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:
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There are three categories of customers that video gaming providers should thrive to empathize with and to satisfy their present and latent needs:
The nine personas of the Gamers according to the industry expert Newzoo are:
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.?
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).