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GamingReport2024
MeettheMoment:HowGamersAreChangingtheGame
BAIN&COMPANY
Acknowledgments
TheauthorswishtothankKatieChung,NylaBrewster,andBrandonRogersfortheircontributionstothisarticle.
Thisworkisbasedonsecondarymarketresearch,analysisoffinancialinformationavailableorprovidedtoBain&Companyandarangeofinterviewswithindustryparticipants.Bain&CompanyhasnotindependentyverfiedanysuchinformationprovidedoravailabletoBain
andmakesnorepresentationorwarranty,expressorimplied,thatsuchinformationisaccurateorcomplete.Projectedmarketandfinancialinformation,analysesandconclusionscontainedhereinarebasedontheinformationdescribedaboveandonBain&Companysjudgment,andshouldnotbeconstruedasdefinitveforecastsorguaranteesoffutureperformanceorresults.Theinformationandanalysishereindoesnotconstituteadviceofanykind,isnotintendedtobeusedforinvestmentpurposes,andneitherBain&Companynoranyofitssubsidiaries
ortheirrespectiveoficers,directors,shareholders,employeesoragentsacceptanyresponsibilityorliabilitywithrespecttotheuseof
orrelianceonanyinformationoranalysiscontainedinthisdocument.ThisworkiscopyrightBain&Companyandmaynotbepublished,transmitted,broadcast,copied,reproducedorreprintedinwholeorinpartwithouttheexplicitwrittenpermisionofBain&Company.
Copyright◎2024Bain&Company,Inc.Allrightsreserved.
BAIN&COMPANY④
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GamingReport2024
Contents
MeettheMoment:HowGamersAreChangingtheGame 2
GamerSurvey:YoungPlayers
ReshapetheIndustry 3
TheNextBigDisruptioninVideoGames:Distribution 12
BoostingMarketingPerformanceinMobileGames 17
LevelUnlocked:HowVideoGameCompanies
CanEvolveOperatingModelsforGrowth 23
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MeettheMoment:HowGamersAreChangingtheGame
Theglobalaudienceforvideogamescontinuestosurge,ledbyyoungerplayerswhoarespendingmoretimeongamesandlesstimeonvideoandothermedia.
ThesecondBainVideoGameConsumptionSurveylookedathowgamersspendtheirtimeand
money.Gamerstoldusthattheylikeimmersivegamesandwantmoreinteroperabilityacrossdevicesandplatforms.They'realsospendingmoretimeingameenvironments,socializing,shopping,andconsumingothermedia.
Thesetrendsareupendingtheindustry'sdynamicsasplayersidentifymorewiththegameandlesswiththedevice.Marketplacescouldbecomethecentralfocusforthecustomerrelationship.Meanwhile,companiesthatgrewoutofaloveforvideogamesarenowdevelopingmorematurecapabilitiessothattheycancompetewithtechnologyandmediagiants.
It'sanexcitingtimefortheindustry,andnocompanycanaffordtowaitandseeifitwantstoprotectitsspotontheleaderboard.
DanielHong
LeaderofBain'sGlobalMedia&Entertainmentpractice
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GamerSurvey:YoungPlayers
ReshapetheIndustry
Playerswantmoreimmersivegamesandmoreinteroperability.
ByAndersChristofferson,AndersVidebaek,AlexEgan,TomRowland,andMattMadden
AtaGlance
Thevideogamemarketreported$196billioninrevenuefor2023,outpacingstreamingandbox-officerevenuecombined;Bainforecasts6%annualgrowththrough2028.
Almost80%of2-to18-year-oldsaregamers,spending30%oftheirentertainmenttimegaming,drivingindustrygrowth.
Gamersdomorethanplaygamesinthegamesetting:Theysocialize,shop,andwatchvideo;thosethatdomoretendtospendmore.
Gamersareco-creatingtheexperience:79%haveplayedgameswithuser-generatedcontent,and16%havemadecontentforgames.
