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The expansion of the game

The game is rapidly becoming the world's most popular entertainment pastime:

Consumers are willing to spend more time on games today than in the past. This is especially true for Millennials. This is because the game gradually caters to increasingly broad interests, including active participation (heavy or light playing games), side-by-side behaviors (watching content created by peers or provided by professional game scenarios), creating content on their own, and sharing (on demand Or live). For millions of “failed players” who no longer have the time to play their own games, rekindle their passion for the game by watching professional or amateur game video content. The term "player" becomes more and more outdated because it cannot fully capture all the behaviors of game entertainment consumers. "Game enthusiasts" will be a more comprehensive term.

Newzoo CEO Peter Warman commented on the latest trends in the global gaming market: "The game market is entering a redefinition of how we talk about the industry, the audience and the future. From an industry perspective, 'game developers' and 'publishers' 'These two terms are no longer suitable for the 'game as a service' model, and it is not conducive to the expansion of the game into a business. From the consumer's point of view, we also need to expand the scope of our term definition because of the rapidly growing audience. A large part will not spend time playing the games they watch Rocket League Crates. If we don't experience another year of disruptive change and industry convergence, games will not be games."