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George Mack’s tweet about 10 Thoughts On The Video Game Industry is a reminder that structuring large projects as a series of “regular, small, and easy wins” keeps folks motivated to continue grinding levels. This aspect of game design isn’t the only reason that “the video game industry is worth more than TV, movie, and music industries combined”, but the regular dopamine hit of small rewards is key to the kind of engagement that keeps folks gaming 24 hours straight, locked into the infinite scroll of social media, or going above and beyond on that big project your team is working on. 🧐 https://lnkd.in/gEhxRPZ4
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Globally, Video game industry is $200-plus billion globally—larger than all of film, television and music combined. And, to note, there are more than 3 billion active gamer. The global video game market size was estimated at USD 217.06 billion in 2022 and is expected to reach USD 242.39 billion in 2023. What is the video game market growth? The global video game market is expected to grow at a compound annual growth rate of 13.4% from 2023 to 2030 to reach USD 583.69 billion by 2030.↗️
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The Super Duper Pictgen Video Game Console is now available. As imagined by https://pictgen.ai
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Take a look at this mod by MrHuu that enables you to enjoy the original Fallout game on the Nintendo 3DS. Download it: https://lnkd.in/exESAU-E #videogames #gamedev #gamedevelopment #gameindustry
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Boss Rush Banter: Which May 2024 Sony State of Play Announcement Excited You the Most? The May 30th Sony State of Play is just the tip of the summer 2024 video game announcement iceberg. Which title from this State of Play has you most excited? #WeAreBossRush #BeBetter #StateofPlay #PS5 #PlayStation5
Boss Rush Banter: Which May 2024 Sony State of Play Announcement Excited You the Most?
http://bossrush.net
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Discover the power of importing game video with HELIOS®. Revolutionize how you analyze games with instant shifts. https://lnkd.in/giz_YZqH #hockeytraining #playerdevelopment
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🕹 50 Years of Video Game Industry Revenues, by Platform 🕹 And the video game industry’s explosive growth over the last five decades has killed any skepticism of its strength and staying power in the larger media and entertainment space. We visualize the video game industry’s inflation-adjusted revenues every year, from its humble beginnings in 1970 to the media juggernaut it is now, worth more than $180 billion of revenue in 2022
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You might know "resolution" in terms of your TV, the photos from your phone or from video games - and just like your TV, phone and games climate models are getting better all the time. Take a look at how the climate models have progressed over the years: https://buff.ly/44H3Baw
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What the article fails to point out is the increase in lifetime consumption by these games that is indicated indirectly by these revenues. We didn't get more time so the time spent on gaming is taken from other activities like human interaction. The human interaction is the engine of a society. If this is missing and we add in remote work, replace any physical work due to robots and AI, replace teachers with bots, and so on, the newer the generation the fewer social skills will learn. If AI will be used more and more to increase productivity or to smooth human interactions I believe that slowly the ability to solve conflicts of the newer generations will decrease. The isolation will lead to depression and a deeper retreat from society. People will become lonelier than ever with all the consequences derived from this process.
50 Years of Video Game Industry Revenues, by Platform 🎮️ https://lnkd.in/dJsZ5aA8 #technology #nintendo #virtualreality
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Following my LinkedIn account, I came across this fascinating chart about the videogame industry. It is impressive to see how the market has increased its revenue in the last five decades, especially between 2016 and 2022, thanks to the mobile category that presents $101B of revenue (56% of the total). Reading the Visual Capitalist article, I remember the business case I made for my internship selection process (2021), where I had to choose a type of category for the company invests, videogames or car toys. During this period, I chose the video game category, understanding that the company already had an influence and dominance on the car toys and, because of that, it could explore the opportunities existence inside this other one, focus on the gain of competition based on Porter's 5 Powers and the BCG Matrix Analysis. Also, looking at this chart below, it is impressive how the video game industry has grown and expanded so much. Beginning with the Arcade, passing its leadership for the console, as Nintendo, then for the PC and now for the mobile, which is the largest category of the videogames market. What can we expect for the next 50 years? It is an interesting question that I made for myself. #videogames #industry #market #marketing #revenue #BI
50 Years of Video Game Industry Revenues, by Platform 🎮️ https://lnkd.in/dJsZ5aA8 #technology #nintendo #virtualreality
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