Mom: Time for dinner son!
Son: I’ll be done in 5 mins! Just one last game!
I’m positive that most kids (or adults) can relate to this.
On a personal level, I was nurtured to have a love-hate relationship to video games. During my adolescence years, growing up in a traditional family, video games were considered pretty much a “sin”. An activity that degenerates one’s mental well-being and a “waste of time” according to my parents. Hence, gaming was absolutely forbidden in the family. On the other hand, it was an era where technological giants like Sony, Microsoft and Nintendo rise to compete and outdo each other in the gaming industry. Therefore, the peer pressure to love gaming is real when everyone in school will discuss and share their gaming experience.
I can still vividly recall, when i was about 10 years of age, my dad smashing my older brother’s newly bought Nintendo “GameBoy”. The rebellious purchase took my brother a good 2 years worth of savings. Therefore, it always sends a shiver down my spine when I witness millennials nowadays throwing tantrum at their parents when being asked to stop playing their games. And even more so when their parents yield to their demands, like “I will only have dinner after i finished this game”, or “I’m in a game right now, talk later.”
What on earth is happening here?
Looking at the growth statistics of the industry over the years, I believe we have come to a point of approval that gaming is part and parcel of everyday life now. Or even embracing it as a lifestyle. Avid gamers have elevated to the less treaded path of taking gaming as a career by either transitioning into professional esports athletes or live streamers.
Some quick facts and data of the gaming industry generated in 2018.
- According to The Startup, games were developed on platforms according to descending order of popularity are as follows: Computers (PC and Mac), Mobile Devices (Smartphones and Tablets) and Consoles (PS4 PRO).
- On newzoo, the growth of mobiles games is standing at an incredible 13.3% Year-On-Year at 2018. And hence, dominating the gaming segment at $137.9Bn (51%) revenue generated of the overall market. And according to industry experts, mobile gaming is forecasted to maintain a double-digit growth trajectory of 11% compound annual growth rate (CAGR) from 2012 – 2021. A truly remarkable phenomenon; even for a single company to achieve this growth rate, let alone an entire industry that have been around for decades.
- The highest spending country in the world for gaming is China ($37.95Bn), followed by US ($30.41Bn) then Japan ($19.23Bn) according to newzoo.
- In 2017, Entertainment Software Association discovered that the average age of male gamers is 33, whilst the average age of female gamers is 37.
- According to Quantic Foundry (2018), male gamers cite competition and destruction as their main motivation to play. On the other hand, female gamers cited fantasy and game design are their main attraction to games.
- In 2018, newzoo’s statistics show that the most popular core PC game around the world is League of Legends. And according to Metacritic (2017), the best game ever voted by critics is The Legend of Zelda: Ocarina with a total score of 99/100.
- In 2017, the leading esports game worldwide was DOTA 2 that have attracted the most prize pool of $38 million. This result was presented by Esports-betting.pro in 2018.
- From Redbull, renowned schools all over the world such as University of California and Columbia College have offered professional esports programmes to groom esports athletes.
Who doesn’t like a fun prediction of the future? It will be interesting to look back when the time comes to see if I’m anywhere near the mark.
At this infectious rate that gaming is taking up a major portion of time in people’s life, the world will succumb to this habit. Everyone globally, if not most, will be addicted to gaming. Activist worldwide will protest to ban gaming like how they are working towards the banning of guns in the US. Lastly, the government will campaign to fight against the most prevalent diseases such as blindness, glaucoma, cataracts, etc… due to overexposure of screentime. Pretty apocalyptic, yes?
People will pick up their mobile devices and put on their Virtual Reality (VR) goggles as soon as they are awake to be in their place of comfort (in their virtual world). And mobile devices will be at least be five times the size of our current ones to accommodate for bigger batteries capacities. People would chat with other players or Non-Player Characters (NPC) in the game as they would converse to someone in real life. Talking to an “imaginary friend” would hence be viewed as a norm.
In summary, i believe that the virtual gaming world will merge with reality as one.
In the near future, it is evident that the gaming sector will flourish into a dominant industry, and would probably be positioned alongside financials, mining, retail, etc.. Now might be the best time to develop some gaming skills to cut a slice of this lucrative industry.
As an adult now, will I indulge in gaming? You bet! Time to make up for lost time.
Right back at you pops!