Market Brief — Global Games 2017: The Year to Date

Gaming isn’t about games anymore.

Modern gaming breaks the mold culturally, dimensionally, and fiscally. The typical gamer has diversified into almost a 1:1 ratio in gender (46% female in US), giving publishers, brands, and platforms a larger variety of personas to cater to. Esports, online gaming videos, and virtual reality are providing an ecosystem where players can personalize how they interact with games. This freedom allows players to choose across a wide variety of monetization policies, customizing their experience to keep themselves invested longer.

Amongst the top games across digital platforms are the usual franchise suspects like FIFA, perennial MMOs like League of Legends and World of Warcraft, and Chinese mobile game titans like Honour of Kings. But, there are some surprises as well. Despite launching in 2013, Grand Theft Auto V continues to ride its F2P Online wave, and the star of last summer, Pokemon Go, is nowhere to be seen.

In this overview of the major titles, markets, and future of the digital games and playable media markets in 2017, we delve into the trends and concepts you need to know to tackle the new media ecosystem.

Modern gaming is about more than just ‘play’. Esports, online gaming videos and virtual reality are providing an ecosystem where players can personalize how they interact with games. Giving consumers the tools to customize their experience keeps them invested (and spending) longer.

Gamers aren’t stereotypes. Almost half of all gamers today are female, providing publishers, brands and platforms an opportunity to access a variety of personas.

There’s no such thing as one-size-fits-all monetization. Free-to-play, additional content and microtansactions give gamers the ability to buy only what suits their unique needs instead of also having to pay for things they don’t want.

The future of games is virtually here. Games are the obvious choice when it comes to virtual reality experiences, so it’s only natural they account for almost 70% of virtual software revenue. By 2020, players will spend $4.5B on immersive gaming — more than 20 times what they do today.

Players stay in the game even after they put the controller down. Whether it’s to watch gaming tournaments, tutorials or trailers, 665M people around the world tune in to sites like Twitch and YouTube for content about their favorite games.

 


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PDF deck: Recap on the biggest things that happened in the game industry this year so far including biggest revenue earners, VR’s future, and platforms for gamer outreach.

 

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