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The Global Gaming Industry and the Banning Culture

2 Mins read

The global gaming industry was valued at around USD 162.2 billion just in 2020, and according to reports, this amount is expected to get even higher and reach a value of USD 295.63 billion in the year 2025.

Even when the rest of the world was moving towards a downward slope, the gaming market was good to go. The major reason for this was that while sitting at home, quarantining, gaming turned out to be the savior. The survey for March 2020 shows that video gamers spent 45% more time playing video games while the rest of the world was on lockdown. The industry has benefitted highly from individuals sitting at home as it should have.

One might think that the gaming industry has a smooth and seamless journey, but that is certainly not the case, with various complications and controversies being a part of the equation.

Banning Culture

This easy option for home entertainment has a growing interest and potential. However, there is more to this story. Even though this market is growing and witnessing further signs of growth, the culture of banning is still very much prevalent. Various games have been banned over the past couple of years, and the reasons have been pretty diverse from political aspects to copyright issues, etc.

Political Factors

Political factors are one of the major players in the banning of certain games. This political tension is related to the situations between various countries. China and India are some countries big on banning games for political point-scoring and conveying different types of messages. This is quite an irritation for gamers all over the world; however, people often find ways out of such dilemmas by using VPNs or finding close alternatives.

Blanket Bans

A blanket ban applies to a huge majority, and in the gaming industry, such bans result in the game restricted from a global audience. A lot of times, this happens when games are restricted for gory violence. Moreover, this can also take place when certain games include the contradiction of certain religious values.

Hurting the morals of a sector or extreme violence is not acceptable and results in blanket bans. There have been several inks made between aggressive behavior and violent games among children, which further strengthens the need for such bans. 

The most common sort of ban is related to copyright issues. This infringement is faced by people on different social media sites as well when they try to post something that belongs to another artist. The same can happen while developing games as well. Developers who do not keep a keen eye for copyright requirements often end up in sticky waters. However, once the requirements have been met with updates, the bans are lifted.

The global gaming industry is at its peak right now and will continue to face growth and potential over the next few decades as technology improves. The banning culture, no matter how annoying it may seem, is often adopted to avoid problems later on.

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