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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,

Facebook

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

Google

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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