Fouryearsafterwhatwasassumedtobeapandemic-inducedboostinpopularity,thevideogamemarketcontinuestogrowinallagegroups,takingshareofentertainmenttimeandrevenuefrom
othermedia.Theglobalmarketforvideogamerevenuereached$196billionin2023,morethanthecombinedrevenuefromstreamingvideo($114billion),streamingmusic($38billion),andglobal
box-officereceipts($34billion).Bainestimatesthattheglobalmarketforvideogamescouldgrowbyabout6%annuallythrough2028,buoyedbytailwindsfrommobileandstealingsharefromothermediatypes(seeFigure1).
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Figure1:Videogames'globalrevenuecouldclimbby6%ayear,reaching$257billionby2028Globalrevenueforvideogames(inbillionsofUSdollars)
$300B
257
Notes:Excludeshardware;2024-2028numbersareforecasts
Sources:IDC;Euromonitor;PwC;VideoGameInsights;TDCowen;Bainanalysis
Tolearnmoreaboutthehabitsandexpectationsofgamers,wesurveyedmorethan5,000people
acrosssixcountries.Fromtheseinsights,we'veidentifiedfivekeythemesthatgamedevelopersandpublishers,devicemakers,andmarketplaceoperatorsshouldunderstandinordertoseewheretheindustryanditsconsumeraudiencearemoving:
·
Younggamersdrivegrowth.
·
Gamingisaboutmorethangameplay.
·
Gamersarecocreatingtheexperience.
·
Gamerswanttoplayacrossplatformsanddevices.
·
GamingIPistakingshareinothermedia.
Younggamersdrivegrowth
Gaminghasbroadappeal:52%ofpeoplesurveyedplayvideogamesonaregularbasis.Butthe
clearestsourceoffuturegrowthcomesfromtheyoungestplayers(2to18yearsold),80%ofwhomidentifiedasgamersinoursurvey.Younggamersspendnearly30%oftheirentertainmenttimeinvideogameenvironments.
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Thisisn'tanewphenomenon:Our2022surveyfoundthathalfofteengamerspreferredspendingtimewithfriendsingamingenvironmentsratherthaninthephysicalworld.Forthisgeneration,videogamesarethemodernmall,aplacetohangout,seefriends,andtakeinavarietyofentertainmentoptions.Thisaudienceexpectsvideogamecompaniestoallowaccessfromanyplatform,provideadiversityofexperiencestoconsume,andenablethemwiththeabilitytocreate
Olderplayers(45orolder)areasmallermarketwithbigpotential,with31%identifyingasgamers.Thosethatdoplaytendtospendlesstimeonaverage(2.5hoursperweekcomparedwith9.5hoursfor13-to17-year-olds)andmostlyonmobilephones.TVremainsastrongcompetitorforthisaudience,capturingalmost40%oftheirentertainmenttime.Incontrastwithyounggamers,thiscohortprefersalowerlevelofengagement,suchascasualgenresorvideoembeddedinthegameenvironment.Asgamingbecomesmoreaccessibleandconsumersage,thisdemographiccouldbeanimportant
sourceofgrowthgiventheirpotentialtospendmore(seeFigure2).
Gamingisaboutmorethangameplay
Gamers'preferenceforimmersivegames—thatis,thosewithexpansivevirtualenvironments,whereplayerscansocializeandplayanactiveroleingeneratingcontent—wasacceleratedbypandemiclockdowns,andithascontinuedtogrowintheyearssince.Nearlyhalfofthetop30gamescanbe
Figure2:Youngerconsumersspendagreatershareoftheirentertainmentbudgetonvideogamesthanolderplayers
Averagemonthlyspendingonvariousentertainmentforms,byage
Averageshareof
rapitnwthallet30%33%19%21%20%9%
Note:Bainsurveyedpeopleinsixcountries:Brazil,Indonesia,Japan,UnitedArabEmirates,UnitedKingdom,andUnitedStates.Source:BainVideoGameConsumptionSurvey,May2024(n=5,153)
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GamingReport2024
consideredimmersive,andathirdofgamerssurveyedbyBainlistedanimmersivegameastheirtopgame.Forgamersyoungerthan18,thatpercentagewasclosertohalf.ManyoftheseyoungerplayersconsidergamingplatformssuchasRobloxorFortniteasocialcommunity,similartothewayadultsviewWhatsApporFacebook.
