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Hide-and-seek is now playing on mobile

Hide-and-seek is now playing on mobile

According to the survey’s results of SuperData Research, the global gaming and interactive media market is up by 12% in 2017

The mobile gaming industry is no longer just about the game. Because modern games break the cultural, geographic and even fiscal matrix. The male audience no longer owns the general target, as long as the gender ratio approaches 1: 1. It is not played exclusively in ones own home, wired to fixed devices and limited access to those with whom you play, but it becomes an e-social mobile phenomenon.

 

The game industry is an ecosystem that gives players the freedom to choose the right game for them and to customize their game experience. Because, more and more, games have become a realm of possibility; the player is an avatar in the game and this personalization of experience makes him increasingly engaged.

 

According to the survey’s results of SuperData Research:

• The global gaming and interactive media market is up by 12% in 2017
• The virtual reality gaming market (hardware and software) will reach $ 28.3 billion in 2020
• 46% of US video game players are women
• 665 million people are watching online video content about games
• In 2017, the largest digital platform is mobile
• In 2017 there are 2.9 billion global mobile players

 

Based on these data, supplemented by other global statistics, one can see the following trends in the gaming industry:

1. Games become more than just a consumption habit. Online video sports (eSports), online video games and virtual reality provide the player with an ecosystem that makes it easier to customize the interaction with the game.

2. Players do not respect stereotypes. Almost half of the players are female, giving publishers, brands and platforms the opportunity to address greater diversity.

3. There are no monetization models that meet all the requirements of the players. Free-to-play, additional features and microtransactions allow players to buy what they need instead of paying items they do not want.

4. The future of games in virtual reality is here. Currently, half of the revenue generated by virtual reality comes from capitalizing on games. By 2020, players will spend 4.5 billion dollars on games in virtual reality, that is 30 times more than today.

5. Players are connected to the game even after they no longer play. Whether they are looking at tournaments, tutorials or trailers, 665 million people around the world are watching sites such as Twitch or YouTube for content about their favorite games. That means more than HBO, Netflix, ESPN and Hulu together and twice the number of the US population.

PC, console or mobile games are no longer marginal activities in people's lives, but have become a phenomenon. People spend more and more time online and more and more time playing. This phenomenon is amplified in conjunction with the increase in mobile device sales and gives direction to the game experience.

 

According to Verto Analytics, for 57% of mobile device owners, mobile game play is the second most popular activity after social media use. As a consequence of technology advancement, mobile gaming captures the transformation of behaviors very well. You are physical in real social space and at the same time in virtuality. You are seen and at the same time you are hiding as an avatar in the game with a virtual identity. Childhood games are increasigly played online. The hide-and-seek is now playing on mobile.
 

Authors

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CONSTANTIN MAGDALINA