The world has changed a lot in the last twenty years. Where
before entertainment was found in books, sport or the performing
arts, modern technology has built upon all three of these to create
new forms of entertainment media in the form video games. The video
game, as a product, has become an entertainment commodity of epic
proportions. The average age demographic for video game players
(referred to as 'gamers') is constantly on the rise. This
means that there are more people willing and able to spend money on
these products. At the end of 2011, world-wide statistics listed
the total revenue of the entire video game industry at $65 billion.
This surpassed both the music and film industry in the same year by
a noticeably wide margin. It should suffice to say, therefore, that
this industry is no longer the outer rim of the technology
industry, but a giant in its own right. This is further supported
by the fact that many innovations such as motion sensing technology
that