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DIGITAL
&TRENDSDigital
Media
–Market
Data
Analysis&
ForecastJuly2022The
Digital
Market
Outlook
provides
all
insights
for
a
deep
understanding
of
theDigital
Media
marketIntroductionBy
inventingtheletterpress
in1450,
JohannesGutenberg
laidthe
foundationforthereproduction
of
information
on
amassive
scale.
Duringthefollowing
centuries,thisprogress
notonly
covered
books,
but
italsoled
tothedevelopment
ofothermedia
like
musicand
videos
becoming
mass
products
aswell.
WhileradioandTVcontributed
tothis
emerging
knowledge
society
inananalogway,
PCs
andtheinternet
made
theshiftto
thedigital
world.
Now
books,
music,videos,
andalsovideo
games
areeasily
accessible
on
almost
anydevice
fromanywhere
intheworld.
With
this
report
we
provide
acomprehensive
overview
of
thestateof
theDigitalMedia
market
asitistodayas
well
asaprognosis
withdetailed
informationon
twelve
different
market
segments
intheareas
of
Video
Games,
Video-on-Demand,ePublishing,and
Digital
Music.
Besides
allrelevant
market
figuressuchastotalandaverage
revenues,
and
user
and
subscription
numbers
fortheyears
from2017
to
2026,
furtherwe
givedetailed
insightsoncurrent
trends,key
players,
andimportant
background
knowledge
of
theDigitalMedia
market.Incomparison
to
thepriorDigitalMedia
Outlook
Report
we
alsoaddednewcontent:We
nowshow
theeffects
of
theRussia-Ukraine
war
forallrelevant
markets
inourcalculated
numbersas
well
astheimpactoftheCOVID-19
pandemic.2Source:DigitalMarket
Outlook
2022AgendaMarket
OutlookOverviewAppendix46Keyplayer
landscapeUserdemographicsMarketstructureProductoverviewAuthor112121128132149MarketsizeCovid-19impactKeyplayer
landscapeTrendanalysis8101114KeymarketindicatorsSegmentsVideoGamesVideo-on-DemandePublishing25477188DigitalMusic3The
Digital
Media
Market
is
divided
into
4
segments
and
12
sub-segmentsOverview:
segmentsVideoGamesVideo-on-DemandePublishingDigital
Music?
Mobile
Games?
Download
Games?
OnlineGames?
Video
Streaming
(SVoD)?
Video
Downloads
(EST)?
Pay-per-View
(TVoD)?
eBooks?
MusicStreaming?
MusicDownloads?
ePapers?
eMagazines?
Gaming
Networks4The
U.S.
is
the
largest
Digital
Media
marketglobally
across
all
segments
in
2022Overview:
summary
andkey
takeawaysSummaryVideoGamesDriven
bytheexpansion
ofmobile
internet
access
and
growing
connection
speedrates,
theincreasing
numberofmobile
and
streaming
devices
leadsto
asteadygrowth
indemand
foralltypesofDigital
Media.
Particularly
Asiancountriesdemonstrate
how
increasing
prosperity
resultsinanexploding
desire
forknowledge,
culture,and
entertainment.
Thus,digitalmedia
ofallforms
provide
theperfect
source
for
satisfyingtheseneeds.
Comparing
thethreemajor
Digital
Mediamarkets
–
theU.S.,China,and
Europe
–
theU.S.isthebiggest
market
in2022
andwill
still
beby2027.
IntheU.S.
market,
revenues
of
US$110.3
billionare
generatedin2022.
Albeithavingarelatively
small
CAGR(1)
of
7.4%,
themarket
isexpected
toexceed
revenues
of
US$157.7
billion
by2027.
Thesecond
biggest
DigitalMediamarket
isChina
with
amarket
volume
of
US$81.8
billion
in2022.
Growth
ratesof8.4%
annually
will
lead
to
revenues
ofUS$122.5
billion
in2027,
thenaccountingforhalfofallrevenues
generated
inAsia.Themarket
inEuropeis
worth
US$57.7
billionin2022
and
Video
Games
beingthebiggestsegment.
Revenues
are
expected
togrow
ataCAGR(1)
of8.0%
by2027,
resulting
inrevenues
of
US$88.6
billion,havingthebiggest
growth
within
themajor
countries
of
9.0%.?
Largest
DigitalMedia
segment
in2022,
with
revenues
of
US$208.6
billionworldwide?
