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3 crazy figures about the future of the video games industry

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Some good news and some bad news. This is what we can take away from this report by Midia Research which looked at the future of the video games industry by 2030. Let's start with the glass half empty: growth of the sector undoubtedly reached its peak in 2020 and 2021, in the middle of the Covid pandemic which considerably boosted demand. However, the players in this sector would be wrong to be defeatist, the proof in three figures.

$301.2 billion in turnover

This is the total revenue that the video game industry should generate according to expert forecasts. An important development since Midia Research only has $223.1 billion in global turnover in 2023.

To explain this progression, analysts cite the possible rise of virtual reality which has not yet said its last word. In-game advertising is also expected to increase quite sharply. A prospect that should displease many gamers.

318.5 million subscription service customers

To explain the growth of the sector, the number of subscribers to video game services is also mentioned. It could be around 318.5 million by 2030. This means an increase of 7.5% for 22.7 billion dollars in revenue per year.

< p>Which makes the authors say that subscriptions ” will significantly impact the trajectory of global gaming revenues over the next decade “.

$176.9 billion spent on games

This figure, if realized, would represent a 70% increase in current gaming revenues. Of this total, a whopping $105.5 billion per year would be spent on cosmetics. There is no doubt that titles like Fortnite or LoL still have a bright future ahead of them.

Experts believe that players who have gotten into the habit of paying for skins from a young age will continue this practice as they get older, which will contribute to the growth of this economic model.

On this subject, analysts comment: “As consumers spend more of their lives in digital environments, their need to define their image, personality and identity digitally also increases. Unlike paying for a game, paying for image and identity definition can be largely unlimited, providing greater potential” .

What do you think of these figures, do they confirm your feelings as a player?? Tell us in the comments.

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Teilor Stone

By Teilor Stone

Teilor Stone has been a reporter on the news desk since 2013. Before that she wrote about young adolescence and family dynamics for Styles and was the legal affairs correspondent for the Metro desk. Before joining Thesaxon , Teilor Stone worked as a staff writer at the Village Voice and a freelancer for Newsday, The Wall Street Journal, GQ and Mirabella. To get in touch, contact me through my teilor@nizhtimes.com 1-800-268-7116