The gaming
market is constantly growing and is today estimated at 160 billion dollars
(including 60 billion in the USA). In comparison, this is 3 times more than the
music industry. Half of this revenue comes from South-East Asia. Moreover, this
a fast-evolving market, whereas in 1999 only 20% of the population played video
games - who were often men with an average age of 21 years - there are more
than 50% today in developed countries with an average age of 40 years and 48%
female players. Another element of gaming is e-sport which is also growing.
This is estimated at $1 billion in 2020.
Even if
this market is experiencing real growth, this article will demonstrate how the
Covid-19 pandemic has boosted this market.
Although
many markets have been severely impacted by the health crisis, such as tourism,
restaurants, leisure, etc. One market, the video game industry, has
particularly benefited from this global crisis to experience a strong increase.
Many
governments have imposed quarantines on populations (in total nearly 3 billion
people). And as a result, many people have used this free time and the fact of
being at home to play more video games or even watch e-sport competitions.
Video game
companies have been able to take advantage of this opportunity. For example, in
March 2020, Activision Blizzard, inc. released the game "Call of Duty:
Warzone" and it was downloaded 6 million times on the first day alone.
According
to a survey conducted by Deloitte digital media, during the Covid-19 crisis,
1/3 of consumers either tried for the first time a subscription to a video game
service or watched e-sport /sports events online. Moreover, because of all these sanitary
measures, many people also needed social interaction and turned to online video
games or went to platforms such as Twitch for example, which saw a 17% increase
and a 33% increase in channel creation of gaming content. This has helped to
maintain a social link between people sharing the same passion.
A closer
look at the share values of video games firms such as Activision Blizzard,
Electronic Arts, Nintendo, Take-two and TenCent Holdings reveals that their shares
fell in March, as they did in almost all sectors due to the uncertainty at the
start of the pandemic. However, afterwards, their shares rose strongly.
For
example, on the graph below of the Wedbush ETFMG Video Game Tech ETF (which
represents more than 80 gaming companies), we can clearly see the prodigious
growth that companies have experienced during lockdown.
As a
logical consequence, the revenues of many video game and platform companies
increased during the pandemic. Generally
speaking, according to the analysis firm Newzoo, this sector has seen an
increase of 9.3% (and 13.3% for mobile video games) this year and should reach
$200 billion by 2023. Moreover, the pandemic reportedly had a very positive
impact of 2.2 billion dollars compared to forecasts. The Covid-19 crisis has
therefore notably accelerated the growth of this market.
When we
look at a study of the British market, certain factors that explain this growth
in the gaming sector can be analyzed.
According
to Ipsos Mori and Newzoo:
Ø
30% of British gamers said they played on other devices
Ø
40% say they played more than usual
Ø
22% watch more content online (e-sport, twitch)
However,
even if this crisis has had a beneficial effect on the video game sector, it
must be nuanced by the fact that this pandemic has also had negative effects in
this sector, especially in terms of hardware and software because of
restrictions, for example, on the design and release of console or video games
(higher delay). As a result, players are likely to turn more to other kinds of
games such as mobile video games which are very popular or computer games.
To sum up,
even though the video game industry is doing very well and is experiencing
strong growth thanks to new technologies and people playing more and more video
games, the Covid-19 pandemic has simply accelerated this growth thanks to the
acquisition of game consoles, the subscription or the downloading of online
games because many people were confined to their homes and this has therefore
greatly benefited the video game sector.
However, one question remains to be asked, when this epidemic is over, will the new players continue to play video games (and in this case the gaming industry will have succeeded in building player loyalty) or will they give up video games in favor of outside activities?
Lucas A
Dear Lucas A. ,
ReplyDeleteFirst of all, thank you for your article. It is interesting to see that COVID does not only have negative impacts on trade.
At the end of your article, you ask a very interesting question. In your opinion, what could be the future of video games? Will people stop gambling or continue, even after the pandemic?
In addition, it is true that for several years, the impact of video games on people has often been discussed. In particular on the fact that video games would make people violent. Do you think that the current popularity of video games will allow people to have a more positive opinion about video games?
Thank you.
Alexandra C.
Hi Lucas,
ReplyDeleteTo answer the question you asked at the end of your article, In my opinion, those who started playing video games during the lockdown will not necessarily all continue to play after the pandemic. But for most people, I think that some games can be addictive and therefore push people not to stop playing.
Hi Lucas,
ReplyDeleteTo answer the question you asked at the end of your article, In my opinion, those who started playing video games during the lockdown will not necessarily all continue to play after the pandemic. But for most people, I think that some games can be addictive and therefore push people not to stop playing.
(I forgot to put my name on the last post)
Sylejmani Naile