Theamountof
ChineseMobile
Game
users(425.2
million)
exceeds
thecumulated
userbaseinEurope
and
theU.S.in2022
byfarVideo-on-Demand?Second
largest
DigitalMedia
segment
in2022,
withrevenues
ofUS$94.9
billionworldwide?
TheU.S.accountsforthebiggest
revenue
share
with
40.04%ePusblishing?
Thesegment
exhibitsgrowth
withaCAGR(1)
of
4.4%
upto2027
worldwideDigital
Music?MusicStreaming
accountsfor95.6%
of
revenues
inthissegment?
WithinDigitalMedia,
MusicDownloads
istheonly
sub-segment
shrinking
duetorising
popularityof
MusicStreaming5Notes:(1)
CAGR:
Compound
Annual
GrowthRate/average
growthrate
per
yearDigitalMarket
Outlook
2022Sources:The
global
Digital
Media
revenue
is
expected
to
grow
at
a
CAGR(1)
of
12.5%
toUS$537.7
billion
by
2027Market
size:
revenues
(1/2)Global
revenue
forecast
inbillionUS$537.744.930.4509.042.729.6479.340.528.9446.238.227.912.5%(1)407.335.5360.031.7157.9147.926.6331.329.7137.124.9125.3254.7274.425.725.3111.394.9217.222.688.1191.120.9165.022.554.270.818.616.319.821.344.8304.72027288.82026272.92025233.9202337.092.0208.62022188.12021155.12020119.72019106.3201820172024Video
GamesVideo-on-DemandePublishingDigitalMusic6Notes:(1)
CAGR:
Compound
Annual
GrowthRate/average
growthrate
per
yearDigitalMarket
Outlook
2022Sources:Europe
shows
the
biggestgrowth
in
Digital
Media
with
a
CAGR(1)
of
9.0%Market
size:
revenues
(2/2)Total
revenue
forecast
inbillionUS$+8,9%(1)168.978+7,4%(1)157.653+8,4%(1)122.476110.261110.305+9,0%(1)88.616202781.781202257.694202220222027202220272027ROW(2)U.S.ChinaEuropeRevenue
2027Revenue
20227Notes:(1)
CAGR:
Compound
Annual
GrowthRate/average
growthrate
per
year(2)
ROW
:Restofthe
WorldDigitalMarket
Outlook
2022Sources:Digital
Music,
Video-on-Demand
and
Video
Games
benefited
fromthe
lockdownCOVID-19
impact:DigitalMedia
forecast
(1/2)Global
Digital
Mediarevenue
forecast
inbillionUS$
in2021(1)TheVideo
Games
market
grew
significantlyduringthe
period
of
the
shutdown.People
spent
more
timeathome,
which
resulted
inapeak
ofVideo
GamesRevenues
withinallsub-segments.293.9276.725.027.6Video-on-Demand
showed
astrong
increase
duringtheCOVID-19
pandemic.Customers
continueto
subscribe
to
several
Video
Streaming
Servicessimultaneously
andthetrend
was
furtheraccelerated
bythe
release
ofDisney+andthe
lockdown.
OtherVideo-on-Demand
services,
suchas
Pay-per-View
andVideo
Downloads
were
used
onanabove
average
level.22.928.985.881.2TheePublishingmarket
istheonlysegment
withintheDigitalMusicmarket
thatisnotexpected
to
benefit
from
thepandemic.
Manylocal
bookstores
haveopenedagain,and
customers
enjoy
toread
non-digitally
afterthe
lockdown
year.eMagazines
and
ePapers
were
alsoslightly
negatively
affected
bythelockdown.155.5143.8DigitalMusicrevenue
will
increase
aswell
because
of
theCOVID-19
pandemic.MusicStreaming
providers,
suchasSpotify,havereported
astrong
increase
insubscriptionsduringthelockdown.
Digital
MusicDownloads
were
notimpacted
bythepandemic.PreCOVID-19Post
COVID-19ePublishingVideo
GamesVideo-on-DemandDigitalMusic8Notes:(1)
COVID-19
impact
onDigital
Media
revenue
is
constantly
followed
and
is
updated
regularly
(June
2022)DigitalMarket
Outlook
2022Sources:The
Digital
Media
market
is
highly
competitive
with
various
key
players
in
eachsegmentKey
playerlandscapeVideo-on-DemandDigitalMusicVideo
GamesePublishing9Sources:DigitalMarket
Outlook
2022Artificial
intelligence
will
influence
content
creationTrend
analysis(1/3)AI-basedcurated
contentDigitalmedia
services
suchasvideo
or
musicstreaming
platforms
commonly
userecommender
systems
to
predict
auser’s
preference
based
onwhat
heor
shehaspreviously
consumed.
