Ten trends in the lisagalarneau:2014 game industry
Source: Internet
Author: User
KeywordsTrend
1. The number of female users as well as older age experience games is increasing. Despite the relatively small growth, women now account for 47% of American gamers, more than 42% in 2012 years. In short, game groups are becoming more diverse, which is what developers need to be aware of. Older gamers are also fanatical (more than 50-year-olds account for 29%), and an interesting trend is the emergence of older, exclusive gaming communities. 2. Gaming families and friends are starting to become a common phenomenon. The stereotype that gamers are loners is thrown aside. Gamers have grown into a group of children with games, and family members are starting to play games together. There is still room for growth in this group: More than one-third of families often play games with their children at least once a week, more than half a month. 16% children play games with their parents, 40% play games with friends, 17% play games with partners or other important relatives, and 34% play games with other family members. However, 89% of parents spend more than ever on their children's game consumption and experience. "In less than a year, video games have turned into mass media to help people live, learn and work and, of course, have fun," the American Association of Entertainment Software (ESA) notes. "3. Revenues from games and gaming content are growing, even comparable to the film industry. Current game sales (24 billion dollars) have overtaken movie box office sales ($ 10 billion a year), and the game has become a powerful contender for the entire TV/film industry, where people have been playing games even as they have eaten up TV ratings. 4. The game will be more and more mobile. The US mobile penetration rate is 101%, which means that every American has at least one cell phone, in part because many phones now function even more than the computers we used in the 80 and 90. There are now 48 million people playing games on smartphones and tablets. 5. Leisure, gaming, mobile phones and social gaming are becoming more prevalent, with popularity comparable to PC and host games. 46% of teens play games on mobile devices, and 71% use exclusive gaming devices. Future growth in mobile gaming is expected to include more multiplayer options. "The future of the game is not about hardware, it's about user choice and cross-platform gaming capabilities," Forbes magazine said. "The 6.F2P business model redefined the market. Many games are free to experience or try out, which is far different from the previous need to pay to buy or subscribe to experience the game business model. This new model also makes it possible for players to experience more kinds and numbers of games than ever before. 7. Video game violence has a more impact on the media than on players and their families. Linking games to violence has an impact on public awareness. Because 91% games are designed for teens and children, developers have plenty of room to choose from in the adult gaming market. 8. Diversification is the spice of life. Big Fish released 230 new games in 2013, and continued to launch "Farmup", "WhoAmI", "ThE Agency of Anomolies:mind invasion to use "Rebuild the European Union" and other novel. The company offers 14 different questions and a very easy-to-use game, aggressively expanding to new users. 9. Asia remains a hotbed of games. China's game earnings rose 34% in 2012, and online gaming accounted for up to 94%. One interesting thing is that the dominant force in the Asian market is a social game involving cooperation and the stealing of props or resource types from friends. There are still a lot of arcade games in Japan (such as "pachinko"), and mobile games are very popular on long commuter trains. 10. Change is the only constant truth. The global population is now over 7 billion, and only about 2.5 billion of people use the Internet, but there are 6.5 billion mobile users around the world. South Asia, Central America and the Middle East and Africa have the lowest prevalence of Internet access (note: Largely attributable to poor broadband infrastructure), but this situation is changing rapidly.
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