According to a recent study by the Consumer Technology Association (CTA), an estimated 192 million US consumers – or 70% of Americans aged 13 to 64 – play games. The past decade has been driven by the rise of smartphones and the decline in population featured older Americans who grew up without play.
While traditional gaming platforms still have a strong interest, the advent of live streaming services is transforming gaming into networked gaming and social experience, said the CTA, which hosted the Consumer Electronics Show (CES) in January. A separate study published by the CTA examines the trends in the Espos ecosystem and highlights the growth in audience and brand engagement. (I will chair a session on brands and sports at CES 2020 on January 8).
Gambling trends among consumers
The first study, 2019 Future of Gaming, defines gamers as having played video games for at least one hour in the past three months. Out of these 192 million players, 94 million play mainly on game consoles like Xbox One or PlayStation 4, 66 million on smartphones or tablets and 22 million are dedicated PC players.
"Gaming is the foundation of a much broader engagement between consumers and industry today, one that reflects TV entertainment and even professional sports," said Lesley Rohrbaugh, research director at CTA, in a statement. "While for some it is still just a pastime, gaming is an active social channel for a growing number of consumers – they see the gameplay as just part of a much larger entertainment experience."
More than 60% of gamblers today play games with or against others online, including 40% with or against individuals they do not know, the study finds. Regardless of the gaming platform, stress and boredom, flight, competition, and success stories are among the main reasons for playing video games. In addition, 77% of gamers believe that video games will be more social in the next five years.
Other Important Results:
- Casual and puzzle games are the most frequently played genres, which are mainly determined by mobile players, but also by these played by a third of PC players.
- 44% of players consider rewards such as points or virtual currency as one of the top game elements that adds to their experience.
- Online video and social media channels such as YouTube and Twitch play a major role in influencing players for their game-related purchases.
Development of sport.
The second new study by CTA, Esports 2019: Landscape & Opportunities, shows that esports – a form of professional competition around video games with live broadcasts and cash prizes for competitors – is seeing steady growth in the Fans in Europe will be th The US has grown from 21 million people in 2018 to 27 million in 2022 over the next few years. Esports' worldwide base of viewers is estimated to be 355 million in 2018 at 674 million in 2022, a jump of nearly 90%.
According to the study, the number of Esports investment transactions increased significantly in 2018, with venture capitalists, private equity firms, high net worth individuals, traditional sports teams and corporate investors worldwide investing $ 4.4 billion in capital. Worldwide, faster growth opportunities are expected for sport in newer markets – Russia, Brazil and countries in Europe and Southeast Asia – compared to the US and China, the study said.
The results of the study also show that two major sources of revenue for the esports industry are brand sponsorship and advertising. The total number of Esports sponsors increased from $ 342 million in 2018 to $ 470 million in 2019, and advertising revenue increased from $ 176 million to $ 220 million.
"Fans of esports are a coveted group for brands – especially given the rapid growth of the audience and events and the appealing crowd," said Rohrbaugh. "From gaming equipment to sports drink manufacturers, we've seen many gaming brands as early sponsors of Esport, but over the past two years we've had a number of other sponsors, from financial and educational institutions to automakers that have started to grow In the future, these non-gaming brands will be the driving force behind sponsorship of the sports industry. "
At the CES 2020, experts from the sports industry of Samsung, the United Talent Agency, VentureBeat and other key trends will be in The industry is discussing the industry's rise and exploring its implications for emerging technologies such as 5G, artificial intelligence and augmented and virtual reality, and sports and gaming industry exhibitors include AMD, Dell Inc., HyperX, Logitech, Razer, and others.  Esports 2019: Landscape & Opportunity includes secondary searches of sources such as large game reviews companies, streaming video platforms, sports teams and technology companies. The gaming and sports consumer data comes from syndicated studies from New Media Measure, a quarterly US consumer survey of $ 9,000.
The 2019 Future of Gaming study includes results from an online survey conducted on an online sample of 2,047 US consumers (13-64 years) who have been playing video games for at least one hour in the last three months on any device (consoles, computers, portable gaming devices, mobile devices, etc.). The survey data was collected between 13 and 20 September 2019.