Thesystem
then
provides
alistof
recommendations
withcontent
potentially
interesting
to
theuser.
Artificial
Intelligence
(AI)mayhelp
tolearn
andunderstandtheuser’s
behavior
even
better.
Insteadof
makingsuggestions
based
onwhat
the
user
hasseen,
AI
canmake
recommendationsbased
onwhat
the
user
hasliked
abouttheirfavorite
shows,
movies,
books
ormusic.
Inthecase
ofmusicthiscanincludeparameters
likethepresence
of
anaudience
inatrack,thedanceability
or
theenergy
level.
Itis
alsopossible
thatAImightfindcorrelations
between
thepreference
of
amovie
genre
and
specificactors.
Bycombining
these
findings,itmay
influence
furthercontent
creation
andideafinding.
For
instance,Netflix
uses
machinelearning
tograspafeeling
abouttheviewers
preference.
Meaning
ifauser
likesromance
movies,
there
will
beadequatemovie
thumbnails,suchas
MattDamon
andMinnieDriver
together
inthemovie
“Good
WillHunting”.10Sources:DigitalMarket
Outlook
2022eSports
might
consolidate
formats
in
a
whole
new
segment
–
Media
becomessocial
through
live
contentTrend
analysis(2/3)eSportseSports
represent
competitive
video
gaming,which
isespecially
popularamong
professional
gamers.
TheeSports
scene
seemstobeflourishing
aslarge
eSports
tournaments
havestartedtotakeplaceallover
theworld.
Theglobal
eSports
audiencealready
counted
435.9
million
people
in2020.
Furthermore,
even
NBAteams
likethePhiladelphia76ers
havemoved
intoeSports.
Reading
theself-description
oftheeSports
livestreaming
video
platformTwitch.tvgivesanidea
ofthereal
potential
ofeSports
inDigitalMedia:
“Twitchistheworld’s
leading
social
video
platformandcommunity
forgamers,
video
gameculture,andthe
creative
arts.”eSports
isnotonly
aboutplayingvideo
games
onacompetitive
andprofessional
level,
but
could
mergeseveral
digitalformats,suchas
Video
Streaming,
Video
Games
andSocial
Media.LiveContentPeriscope,
Live,
InstagramLive,
live.ly,SnapchatLiveStories,
YouTube
Live,
Alibaba
Tmall,SinaWeibo
Miaopai,Yizhibo
–nearly
every
social
media
network
offers
thepossibility
to
stream
livevideos
inreal-time.
Besides
the
benefit
forconsumers
tosharemoments
inlifewithfriendsandfamily,livestreaming
alsoopensnew
commercial
scenarios
formanufacturers
to
advertise
theirproducts.From
celebrities
who
hostweb
shows
fordemonstrating
products,tolivebroadcasting
ofall
kinds
of
events
likeconcerts
supported
byadvertisements:
Livestreaming
breaksdown
thewalls
ofimpersonality
and
distanceand
gives
streaming
content
anew
momentum,
creating
afeeling
of
being
justone
click
away
fromforming
anactivepartof
the
world.11Sources:DigitalMarket
Outlook
2022Gaming
Networks
and
5G
Network
Connections
are
relevant
drivers
for
thedevelopment
of
Video
GamingTrend
analysis(3/3)GamingNetworksGaming
Networks
aresubscription-based
services
forconsoles
thatare
required
toplaymultiplayergames
online.
Thenetworks
alsoimply
additionalbenefits,suchas
free
games
onamonthly
basisanddiscountsonselected
digitalgames.Gaming
networks
arevaluableforgamers
thatdesire
playingco-operative
games
withfriends
or
competitive
multiplayergames
with
strangersover
theinternet.
XboxLive
Gold,PlayStationPlusand
NintendoSwitchOnlineare
pioneers
inthissector.
GamingNetworks
provide
great
opportunities
tothe
industryandgamers
respectively:
Inadditionto
thepossibility
toplaygames
online,gamers
alsohaveaccess
to
blockbuster
games
(AAA
titles)
which
canbedownloaded
without
anyadditionalcosts.
Theindustrybenefitsfrom
regular
income
dueto
thesubscription-based
model
as
well
asclose
contacttovery
affineandactivecustomers.5GNetwork
Connections5G
is
the
next
generation
of
mobile
broadbandthatwill
provide
customers
with
significant
advantagesinterms
ofconnection-speed,
latency,and
dependability.
