboard, or motion sensing device – to generate visual feedback. This feedback is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology.


The first video game prototypes in the 1950s and 1960s are simple extensions of electronic games using video-like output from large room-size computers. The first consumer video game is the arcade video game Computer Space in 1971. In 1972 came the iconic hit arcade game Pong, and the first home console, the Magnavox Odyssey. The quickly-growing industry suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many which continue to be followed. Today, video game development requires numerous skills to bring a game to market, including developers, publishers, distributors, retailers, console and other third-party manufacturers, and other roles.

In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier, experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or indie games) to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and mobile games on smartphones in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service. As of 2020, the global video game market has estimated annual revenues of US$159 billion across hardware, software, and services. This is three times the size of the 2019 global music industry and four times that of the 2019 film industry.

Trade and advocacy groups: Trade groups like the Entertainment Software Association were established to provide a common voice for the industry in response to governmental and other advocacy concerns. They frequently set up the major trade events and conventions for the industry such as E3.
Gamers: The players and consumers of video games, broadly. While their representation in the industry is primarily seen through game sales, many companies follow gamers' comments on social media or on user reviews and engage with them to work to improve their products in addition to other feedback from other parts of the industry. Demographics of the larger player community also impact parts of the market; while once dominated by younger men, the market shifted in the mid-2010s towards women and older players who generally preferred mobile and causal games, leading to further growth in those sectors.
Major regional markets
See also: Video game industry § International practices
The industry itself grew out from both the United States and Japan in the 1970s and 1980s before having a larger worldwide contribution. Today, the video game industry is predominately led by major companies in North America (primarily the United States and Canada), Western Europe, and southeast Asia including Japan, South Korea, and China. Hardware production remains an area dominated by Asian companies either directly involved in hardware design or part of the production process, but digital distribution and indie game development of the late 2000s has allowed game developers to flourish nearly anywhere and diversify the field.

A retail display with a large selection of games for platforms popular in the early 2000s
According to the market research firm Newzoo, the global video game industry drew estimated revenues of over $159 billion in 2020. Mobile games accounted for the bulk of this, with a 48% share of the market, followed by console games at 28% and personal computer games at 23%.[1]

Sales of different types of games vary widely between countries due to local preferences. Japanese consumers tend to purchase much more handheld games than console games and especially PC games, with a strong preference for games catering to local tastes.[90][91] Another key difference is that, though having declined in the West, arcade games remain an important sector of the Japanese gaming industry.[92] In South Korea, computer games are generally preferred over console games, especially MMORPG games and real-time strategy games. ComputerGaming Xbox Nintendo Wii Switch Playstation Sony board games consoles Minecraft Mario Fifa Fortnight




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Minecraft Statistics For Life in Ireland

Life in Ireland presently has 2,263 views for Minecraft across 1 video, with his channel publishing less than an hour of Minecraft content. This makes up less than 0.01% of the total overall content on Life in Ireland 's YouTube channel.