Immersivegamersaremoreengaged,spendingaboutoneandahalfhoursmoreperweekinthegamecomparedwithnon-immersivegamers.Onaverage,theyspendaboutone-thirdofthattimeonthingsotherthangameplay,includingsocializing,creating,andshopping.Theyalsospendmoremoneyongames,andthemorethingstheydootherthanplaying,themoretheyspendoverallandonanhourlybasis.Infact,playerswhoengageinatleastthreeactivitiesotherthangameplayspendaboutfivetimesmoreperhourthangamerswhojustplay(seeFigure3).
Thecombinationofthesetrendssuggeststhatthisheightenedengagementamongyounggamersrepresentsmorethanjustkidshavingmoretimeforgames.Immersivegamingenvironmentsarebecomingthecenterofsocialandentertainmentactivityforagroupofconsumersthatwillenteradulthoodoverthenextfewyears.Giventheheightenedimportanceoftheseenvironments,wewouldn'texpecttheseconsumerstoabandonthemastheymature—andgrowricher.Instead,
weexpectthatthesegamerswillcontinuetodevotetheirtimeandspendtheirmoneyandthattheywilldemandmorefromthedevelopersandpublisherswhoprovidetheseenvironments
andexperiences.
Figure3:Gamerswhodomorethanplaygamesalsospendmore
Averagehourlyspendingbynumberofactivitiesbeyondgameplay
Numberofactivitiesbeyondgameplay(e.g.,socializing,shopping,watchinglivestreams)
Notes:Basedonrepresentativesample;excludes"other"andunclassifiedspendingSource:BainVideoGameConsumptionSurvey,May2024(n=5,153)
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GamingReport2024
Gamersarecocreatingtheexperience
Videohasbeendramaticallychangedoverthepasttwodecadesbytheriseofuser-generatedcontent(UGC).YouTuberMrBeastnowhasmoresubscribersthanNetflix,andvideoplatformsthatdependonusercontent(includingTwitch,YouTube,andTikTok)captureabout14%to19%oftotalentertainmenttimeintheprime13to44agegroup.Thesameshiftiswellunderwayinvideogames:80%ofgamershaveplayedagamewithUGC,andoneinsevenhavecreatedcontentinavideogame(seeFigure4).About80%ofUGCcreatorssaythattheycreatecontenttoexpressthemselvescreativelyandfortheirfriendstouseandenjoy.
Gamesoffercreatorsdifferentwaystoengage.Minecraft'sobjectivesrevolvearoundbuilding
andcreatingnewpartsoftheworld;creationisthegame.InRoblox,gamerscontributetogame
development,creatingnewmapsorgamesthatotherplayerscanenjoy.InGrandTheftAutoV,gamerscanpersonalizeandcustomizeitemsthattheyuseinthegame.Somegamespayuserstogeneratecontent,includingFortnite's“IslandCreator.”
GenerativeAIwillacceleratethistrendbyempoweringplayerswithtoolstofine-tunetheirgamingexperience.Someplayershavebecomeinfluencersorcelebritiesbystreamingorcommentingongamesonplatformsthatrelyonuser-generatedcontent,suchasTikTok,Twitch,orYouTube.Theseinfluencerscangeneratemoreengagementintheirgamingcommunities,increasinggameplayandspending.
Figure4:Mostgamershaveplayedgameswithuser-generatedcontent,and16%havemadecontentforgames
Percentageofgamersengagingwithuser-generatedcontent
Source:BainVideoGameConsumptionSurvey,May2024(n=5,153)
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Gamerswanttoplayacrossplatformsanddevices
Socialplaybeatssoloplay,andmostgamerswanttoplaywithfriends,whateverplatformthey'reon(seeFigure5).Asgamersspendmoretimedoingmoreingamingenvironments,cross-deviceubiquitybecomesevenmoreimportantastheywanttoengagewithfriendsregardlessofwhatdevicethey'reon.