Analystsexpect
5G
tosurpass4G
interms
ofspeed
byafactorof10
atleast,which
resultsinamaximum
download
speed
10-20
Gigabitspersecond.
With5G
there
will
come
manypossibilities
toimprove
existingservices
andintroduce
newideaswith
regard
to
digitalmedia
inthefuture:360-degree
videos,
interactive
Video-Chats
withseveral
simultaneous
users,
latency-free
mobile
gaming,anddifferent
applicationsofVirtual
Reality
&Augmented
Reality
areonly
afew
outof
manyideasthatcome
to
mind.
China,
SouthKorea,
UnitedKingdom,Germany,
andthe
UnitedStateshavealready
started
pioneer
projects
regarding
5G,
however
theentire
roll-out
will
bedemanding
and
takemore
time.12Sources:DigitalMarket
Outlook
2022Several
key
market
indicators
are
responsible
for
a
growing
digital
infrastructureKey
market
indicators:
digitalinfrastructureoverviewInternetUsersConnection
Speed64.1%
of
global
population
usingtheinternet
on
amonthlybasis.Increasing
internet
penetration
buildsthebaseforusingdigitalmedia.23.57
Mbits/sistheglobalaverage
internet
connection
speed.Asconnection
speeds
improves,
services
suchashigh-qualityvideos
and3D
simulation
become
available.Broadband
SubscriptionsSmartphone
Penetration90.9
mobilesubscriptionsper
100
Capita
was
theglobalnumberforbroadbandsubscriptions,
which
isacrucialindicatorto
establish
digitalservices.63.6%
of
global
populationusesmartphone
on
amonthly
basis.13Sources:DigitalMarket
Outlook
2022Internet
penetration
is
especially
high
in
some
European
countries
and
the
U.S.,but
China
is
behindKey
market
indicators:
internet
penetrationInternetpenetration
in202192%91%88%84%82%?
81%Europe74%72%?
64.1%GlobalUKU.S.GermanyFranceSpainItalyChina14Sources:DigitalMarket
Outlook
2022From
a
global
perspective,
broadband
subscriptions
and
connection
speed
arecontinuously
increasingKey
market
indicators:
mobile
broadbandsubscriptionsandaverage
connection
speedGlobal
mobile
broadband
subscriptionsandaverage
connectionspeed116.1112.9109.4105.4101.096.290.985.078.571.563.648.143.739.535.331.327.423.720.317.214.411.920172018201920202021202220232024202520262027Mobile
broadbandsubscription
per
100
capitaAvgconnection
speed15Sources:DigitalMarket
Outlook
2022Over
70%
of
the
Chinese
population
own
a
smartphoneKey
market
indicators:
smartphone
penetrationSmartphone
penetration
in202192%91%87%83%80%?78%Europe72%72%?64%GlobalUKU.S.GermanySpainFranceChinaItaly16Sources:DigitalMarket
Outlook
2022Consumer
behavior
and
socioeconomic
indicators
play
an
important
role
for
thedigital
media
marketKey
market
indicators:
socioeconomic
and
consumer
electronics
overviewPopulationConsumerSpendingNumber
ofindividuals(allages)is7,542
million.
Thenumber
ofindividualslivinginacountry
isakey
indicatorforthemarketsize.Average
consumer
spendingper
capita
of
privatehouseholdswas
US$
6,753.
Knowing
theexpenditure
per
capita
givesnecessary
insightsintoprice
developments
and
theaveragewillingness
to
pay.DemographicsUrban
PopulationShareofolderpeopleinthepopulation
increases,
aswell
as
achangewithintheshareof
maleandfemale
towards
morefemales
inthepopulation.56.9%
of
population
livinginurbanareas.
Thegradualshiftofthepopulation
from
ruraltourbanareas
is
aconstantphenomenon.
Themost
urbanized
regions
generally
haveahighdemandfor
DigitalMedia.17Sources:DigitalMarket
Outlook
2022China
has
by
far
the
largestpopulation,
accounting
for
more
than
19%
of
thetotal
populationKey
market
indicators:
population(1/2)Population
inmillionin20211,4443338468656047ChinaU.S.GermanyUKFranceItalySpain18Sources:DigitalMarket
Outlook
2022Although
more
boys
than
girls
are
born,
the
sex-ratiochanges
over
time
sincewomen
live
longerKey
market
indicators:
population(2/2)Share
ofage
groupsbygender
ofthetotal
population
in20210.0%
100+
0.0%0.0%
95-99
0.0%0.1%0.2%0.4%0.7%90-9485-8980-8475-7970-7465-6960-6455-5950-5445-4940-4435-3930-3425-2920-2415-1910-145-90.1%0.3%0.6%0.9%1.1%1.3%1.7%1.8%2.0%2.1%2.5%2.5%2.9%3.1%3.2%2.9%3.1%3.1%3.5%3.4%4.0%3.9%4.0%3.8%3.7%3.7%3.8%4.0%4.1%4.2%4.1%4.3%4.4%4.5%0-4MaleFemale19Sources:DigitalMarket
Outlook
2022Per-head
consumption
expenditure
in
the
U.S.
