Preview

Market Developments In Gaming Industry

Satisfactory Essays
Open Document
Open Document
120 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Market Developments In Gaming Industry
Market Developments in Gaming Industry

The gaming industry has experienced an enormous grow in the last decennia. Taking the numbers of last years in consideration, there has been a growth of almost $9 billion from 2012 till 2014 and it is expected that the market value will equal $86.1 billion in 2016.1 Furthermore, an increasingly interest has occurred in the area of sharing and streaming. For instance, Twitch has sometimes a higher internet traffic than Facebook and Amazon.2 Twitch has approximately 45 million unique viewers per month.3
Besides, the revenue of the gaming industry has been higher in the last year as opposed to the movie industry. The gaming industry’s revenue equalled $24 billion and the movie industry’s revenue equalled $10 billion in 2014.4

Social Developments
-

You May Also Find These Documents Helpful

  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    Final Report - CanGo

    • 2171 Words
    • 9 Pages

    Offering a new product will bring in additional revenue. According to market researcher DFC Intelligence, the video game industry is expected to grow from $66 billion worldwide in 2010 to $81 billion by 2016.…

    • 2171 Words
    • 9 Pages
    Powerful Essays
  • Good Essays

    Unit 1 Exercise 1

    • 835 Words
    • 3 Pages

    Online gaming is big business these days, with thousands of people connected to each other every…

    • 835 Words
    • 3 Pages
    Good Essays
  • Good Essays

    There are so many types of games that you can virtually do anything you want to. Due to the endless possibilities the gaming industry will continue to grow as a respected digital art.…

    • 991 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Legal and Regulatory – what legal or regulatory trends or changes coming that will impact IT/gaming sectors…

    • 812 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Online play allows you to play some on in china while you are in Ohio. The companies have expanded this tremendously. Its basically like an AOL or MSN chat room that players pick to play each other. So now instead of playing your friends and beating them to where it’s no fun anymore you can play anyone anywhere now from city to city or take it national. Gaming is going to continuously grow. The industry has made almost as much as Hollywood producers. More and more young adults are going towards game designing instead of producing movies. Gaming is as big now as cinemas where when they first game out. Instead of going somewhere you can buy a gaming system and stay at home and play.…

    • 864 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    a. According to entertainment software association gaming is a 10.5 billion dollar industry that has influenced the lives of 62% of Americans. This growing industry involves more men & women to play in the variety of new developing consoles and handheld devices. With all these new consoles and games, the introduction of many exciting accessories and devices that help gamers…

    • 993 Words
    • 4 Pages
    Better Essays
  • Satisfactory Essays

    During her research, Jane McGonigal came across a statistic stating that before the age of 21, the average person will spend 10,000 hours playing online games. Jane also found a scientific research explaining that by the age of 21 if a person studies at least 10,000 hours on any given subject they will be experts at it. Jane realized by combining both statistics together that there are 500 million expert gamers in the world. 1.5 billion gamers expected in the next decade.…

    • 582 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    The Wall Street Journal also included how the games division has been doing much better in terms of money than its movies division. A reason for this might be the quality of the big budget movies released, such as Pan, which almost nobody watched. I hadn’t even heard about it.…

    • 182 Words
    • 1 Page
    Satisfactory Essays
  • Powerful Essays

    Walker, Douglas M. and John D. Jackson. 1998. "New Goods and Economic Growth: Evidence from Legalized Gambling." Review of Regional Studies. 28:2, pp. 47-69.…

    • 6574 Words
    • 27 Pages
    Powerful Essays
  • Good Essays

    According to the research, online gaming revenue is estimated to grow annually by more than 8% from 2011-2016. It was of US $25,000,000 with expectations to reach US $43,000,000 by 2016.…

    • 745 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Cited: "Indian Gaming | Industry Overview." Indian Gaming | Industry Overview. N.p., n.d. Web. 5 Feb. 2014. .…

    • 664 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Pest Deg Gaming Industry

    • 2518 Words
    • 11 Pages

    Gaming industry includes those corporations that develops and distributes gaming and entertainment products through software programs and gaming hardware such as consoles, arcades, game gadgets and other technologies.…

    • 2518 Words
    • 11 Pages
    Good Essays
  • Powerful Essays

    A majority of American adults (70%) with an internet connection had played a game in the last six months and 60 million American purchased a video game in the last year.…

    • 1561 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Aside from printing and computer usage, Netopia also serves as a supplemental school that offer hundreds of online courses. With the help of the different content providers like Microsoft, CAL, Gapuz and Reviewcard, Netopia was able to promote and offer alternative online modules to those who would like to pursue their courses in Nursing, IT and even College Entrance Exams.…

    • 1875 Words
    • 8 Pages
    Powerful Essays