1/7/2024 0 Comments Kid a mnesia exhibition trophy![]() Gaming cannot be reduced to active gaming anymore. Let’s take a look at some of the industries being disrupted. It’s clear that gaming platforms will be a frontier for immersive entertainment experiences in the future. In this context, games have become a place that is ripe for cross-promotion and conversion with lots of other types of content. It also forced the cancellation of many exhibitions, concerts, and other attractions, meaning brands have been searching for new ways to connect with fans ever since. The pandemic lit up the market for socialising through games in a safe way from home. This success also stems from gaming’s high immersion and engagement rates (Metcalfe’s Law), which has only been further exacerbated by Covid. The combination of a decreasing cost of hardware and data, improving bandwidth speed, progress in devices’ technical performance, a lower barrier to entry thanks to free to play, and the emergence of a stronger middle class with more disposable income, have all contributed to gaming becoming the mainstream entertainment category 'par excellence'. There’s no doubt that gaming is taking over the world: 2.8 billion people now play games across all geographies, generations, genders, and social classes. Of this, mobile gaming is the fastest-growing, accounting for around $90 billion. Gaming is now the biggest entertainment business by far, worth $176 billion in 2021 ( according to Newzoo). Now, gaming is a platform where − in addition to active gameplay – users can socialise, organise business meetings, watch concerts, buy fashion pieces, interact with other gamers, and so much more. Over the last three decades, we’ve seen the gaming industry transition from selling a product to selling a service.
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