Future of gaming industry
The first game, well, at least in the form in which we are used to understanding games, appeared in 1947. It was a cathode ray tube apparatus that simulated rocket control. The creators were inspired by the radar screens that were used during the Second World War.
Video games gained popularity in the 70s, with companies such as Sony, Atari, Sega and Nintendo playing a large role in the development of the gaming industry.
In 1994, Sony released the very first Play station, followed by Sega, and Nintendo responded with the first console capable of working with 3D graphics, the Nintendo 64. New technologies, like Whimsy, and the modern form of video games appeared.
How will the future of gaming develop in the coming years?
Newzoo, the esports analytics and statistics portal known for the most accurate forecasts, estimates that a quarter of the world’s population will know about the existence of esports by 2021, and the permanent audience will grow to almost 600 million. It is also likely that in 2021 the ten largest cities in the world will have stadiums for esports – for example, Ibiza will attract thousands of young people just for esports.
The popularity of video games will grow over the years, regardless of esports disciplines, because today WarCraft and other MMOs, as well as CS: GO and games that unite players, are replacing people with dating sites and other ways to find a company. Increasingly, people find friends and loved ones in online games or play with their families on consoles and tablets.
The five most popular online games today are:
- League of Legends;
- CS: GO;
- Fortnite;
- Hearthstone: Heroes of Warcraft;
Overwatch and PUBG are also in great demand among players, but unlike LoL, to start playing these team games need to have a certain skill level and willingness to invest in the game financially.
As for esports, CS: GO, Dota2 and League of Legends remain the most watched games on tournaments and streaming services (Twitch, YouTube – some who cannot or do not want to play themselves prefer to watch the professionals play). On average, viewers “watch” from 20 to 100 million hours per month in each of them.
The most popular genres are Action and Shooter, in 2018 the so-called “royal battle” was also popular – one of the MMO genres, where a large number of players face off in the game, and only one has to survive on the map. Also, from year to year, 11-15% of the total number of gamers continue to play RPGs. Role-playing games have not lost their relevance among the established and loyal audience of the genre for many years, some of whom may even buy extra items from places like yesgamers to help boost their game, but new players often prefer “action”, which has a lower level of penetration.
There are many genres of games, and each of them is focused on its own audience. Less “hardcore” players who prefer an interesting storyline to competition with a computer or other players are increasingly opting for “interactive cinema”, which has become popular in recent years. So, the best-selling game in 2016 was “Life is Strange” (it was not the best-selling game on Steam), and in 2018 the sensational “Detroit: Become human” was released.
Popular games are already making more money than big Hollywood projects: For example, in 2018, Avengers: Infinity War grossed $ 257 million and broke records to become the highest grossing film. But it won’t get anywhere near GTA V, which has become the best-selling entertainment content – in 2013, 11 million copies of the game were sold in the first three days of sales, and the profit was $ 817.5 million. In the five years since its release, the game has sold 90 million copies totaling $ 6 billion.
People who spend on paid content, such as buying games, music, books, and movies, report that buying a game is much more rewarding and enjoyable for them. Can we conclude from this that games will completely replace other forms of entertainment in the coming years? No one can say for sure, but it remains an indisputable fact that the audience of games is growing in future of gaming industry.