DTOS 1012 Customers and end-users of video gaming and the future trends of video gaming

DTOS 1012 Customers and end-users of video gaming and the future trends of video gaming

The global video game market?was valued at?USD 195.65 billion in 2021 and is anticipated to reach around USD 583 billion?by 2030. The compound annual growth rate (CAGR) is estimated to be 12.9 %.

In 2022, there are around 2.9 billion active video gamers; the average gamer is 34 years old and 70 % of gamers are above 18 years. 54% of gamers use smartphones.

Online solution providers should take into consideration the different categories of the customers and the end-users. The customers of video gaming can be different groups such as gamers, influencers, prescribers, payers, viewers, sponsors, players, decision-makers, advertisers, and indeed universally known the end-users.

For video gaming providers such as Sony (PS5), Microsoft (Xbox), Nintendo (Pokémon), the clients profile varies with generation, ethnicity, household make-up, education, urbanicity, and income.

The users’ categories for video game providers are as follows:

  • The high spender’s v/s the free users or low spenders ?
  • The Hardcore ’s v/s the casuals

There are three categories of customers that video gaming providers should thrive to empathize with and to satisfy their present and latent needs:

  • The players need friendly solutions, interactivity with other gamers, engagement, quality of the graphics, immediate, monetization, the updates.
  • The payers need standardized bundles, privacy, simple payment systems, “value for money” and trial offers.
  • The decision-makers need to be aware proactively of glitches and changes, fast support at any time, options for payments (subscription or on-demand).

The nine personas of the Gamers according to the industry expert Newzoo are:

  • The Ultimate Gamer?(14%) – Loves gaming and spends money and free time on games.
  • The All-Around Enthusiast?(10%) – Interested in all types of games, from watching to playing.
  • The Conventional Player?(3%) – Has plenty of gaming devices and loves playing.
  • The Subscriber?(21%) – Prefers high-quality games, will only spend on games if needed.
  • The Lapsed Gamer?(15%) – Unlike before, now prioritizes other things than gaming.
  • The Backseat Viewer?(6%) – Used to play a lot before, now prefers watching others play.
  • The Popcorn Gamer?(14%) – Gaming isn’t really a favorite pastime, love watching others play.
  • The Hardware Enthusiast?(9%) – Always updated about the new gadgets, consoles, etc.
  • The Time Flier?(23%) – Plays games during free time; prefers mobile games.

Customer lifetime value should be the primary concern of companies and those that adapt to these evolving expressed, implied, and latent needs of customers will assure a sustainable development.?

#designthinking #videogames

Heghine Manasyan

Director Emerita (Honorary) at Caucasus Research Resource Center (CRRC)-Armenia

2 年

Thank you for this information. Please also give some hints on video gaming Armenian market data (if any).

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