As traditional entertainment struggles to build a foothold in the new digital world, video games are booming and evolving into mainstream entertainment. Joost van Dreunen, CEO of analytical company SuperData Research, announced at the Games Beat Summit 2018 on the rise of games against the background of growth in the leading media and entertainment industry. The game is growing, but they are changing and it is still unpredictable.
Mr. Van Dreunen said that although the game industry has evolved, traditional industries such as toys are declining. The toy business is affected by long-term production, development, sales cycle, and large inventory expenditure. With the recent surging of exciting textile products, toy makers were unable to attract attention due to the rapid growth in social media.
Toys'R Us The death of the retail chain is "what happens when a company does not adapt to changes in the ecosystem," van Dreunen said.
About 200 billion dollars per year for entertainment has increased since 1984
Music has become popular in the digital media era, but with the popularity of concerts and Spotify advertising, it began to return. According to Van Dreunen, as small categories decline, integrating media into a large economy scale is driving the slow-growing industry. He said that in today's industry environment, innovation and flexibility of the business model is very important.
PokémonGo's rapid growth is growing rapidly through social media and is an example of a new media asset to expand to a huge number thanks to nearly everywhere smartphone. He said that in fact it was launched on a relatively open platform and the standard of entry was low, but this is not a coincidence.
"By not making creative people so difficult, we can truly extend the life cycle of many products from a supply and demand perspective," he said.
Even on a closed platform, the console model may continue. However, van Dreunen said digital growth will continue on a more open platform like Steam on PC.
Van Dreunen says, "We have to give up some past ideas." For example, focusing on your genius rather than the whole team, or failing to balance business sense and creativity.
While worldwide game revenue continues to grow, some key growth areas are slowing. SuperData Research pointed out that the fastest-growing mobile game in the past 5 years "matures and now it is close to the conventional game release, so it needs higher product value and marketing expenditure." 2 million VR headsets are shipping. "We are reporting that many new products will be shipped in the second half of 2017," IDC predicts to achieve three-digit growth throughout the year. Annual growth rate 58%, reaching 79.4 million units by 2021.
As traditional entertainment struggles to build a foothold in the new digital world, video games are booming and evolving into mainstream entertainment. Joost van Dreunen, CEO of analytical company SuperData Research, announced at the Games Beat Summit 2018 on the rise of games against the background of growth in the leading media and entertainment industry. The game is growing, but they are changing and it is still unpredictable. Mr. Van Dreunen said that although the game industry has evolved, traditional industries such as toys are declining. The toy business is affected by long-term production, development, sales cycle, and large inventory expenditure. With the recent surging of exciting textile products, toy makers were unable to attract attention due to the rapid growth in social media.
Also in the United States based on super data, the share of video games in the entertainment market increased from 5% in 1985 to 13% in 2015, becoming the third largest market after broadcast and cable TV. This survey company is forecasting that Asia will outnumber North America as the biggest video game market in the near future, as free games and mobile games are showing strong growth. Depending on the preference of the area, the sale of various kinds of games varies widely from country to country. Japanese consumers tend to purchase more handheld games than console games, especially PC games tend to satisfy local preferences. Another important difference is that arcade games are still an important part of the Japanese gaming industry despite a decrease in Western shopping malls. In Korea, computer games, especially MMORPG games and real-time strategy games are more popular than console games. Computer games are also very popular in China