Gaming’s economic reach and impact
The impact of gaming on entertainment and culture globally is also significant – spanning successful movie franchises, arena-based tournaments, toys and more. And innovations born in gaming are being widely used in other sectors too, from medical and defense to corporate training and education. In fact, one of the fastest growing parts of the Roblox platform is K-12 education.
The whole concept of gamification, now widely applied in many industries, uses game design mainstays like badges, points, and rankings to educate and engage users. Meanwhile, we’re seeing gaming platforms evolve into digital social platforms where players can meet, communicate, watch live-streamed events, listen to music, and make purchases.
What’s driving this massive growth?
Widespread adoption of smartphones globally is bringing in new players to the gaming world. And mobile will continue to enable new opportunities within gaming that simply didn’t exist even just a few years ago.
But rather than cannibalizing existing markets for console and PC gaming, the industry has adapted by increasingly emphasizing gaming’s social dimension. As this happens, we’re seeing new levels of engagement, with different groups turning to online competition.
During the pandemic, for example, we saw some the world’s leading race-car drivers competing online, and top chess players adopting Discord, a communications platform. Some industry leaders have recognized that gaming is no longer a product-centric industry. Instead, they’re becoming continuous service-oriented businesses that put customer experience first.
And that means in order to realize its full potential, the gaming industry must balance the needs of its newest adopters – and the 400 million new gamers expected within the next few years – with the expectations of historical gaming loyalists, many of whom are still the industry’s most lucrative customers.
Everywhere, all the time
So, who are today’s 2.7 billion gamers? To better understand their perceptions, needs, and motivations, Accenture collected data from 4,000 of them (people defined as playing video games for an average of four hours or more per week) across four of the largest markets for gaming: China, Japan, US, and UK. Combined, these markets represent 47% of all gamers globally and 64% of all direct consumer spend on gaming.