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VG Review

The video gaming industry is valued at approximately $120 billion, with a shift towards mobile and online gaming due to declining console sales. e-Sports is rapidly growing, with significant prize pools and a diverse audience, while mobile gaming revenue is expected to surpass that of console gaming. The demographic of gamers is evolving, with a more diverse age range and increased participation from women and families.

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0% found this document useful (0 votes)
22 views3 pages

VG Review

The video gaming industry is valued at approximately $120 billion, with a shift towards mobile and online gaming due to declining console sales. e-Sports is rapidly growing, with significant prize pools and a diverse audience, while mobile gaming revenue is expected to surpass that of console gaming. The demographic of gamers is evolving, with a more diverse age range and increased participation from women and families.

Uploaded by

aminaberete018
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Video Gaming Review

Video games have never been more popular. The industry is worth around $120 billion worldwide and the biggest titles comfortably generate more income
than blockbuster movies. However, the sale of consoles and video games has seen a steady decline in recent years. The gaming world is changing. Dedicated
games consoles are expensive and non-portable so it is not surprising that industry growth is coming from other sources. Gaming on tablets and smartphones
is growing rapidly, as are games played through web browsers and social-networking sites.
The launch and popularity of multiplayer online role-playing
Video Games games (MMORPG) prompted console manufacturers to
The majority of video games are designed to entertain people produce more advanced gaming consoles and gaming software
but they can also educate, inform, persuade and stimulate the that allowed users to play against one another online. This
user. Games are categorised into commonly used video game brought multi-player games to the console environment and
genres which are mainly based on their gameplay, interaction allowed users to play with others anywhere in the world. The
and category. The best-selling games are highly polished following graph shows the worldwide distribution of online
cinematic thrill-rides that take you on an emotional game players in 2022:
rollercoaster. Outstanding graphics, incredible storytelling and
superb voice acting make the experience similar to watching a Global Online players 2022 (millions)
movie; the difference being that the gamer controls the action. 1415
1200
Aggressive competition between manufacturers has resulted in 600 408 289 434
212
the superior features we have today. Games are increasingly 0
c pe
realistic and technologically advanced. They feature richly cifi ro ica ica ric
a
Pa er er Af
textured, full-colour graphics, amazing sound and complex Eu Am Am d
ia an
interaction between player and system. Social networking has As rth ti n t
No La E as
even made its way into the video game industry. dl
e
id
M

Online Gaming Region


Online gaming is one of the most popular entertainment
activities on the World Wide Web. With the evolution of
advanced internet technologies, and cheaper and more
e-Sports
1. e-Sports is the umbrella term for organised, competitive,
accessible broadband connectivity, the number of younger web multiplayer video gaming, usually between professionals.
users has increased, resulting in a demand for online games These events are big business and growing in popularity,
across the continents. Many online gaming sites offer paid both online and in arenas. The market is expected to grow
subscription services, whilst others offer free gaming usage in from $170 million in 2019 to $912 million in 2023.
order to increase their web traffic and advertising revenues. Tournaments are well-funded with the total prize fund for

Market review by Amina Berete 0417


2022 being worth $95 million. Events are often held in demographic which they may otherwise struggle to reach.
large arenas with spectators watching the action on giant
screens. The most lucrative tournament to date was held
in China where 90 players in 18 teams competed. The
Mobile Devices
event offered the highest e-Sports prize pool so far at $34 Mobile gaming is expected to continue
million. This prize fund far outweighed the amount offered its rapid growth through 2023 and
at other traditional sporting events. beyond. A total of 2.6 billion people
Whilst South Korea and China dominate the market of e- play games on smartphones and tablets.
Sports, it is now doing enormous business in Europe and In a recent survey mobile phones were
North America. Some countries have constructed purpose- the most used devices for gaming
built stadiums for competitive gaming. As with traditional worldwide. While not everyone owns a
sports, e-Sports consists of many different games. Currently computer or console gaming system,
the top five games are: almost everyone owns a mobile phone.
The ability to reach this audience will
2. Alliance of Power
3. Impetus IV have a huge impact on the growth of
4. Nebular Oasis mobile gaming. Revenue from
5. Diametric Force smartphones and tablets is seen by
6. Athena Crusade many as the future of gaming.
Gaming is a valid career choice for a skilled few. As with The revenue from mobile games has surpassed console gaming
traditional sportspeople the top players train for 14 hours a sales for a number of years. Global mobile game revenue
day. They study strategy and technique and demonstrate reached $77.2 billion in 2020 and is expected to exceed $102.8
remarkable reflexes and mental agility. Top pro-gamers are billion in 2023. This is significant considering that many
famous all over the globe and can earn well over $1.5 million console games cost over $60 but most mobile games are
a year from prize money and sponsorship deals. Sponsors are inexpensive or free with revenue coming from charging
attracted by the global reach of the e-Sports industry and the nominal amounts for game enhancements such as additional
user demographic. The global audience reached 398 million in lives, levels or features. Today many mobile games have
2021 with 87% of these viewers being young males. By 2024 adopted ‘Freemium’ as a new business model. This enables
there are expected to be 578 million viewers worldwide. them to supply mobile games for free and gain profit from in-
Through sponsorship companies can push their branding to a app transactions and advertisements.
The solitary male gamer stereotype is a thing of the past. Video gaming has become a popular activity for people of all ages and the gaming population is
becoming more and more diverse. The average game player is 37 years old and more women are playing than ever before. Gamers have grown up to have
gamer children leading to families gaming together. Gaming has become a social activity with 40% of gamers playing with friends, 17% playing with their
spouse, 34% playing with other family members and 16% of children playing with parents.
We live in a world where social networking and interactive gameplay are now mainstream activities. Video gaming takes place between gamers all across the
world with console-quality games being played through a web browser or a cloud-based gaming service. Some consider this gameplay experience to be

Market review by Amina Berete 0417


comparable or even better than playing the game on a console or on a high-powered PC. These games can be played on any internet-enabled device, even
tablets and smartphones.

Market review by Amina Berete 0417

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