ABI Research: Mobile and Casual Gaming Fuels Gaming Content Markets Despite Volatility of Individual Publishers
Overall, ABI Research expects the video game market to pass
US$80 billion in 2020, growing from under US$70 billion in 2014. Mobile gaming
is behind nearly all of this projected growth, with the traditional PC and
console segments seeing 1 to 2% annual growth.
Triple-A titles have the potential to dramatically change a
developer/publisher’s financials, but gaming’s long tail is equally important
to the continued growth of the industry. This is particularly true in the
mobile space where a hit title can catapult a mobile game developer into the
upper echelons of the market—as was true for developers like King Digital
(Candy Crush Saga) and Supercell (Clash of Clans).
Innovation in the industry is particularly important to fend
off the stagnation that can occur from too many copy-cat games, but the market
can also move in unpredictable ways as one game can quickly gain favor, so it
is equally important to probe for that next big thing.
Practice Director Sam Rosen adds, “The introduction of new technologies like augmented and virtual reality is one source of innovation that will afford content creators a new level of immersive storytelling beyond anything consumers have seen or experienced in the past. Sony, HTC/Valve, Oculus/Facebook/Samsung have made headlines but others like Survios are working as well to bring innovative solutions to the market. While these new peripherals won’t change the industry overnight it will start to alter the way consumers view content, not just gaming but video as well.”
But future revenue could exceed expectations if new opportunities such as cloud gaming develop as some within the industry hope. Competitive gaming such as multiplayer online battle arenas (MOBAs), other eSports, and OTT video/social media are other examples where more mature markets can find fresh opportunities.
These findings are part of ABI Research’s Cloud Content and Services Market Research.
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