Nearly70%ofgamersplayonatleasttwodevices,andhalfsaidthattheywouldliketoseemoreaccessibilityacrossdevicesinfuturegames.Cross-platformsolutionsaregainingtraction:95%ofgamedevelopmentstudioswithmorethan50peopleareworkingoncross-platformgames.
GamingIPistakingshareinothermedia
Morethanhalfofgamerswatchedashowormoviebasedonavideogameoverthepastyear,anincreaseof10percentagepointsover2022,reflectinghigherdemandandgreatersupply.Game-relatedshowsandmovieshaveabigimpactongameplay,withanaverage28%liftinaverageconcurrentusers(ACUs)sixmonthsaftertheirrelease.ResidentEvil,forexample,hasalongstandinggameandmoviefranchisedatingbacktothe1990s.ThereleaseofaResidentEvilshowonNetflixinJuly2022boostedtheACUofthePCgameResidentEvil2by62%sixmonthsaftertheshow'sdebut.The2020movieSonictheHedgehogbroughtinmorethan$300millionattheboxofficeandboostedtheACUofPCgameSonic
Figure5:InteroperabilityacrossdeviceswasafactorintwoofthetopthreefeaturesgamerswantedRankedorderofthingsplayerswantfromtheirgames
Rank3
Rank2
Rank1
gameregularlyallmydevices
ondifferentdevices
Source:BainVideoGameConsumptionSurvey,May2024(n=5,153)
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GamingReport2024
Adventure2by56%fivemonthsafteritsrelease.Andtheblurringgoesbothways:NetflixsaysthatitwillbringitsmostpopularstoriestovideogamesthroughitsownNetflixGameStudioandthatit'spartneringwithRobloxtocreateadigitalthemepark:Nextworld.
Fourimperativesforlong-termsuccess
Theseconsumertrendsaretailwindsindicatingstrongmarketgrowthaheadforthevideogame
industry.However,risingcompetitionfrombigtechandothermedia,aswellasfundingpressures,meanthatnoteverygamingcompanywillsharethegains.Aclearlydefinedgrowthstrategyiscriticaltoensurelong-termsuccess.Ourworkwithleadersintheindustrysuggestsfourimperativesthatwillhelpexecutivesdefinetheirlong-termstrategies:
·Understandthecustomer.
·
Expandthein-gameworld,includingintotherealworld.
·
Meetgamerswheretheywanttobe.
·
Createnewexperiencestokeepgamersengaged.
Understandthecustomer.Everygroupofgamersrequiresitsownproductandengagementstrategy,andgamecompaniesshouldbeconductingongoingresearchandtestingtorefinetheirunderstandingofthem.Determinetheappropriatewaystoreachthem—beitthroughprelaunchresearchduringgamedevelopment,duringsoftlaunchtrials,orthroughliveoperationsupdatesthroughoutthegame'slifecycle.
Gamecompaniesalsoneedtoconsiderabroaderrangeofplayersasthedefinitionofagamerchanges.
Gamecompaniesalsoneedtoconsiderabroaderrangeofplayersasthedefinitionofagamer
changes.Oursurveyresultsidentifiedtheimportantpotentialofoldergamersontheirmobiles.Somecompaniesfocusontheprimedemographicof12-to24-year-olds,buttheymaybemissingopportunitiesiftheydon'texpandtheirlenstoconsiderhowtheirgamesandIPcouldhelpthemreachawideraudience.
Expandthein-gameworld,includingintotherealworld.Giventhetrendofgamerswantingtospendtimeinimmersiveenvironmentsdoingmorethanjustplayingthegame,publishersanddevelopersshouldthinkmorebroadlyaboutthewholegameexperience.Whiletheycontinuetobuildoutthe
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GamingReport2024
game,theymaywanttoplacemoreemphasisonaspectsotherthanplay,includingsocialexperiences,othermedia,opportunitiesforcocreation,trading,andlockermanagement.