is
about
10
times
higher
than
inChinaKey
market
indicators:
consumer
spendingConsumerspending
percapitainUS$
in202141,33624,48121,65120,240France18,73317,133Spain?13,563Europe?
6,753Global4,296ChinaU.S.UKGermanyItaly20Sources:DigitalMarket
Outlook
202278%
of
the
European
and
59%
of
the
global
population
are
living
in
urban
areasKey
market
indicators:
urbanpopulationUrban
population
sharein202184%83%81%81%78%?
78%Europe71%63%?
59%GlobalUKU.S.FranceSpainGermanyItalyChina21Sources:DigitalMarket
Outlook
2022AgendaMarket
OutlookOverviewAppendix46Keyplayer
landscapeUserdemographicsMarketstructureProductoverviewAuthor112121128132149MarketsizeCovid-19impactKeyplayer
landscapeTrendanalysis8101114KeymarketindicatorsSegmentsVideoGamesVideo-on-DemandePublishing25477188DigitalMusic22SEGMENTSVideo
Games?
Overview?
Market
size?
User
numbers?
Average
revenue
per
user?
Penetration
rate?
Key
playerlandscape?
Company
profiles?
Deep
dives?
Start-upanalysisMarket
focus
on
Video
GamesOverview:
market
scopeMobile
GamesDownload
GamesOnline
GamesGamingNetworks?
Gaming
applicationsforsmart
devices
?
Onlinesalesof
video
gamesfor?
Free-to-play
games
within-gamepurchasesfor
additionalpremiumcontentsor
functionalities?
Subscription-based
access
toonlinepremium
services
suchasXbox
LiveGold,PlayStationPlus,or
NintendoSwitchOnlinesuchassmartphones
and
tabletsgamingconsoles
or
PCs/laptopsviadirect
download?
Paidapp
downloads
(singlepurchases)?
Massive
multiplayer
online
games(MMOGs)?
Game
passes(e.g.,Xbox
Game
Pass,?
Freemium
gamesthatarefree
toEAAccess,or
OriginAccess)download,
but
allow
in-apppurchases24Sources:DigitalMarket
Outlook
2022Customers
profit
from
direct
download
options
or
cheap
freemium
gamesfor
alltheir
devicesOverview:
customer
benefit
andmarket
developmentCustomer
benefitMarket
sizeandfuturedevelopmentFirst,accessing
and
playingvideo
gameshasnever
been
as
convenient
asitistoday.Big
platforms
likeSteam,PlayStationStore,
Xbox
Games
Store,
AppleAppStore
or
Playestablished
themselves
asthe
first
sources
for
thedirectTheglobalVideo
Games
market
sizeis
aboutUS$208.6
billionin2022
anditaccountsfor57.9%
oftheDigitalMedia
market.
TheVideo
Games
market
is
byfarthebiggest
segment
withinDigitalMedia
and
is
growing
ataCAGR(1)
of
12.7%
up
todownloading
of
videoandmobile
games
inaneasy
and
comfortable
away.
Second,
2027.
Wesee
asimilardevelopment
across
allregions,
with
Mobile
Games
stillmost
mobile
and
online
gamestoday
areeither
free
or
freemium
based.
Thus,customers
cantry
outahuge
variety
ofdifferent
gameswithout
paying.However,in-game
purchases
provide
perksandcanincrease
thelevel
of
enjoyment.
Third,many
publishershaverecognized
the
importance
and
theopportunities
ofmobilegaming,which
leadsto
anincreasing
focuson
thedevelopment
ofmobile
versionsof
populargames
likeSuperMario.
Thus,customers
canexperience
theirfavoritecharacters
andbrandsondevices
suchassmartphones
or
tablets.Fourth,theincreasing
power
ofconsoles
and
mobile
devices
bringsthequality
of
graphicsandphysicsinvideo
games
tonewlevels.
