2. Gaming is one of the most widespread consumer
behaviors
Nearly 2 billion people across the globe engage with video games and that number is
growing rapidly as more consumers become connected
Source: http://www.businessinsider.com/michael-wolf-predicts-what-will-happen-in-the-tech-industry-in-2016-2015-10
3. PC/Web is leading platform by revenue
The rise in popularity of MMORPGs (ie: World of Warcraft) and MOBAs (ie: League
of Legends) bring in significant revenues for PC/Web with mobile and console close
behind. Each has an unique monetization strategy.
Source: http://www.businessinsider.com/michael-wolf-predicts-what-will-happen-in-the-tech-industry-in-2016-2015-10
Mobile
33%
PC
37%
Handheld
3%
Console
33%$77B
2014
Expected to grow
to $86.1B by 2016
4. Gaming has expanded beyond individual players to a
wider spectator audience
Global viewership reached over 450m people in 2015. This includes professional
gaming competitions, gameplay commentary, tutorials & walkthroughs, and trailers
Monthly Unique Visitors (millions)
Source: http://www.businessinsider.com/michael-wolf-predicts-what-will-happen-in-the-tech-industry-in-2016-2015-10
5. Organized multi-player competitions are emerging as a
bona-fide spectator sport
Source: http://www.businessinsider.com/michael-wolf-predicts-what-will-happen-in-the-tech-industry-in-2016-2015-10
6. Skill based wagering is growing in popularity
Not only are fantasy sports taken off in the last couple years, competitive video game
head to head and tournament wagering is growing as well.
Source: http://www.sportsbusinessdaily.com/Journal/Issues/2015/03/16/Marketing-and-Sponsorship/Daily-fantasy.aspx
7. VR may be the next big gaming platform
VR is expected to make its way into consumer gaming because of clearer and more
definitive user expectations for next-gen gaming experiences — and technologies
like movement detection, sensors and beacons. Consoles like PlayStation 4 and the
Xbox One have already shifted gamers’ expectations for visual fidelity and sound
design. Such huge advances in user interaction elements taking place in incredibly
immersive gaming environments have created momentum for next–gen gaming
hardware in the consumer entertainment industry.
Source: http://techcrunch.com/2015/09/26/designing-next-gen-virtuality-reality-gaming-experiences/
8. eSports funding is on the rise while Mobile/Internet
gaming seems to be cyclical
Because gaming is a hits driven business, investments tend to rise and fall as new
platforms are developed. Investment into gaming is likely to increase in the next
couple years due to VR. eSports on the other hand, is at the beginning of a new
industry and will likely see investment continue to increase over the next few years
eSports Mobile & Internet Gaming
Source: CB Insights