Theyshouldalsobelookingforopportunitiestoextendthegameexperienceintothephysical
world,includingpartnershipsthatcapitalizeongameIPinmovies,TVshows,themeparks,orothereventsandexperiences.Thisopensupnewcommercialopportunities,suchastheabilityforagamertobuyobjectsorclothinginthephysicalworldandalsogetadigitalversioninthegame.
Giventhetrendofgamerswantingtospendtimeinimmersiveenvironmentsdoingmorethanjustplayingthegame,publishersanddevelopersshouldthinkmorebroadlyaboutthewholegameexperience.
Meetgamerswheretheywanttobe.Asgamersincreasinglywanttoplayacrossplatformsand
devices,cross-platformgamesarebecomingtablestakes.Mostgamecompanieswillneedtomake
newinvestmentsindevelopmentandpartnershipstomakethispossible.Asdistributionbecomesmorecomplex,itwillbecomemoreimportantfordeveloperstostayontopofdevelopmentsindistributionsothattheycanstayclosetotheiraudience.
Createnewexperiencestokeepgamersengaged.Astrongcoreisessential,butlivegamesneedtoprogresstoremainchallenging.Indoingso,theyrelyonneworexistingIPtobuildoutthestory.FewfranchisesenjoythewealthofIPthatmorethanahundredStarWarsgameshavehadaccessto,withnearly50yearsofbroadIPdevelopmenttodrawupon.Buttheexamplestandsasahigh-watermarkforotherfranchisestoemulate.
Beyondupdatestothegameitself,leadinggamecompaniesfindotherwaysfortheircustomersto
participate.Cocreationtopsthelistasitalsokeepsusersdeeplyinvestedinthegame.Otherengagementopportunitiesabound,fromonlineforumstocross-mediaentertainmentsuchasshowsormoviesfeaturinggameplayorcharacters.
Gettingtothenextlevel
Gamedevelopersandpublishersfacetheseimperativesatacriticalmomentintheevolutionof
theirindustry,whengamecompaniesofallsizesaremakingconcertedeffortstoscaleupandbuildmorematurecapabilitiesthatcanseethemthriveinthenextwaveofgrowth.Themarkethasgrown
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quickly,fasterthanmostcompanieshavebeenabletokeeppacewith.Morethaninalmostanyotherindustry,manygamecompanieshavedependedonpassionfortheproductasmuchasprofessionalmanagementtodeliverthegoods.Now,asgamecompaniesfacetheprospectofcompetingmoredirectlywithbigtechandbigmediaplayers,theyarerethinkingtheiroperatingmodelstobecomemoreefficientandmakethemostoftheirintellectualproperty.(Formoreonthis,readthechapter“LevelUnlocked:HowVideoGameCompaniesCanEvolveOperatingModelsforGrowth.”)
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TheNextBigDisruptioninVideoGames:Distribution
Gamerssaytheywantmoreinteroperabilityacrossdevices,andmanywanttoconsolidatealltheirgamesontoasinglemarketplace.
ByAndersChristoffersonandYohannPlantec
AtaGlance
Gamersincreasinglyidentifywiththegamestheyplayratherthanthedevicetheyplayon一atrendthatwillforcegamecompaniestodevelopnewgrowthstrategies.
Advancesintechnologyacceleratethistrend:Low-latency,cloud-basedgamingallowsplayerstoaccessgamesfromarangeofdevices.
Gamedevelopersaretakingadvantageofthischange,movingawayfromplatformexclusivityinpursuitoflargerplayerbases.
Marketplacesthatconsolidategamesforplayers,sometimesforafee,arelikelytobethefuturebattlegroundforcontrolofthecustomerrelationship.
Imagineanot-too-distantfuturewhengamerscanplayseamlesslyacrossalmostanydevice:Startagameontheirphoneonthebuscommutehomefromwork,then,oncehome,droptheirdevicenexttoasmartTV,pickupacontroller,andrejointheactiononthelargerscreen.
