Digital revenues will amount to 87% of the market at .4 billion.Ten years after the launch of the i Phone, mobile is the most lucrative segment for the second year running, with smartphone and tablet gaming growing 19% year over year to .1 billion, claiming 42% of the market.According to the report, there are 2.2 billion active gamers in the world, of which 47%, or 1.0 billion gamers, spend money while playing.
Games are rapidly becoming the world’s favorite pastime: Consumers are spending more time than ever on games, and this is especially true for the millennial generation.
The reason for this is that games now cater to a much wider variety of interests.
S., according to our Global Smartphone and Tablet Tracker.
In terms of regions, Asia-Pacific continues to expand its lead with revenues of .2 billion in 2017, or 47% of the global market.
From a consumer perspective, we need to broaden our terminology as well, as a large part of the fast-growing viewing audience does not play the games it watches.
Games wouldn’t be games if we didn’t face another year of disruptive change and industry convergence.” Game companies are becoming global entertainment companies: As game IP turns increasingly into entertainment franchises, game companies are rethinking their strategic position in the broader entertainment industry.
Newzoo CEO Peter Warman comments on the latest trends in the games industry: “The phase that the games market is now entering is redefining how we talk about our industry, audience, and future.
From an industry perspective, the terms ‘game developer’ and ‘publisher’ no longer fit with the games-as-a-service model and the broadening of games as a business.
The term “gamers” is becoming increasingly obsolete, as it fails to capture the variety of ways that games entertain consumers.
“Game enthusiasts” would be a more encapsulating term.
2 superhero release of all time over “The Dark Knight’s” 5 million.