The second global report of gaming From Bain, titled “Breaking Boundaries to Win”, reveals that the global video game market reached $ 219 billion (approximately 187 billion euros) last year, predicting an annual growth of 4% by 2028.

The study points out that this growth is increasingly focusing on successful titles, many of which use users generated by users (UGC) and direct consumer distribution models (D2C).

Platform games, which offer expansive worlds and creators tools, are registering a two -digit increase in the number of users, quickly attracting players, creators and brands.

“We are watching a generational change in what involvement with games means”said Tomás Moreno, partner of Bain & Company. “Today’s most popular games are not just entertainment – they are platforms for creativity, socialization and storytelling.”

On the other hand, traditional AAA game studios face challenges, such as increasing development costs and smaller margins. In contrast, the Independent developers registered an annual growth of 22% in PC game recipes between 2018 and 2024while AAA and AA studios only got 8%.

Bain’s inquiry, performed for more than five thousand players, reveals a change in consumer behavior. Currently, 24% of players discover new games through content creators, while only 12% do so through traditional digital stores.

In addition, about a quarter of time that players devote to other types of multimedia is spent on game -related content. Successful adaptations for cinema and TV raise the average number of simultaneous users by up to 69% in the corresponding titles.

“Young players are boosting the success of the best games and their values ​​are remodeling industry. Personalization, social connection and creativity are now more important than visual loyalty,” concludes Tomás Moreno.

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