Thisnextstepintheevolutionofvideogamingisjustabouthere.Astechnologyinnon-gamingdevices(mobilephones,TVs,non-gamingPCs)advancesquicklyandascloudgamingbecomeslessexpensiveandmorecommon,playerswillaccessgameswithoutaconsole,gamingPC,orotherdedicated
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gamingdevice.Yearsago,videoentertainmentfollowedasimilarpath:Consumersoncehadtorentorbuycontenttofittheirhardware:VHS,Betamax,DVD.Netflix'smoveawayfrommailingDVDsin2007signaledashifttohardware-agnosticstreamingplatforms,andnowviewerswatchfromanywhere,andincreasinglyonsmallphonescreens.
Gameconsoleanddeviceprovidershavebeenhearingforyearsthattheirindustrywillbecomedeviceagnostic,butitseems,finally,tobetakingshape,forafewreasons.
Gamerswantubiquity.Playersincreasinglyidentifywiththegamestheyplay(forexample,CallofDutyorFortnite)ratherthanthedevicetheyplayon.Ourrecentsurveyfoundthat70%ofgamersareplayingonseveraldevicesandthat8ofthetop10gamesareplayableonmultipleplatforms.
Technologygetsbetter.Cheapercloudinfrastructure,morepowerfulmobilephones,andhigherbandwidthnetworksallmakeiteasiertoservegamesfromthecloudtoanydeviceorscreen.
Developersaredroppingexclusivity.Astheypursuelargeraudiencesandneedtoaccountforrisingdevelopmentcosts,gamemakersarepublishingtitlesacrossdevicesandmarketplaces.
Forexample,FinalFantasypublisherSquareEnixsaidinMay2024thatitwouldshiftawayfromitslong-standingstrategyofdevelopingforSony'sPlayStationandinstead“aggressivelypursueamultiplatformstrategy”thatincludesNintendo,Xbox,andPCsinadditiontoSony'splatform.Otherpublishers,includingActivisionandTakeTwo,havesignaledsimilarshifts.
Anothersignthatthisshiftisunderwaymaybethatalthoughconsolesalescontinuetogrowinabsolutedollars,theirpenetrationlevelhasbeenflatforaboutadecadewhiletheglobalgamingpopulationhassteadilyincreasedoverthesameperiod.
Anothersignthatthisshiftisunderwaymaybethatalthoughconsolesalescontinuetogrowinabsolutedollars,theirpenetrationlevelhasbeenflatforaboutadecadewhiletheglobalgamingpopulationhassteadilyincreasedoverthesameperiod(seeFigure1)
Andwhileplayerssaythattheyareactiveonmultipleplatforms,oursurveyfoundthat90%ofthemwanttoconsolidate—andthathalfofthosearewillingtopayforit(seeFigure2).Gamingconsumersarelikelytosettleonahandfulofmarketplaces,biggameplatforms(suchasRobloxorFortnite),orotherintegratedmediaplatforms(suchasNetflixGaming).
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Figure1:Despiteanincreaseinconsolesales,consolepenetrationisdecliningasmobilegamersmakeupmostofnewgrowth
Consoleandgamergrowth,2013-2023Compoundannualgrowthrate
(indexedto2013values)(2013-2023)
Notes:Consolepenetrationrepresentsconsoleinstallbaseasapercentageofthegamerpopulation;consolesincludedinthesampleforconsolesalesandinstallbaseincludePS3,PS4,PS5,NintendoSwitch,WiU,NintendoWi,XboxSeriesX,XboxSeriesS,XboxOne,Xbox360
Sources:IDC;Newz₀0
Figure2:Mostgamerswanttoconsolidatetheirgamesontooneplatform,andmanyarewillingtopay
Percentageofgamerrespondentsinterestedinconsolidatingtheirgamesontooneplatform
48%
41%
11%
Interested,
Interested,
Notinterested
willingtopay
notwillingtopay
Source:BainVideoGameConsumptionSurvey,May2024(n=5,153)
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Raceforgamers'attention
Asthatconsolidationhappens,afewindustryleaderswillcapturethecustomerrelationships,usingthatengagementtograbmarketshare.Thosecompanies(largeandsmall)thatfailtomaintainadirectrelationshipwithgamerswillhavetomakestrategicalliancestoensurethattheycanreachtheiraudiences.Gamingcompanieswillneedtoredefinetheirrelationshipswithcustomers,competitors,andthevariousotherplayersthatmakeupthevideogameindustrylandscape.
