Trend 1: Broader Demographic
The average age of gamers is increasing from its current already high average age of 32 (US) and the percentage of gamers who are female is increasing at approximately 4-5% per year from its current level of 40%. This broader market is a response to:
- Nintendo's Wii that makes participation much more active and appeals to new segments
- an increasing number of "games" that are no longer about competition
- the social aspects that come with online gaming.
Trend 2: Virtual Worlds
Increasingly games are providing a multi-sensorial experience - building a realistic, real world feel and context. Developers are investing much more in 'contextualizing' while making the immediate action much more life like.
Trend 3: Mobile Gaming
Gaming devices are shrinking in size and many no longer require a fixed link to the TV in the living room at home. The mobile game market is already a multi-million dollar industry and will grow even faster as a result of:
- integration with mobile phones (e.g. iPhone)
- the mobile game industry linking with online gaming
- gaming franchises developing with the smart phone in mind (not just gaming consoles)
- the increasing interest of branded programs in mobile gaming.
Trend 4: Game Hardware - All You Need?
Consumers know that they have too many boxes in their entertainment room/space. Increasingly they will consider their game console (XBox or PS3) as an option for accessing movies and talking to friends. Firms like Microsoft will capitalize on these convergence opportunities to compete directly with cable and telephone providers.
Trend 5: Physical Activity through Gaming
Wii has revolutionized the gaming industry and lifted gamers off the couch. Microsoft's Natal will support the next big step towards physically active gaming - a screen mounted camera that can recognize every movement that you make - with related 'game' software generating an appropriate response. Imagine the potential for the gamer moving about his or her own room relating to the virtual world, competitor or challenge presented on the screen.
Trend 6: Next Generation Social Gaming
Online gaming has definitely arrived: 76% of Wii users are online gamers; 70% for XBox360; and 70% for PlayStation3. MMOGs (massively multiplayer online games) have taken off, generating more that $1.5 billion in subscription revenues in 2008 - with projections to $2.5 billion by 2012. One game, World of Warcraft, has more than 11.5 million monthly subscribers. Developers are continuing to find new ways to use RTP (real-time play) to transform the gaming experience.
Trend 7: From Consumers to Contributors
With enhanced online opportunities, many gamers will no longer be content to simply buy or subscribe to a fixed product. They will be actively engaged in modifying, customizing and taking the digital experience to the next level - in the process, joining the game design and production process.
No comments:
Post a Comment