New
standardslike
native4K
resolution,
HDRrendering
andrealistic
gameengines
intensify
thefeeling
ofimmersion.
Moreover,augmented
andvirtualreality
mayerode
theboundaries
between
real
lifeandvideo
game.being
the
fastest-growing
sub-segment.China,
theU.S.,andEurope
together
generate
totalrevenues
of
US$133.4
billionfrom
Video
Games
in2022,
which
makes
themresponsible
forashare
of63.9%
oftheglobal
Video
Games
market.China
hasaleading
role
inthecurrent
global
Video
Games
market
with
arevenueof
US$56
billionin2022.
However,
theirMobile
Games
market
will
decreasetremendously,
dueto
governmental
restrictions.
TheU.S.
market
follows
behindwith
amarket
sizeof
US$51.7
billion.
Themarket
inEurope,
incomparison,
isnoticeably
smaller
with
atotalvolume
of
US$25.7
billion.Withanaverage
growth
of
9.0%
peryear
up
to2027,
theEuropean
market
isgrowing
thefastest.TheU.S.
market
is
growing
ataCAGR(1)
of
7%
while
China
isexpected
togrow
with7.3%.25
Notes:Sources:(1)
CAGR:CompoundAnnual
GrowthRate/
averagegrowthrateperyearDigitalMarket
Outlook
2022Mobile
Games
drive
the
global
Video
Games
market
as
mobile
devices
reachhigh
penetrationOverview:
assumptionsandtrendsAssumptionsTrendsTheglobalVideo
Games
market
ismainly
driven
byMobile
Games.
Reasons
forthis
Recently,
Activision
Blizzard,publisherof
popularvideos
games
like
Call
of
Duty,development
canbefoundinthegeneral
shift
towards
mobile
devices.
Thehighperformance
ofsmartphones
and
tabletsnowadaysallows
forvery
computation-intensive
applications.Thistechnological
development
additionally
leadsto
arecognizable
shiftfrom
browser
gamestowards
mobile
games
withanimpact
onthe
whole
OnlineGames
segment,
as
“thegameitself”
does
notdepend
on
theprocessing
power
ofaPCanymore.
Furthermore,
thesignificantincrease
inDownload
Games
users
inChinaisworth
explaining.
Between
2000
and2014,gamingconsoles
were
prohibited
bylaw
inChina.Thus,the
demand
forgaminghardware
didnot
beginuntil
therepeal
of
the
gaming
console
prohibition
in2014andthemarket
issimply
notas
saturatedasinother
regions.
Theimpact
ofAugmentedReality
(AR)andVirtual
Reality
(VR)
ontheVideo
Gaming
market
hastobeconsidered
as
well.
VR
ismostly
restricted
to
Download
Games.
Itwill
haveacertain
impact
onsoftware
sales
but
hastobeseen
as
anadditionalperipheralequipment
market.
AR,however,
hasalready
proven
itspotentialintheMobileGames
market
with
the
massive
success
of
thegame
Pokémon
Go,which
alreadyusesthistechnology.Diablo,andStarCraft,announcedthefocused
development
ofmobile
versions
ofsome
oftheircore
brands.Traditionalvideo
games
companies
such
asNintendowill
havetokeep
trackofsuchadevelopment
ifthey
wanttostaycompetitive.Especially
therising
Mobile
Games
market
haschanged
theglobal
gaminglandscapeasitcauseshardware
and
console
games
tolose
relevance.WithintheVideo
Games
market,
competitive
gamingwill
gainever
more
relevance.Today,entire
eSports
tournamentsalready
takeplace,where
gamers
canwin
highprize
money.
Therisingpopularity
of
eSports
indicatesagrowing
gamingaffinity.Moreover,
videogame
livestreaming
on
YouTube
or
Twitch
hasbecome
verypopularamong
youngpeople.
Companiesalready
work
with
YouTubers
to
promotetheirnew
video
games
and
get
intouchwith
abiggeraudience.Inadditionto
that,
cloud
gaming
services
are(once
again)tryingtobuild
upsignificantcustomer
bases,eventually
offering
aserious
alternative
to
traditionalvideo
gamingplatforms
likeconsoles
or
gaming
PCs.Wewill
keep
aneye
on
thisdevelopment
inthecoming
years.26Sources:DigitalMarket
Outlook
2022The
Video
Games
segment
shows
average
growth
rates
of
12.7%
per
yearMarket
size:
globalGlobal
revenue
forecast
inbillionUS$304.7288.84.7
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