Gamingcompanieswillneedtoredefinetheirrelationshipswithcustomers,competitors,andthevariousotherplayersthatmakeupthevideogameindustrylandscape.
Gamedevicemakers:Thosebrandsthathavebeendefinedbytheirproprietaryhardwareandthegamesexclusivetoitmayneedtoinnovateandrethinktheirvaluepropositioninorderto
maintaintheirrelationshipswiththeirgamercustomers.Giventhat80%ofgamersareplayingmostlyonnon-consoledevices,thesecompanies'marketplacesmaybecomemorecentralto
thoserelationshipsandtheirbusinessmodels.Theymaywanttotakeatwo-prongedapproach.First,protectandmaintaintheircorehardware-basedbusinessbydesigningahighlyinnovativenewgenerationofdevicesthatprovidehigh-quality,immersiveexperiencesusingextendedrealitytechnologies(e.g.,virtualreality,augmentedreality,etc.)andthatnativelyandintuitivelyintegratewith4KsmartTVs.Thegoalhereshouldbetodifferentiatetheirgameplayfromgeneralpurposedevices.Second,they'llwanttoexplorenewbusinessmodels,suchasopeninguptheirgamingenvironmenttootherplayers'marketplaces,untetheringtheirownmarketplacesfromtheir
hardware(whileprovidingthehighestvaluepropositiontowardbothgamersanddevelopers),andgeneratingnewrevenuestreamsfromadvertising.
Gamedevelopers:Asgamersconcentratetheirengagementonafewplatforms,developerswillwanttodecidewhethertoengagetheirplayersthroughtheirowndirect-to-consumerplatformsandmarketplacesorthroughlarge,cross-devicemarketplaces,dependingontheirscale.Theywilllikelyaccelerateeffortstodevelopcross-platform,cross-devicegamesandfeaturessuchasportableaccountsandgamelibraries.This,ofcourse,mayrequirestaffinguporupskillinginternalteamstoensurethenecessarytechnologycapabilities.Strategicpartnershipsarealsolikelytobecomemoreimportant,especiallyforsmallandmediumcompanies.
Marketplacesandotherdistributors:Ourrecentsurveyfoundthat58%ofgamersarealreadybuyinggamesfromseveralonlinestores,andfurtherdisruptionisalmostcertain.Largemarket-placessuchasSteamandarelikelytocompeteinalandgrabfornewcustomers,who
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willhavemorechoicesbutalsofacegreatercomplexity.Expecttoseearaceforscaletobecomethedominant,cross-devicemarketplace,whichwillallowtheleadertoofferbettereconomicstoplayersandpublishersaswellasconveytherighttoowncustomerrelationships.
Animportantfirststepinthatdirectionwillbeforthesecompaniestofindwaystodifferentiatethemselveswithgreatinterfaces,goodprices,andoccasionallyswimmingagainstthetidetoofferexclusivegames.Marketplaceswillalsowanttobuildgoodrelationshipswithgamedevelopersbyofferingreasonablefees,AItools,LiveOpsservices,dataanalytics,andinnovativemonetizationtools.Takingamoreproactiveapproachtorelationshipmanagementmayrequirestaffingup
salesteamsthathelpputmoregamesontheirmarketplace.
Noonecansayforsurehowlongitwilltaketheindustrytomovetoamostlyhardware-agnosticmodel.Butthecompaniesmostlikelytowininthenextchapterwillbethosewithaclearunderstandingoftheircompetitiveadvantage—namely,whathasdeliveredsuccessinthepastandhowthatwillplayintothefuture.Forward-lookingcompanieswillinvestindeveloping5-to10-yeargrowthstrategiesthatdelineatehowtocapitalizeontheopportunities—andmitigatetherisks—inherentin
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