The growth of the game industry

Image Credit: Newzoo

Image Credit: Newzoo

When somebody talks about the industry of entertainment, most individuals think straight away about the movie industry and the music industry. Numerous individuals watch the Oscars, Grammys, Golden Globes, MTV Video Music Awards, etc. 

Of course, there's an undeniable charm within the film and music industries. But would you be shocked to find out that these two are not the top-grossing sectors in entertainment? As a matter of fact, these two put together can’t even match half the revenue the video game industry is earning. Concurring to the most recent figures, the video game commerce is presently bigger than both the motion picture and music businesses combined, making it a major industry in entertainment. This year, the worldwide video game industry is esteemed at least US$152.1 billion from 2.5 billion gamers around the world. By comparison, the worldwide box office industry was worth US$41.7 billion whereas worldwide music incomes come to US$19.1 billion in 2018.

Consider the top blockbuster movie to date, Avengers: Endgame. When it premiered on April 16, it raked in over US$858,373,000 during its opening weekend. It even surpassed last year's Avengers: Infinity War, which generated US$678,815,482 in gross revenue.

In any case, while these movies got so much consideration and appreciation from the overall population, they still couldn’t beat the highest-grossing entertainment launch in history, Grand Theft Auto V’s release back in 2013, which earned US$1 billion in just over three days.

More fame doesn’t mean, all things considered, greater profits.

The game industry can be arranged into three principle classes – PC, mobile, and console gaming. Portable gaming, which incorporates smartphone and tablet gaming, is the biggest sector, representing US$68.5 billion of the complete evaluated income this year, up by 10.2 percent from 2018.

Image Credit: Newzoo

Image Credit: Newzoo

Console gaming is evaluated to create US$47.9 billion in incomes, up 13.4 percent from a year ago, while PC gaming is seen gaining US$35.7 billion, up 4 percent.

Portable gaming is relied upon to take up 59 percent of the worldwide game market by 2021, while console and PC gaming will have 22 percent and 19 percent individually. Plainly, portable gaming has gone far since its introduction to the world in 1997 when the compelling Snake was pre-introduced in more than 400 million Nokia telephones.

Last but it least, we ought to mention E-Sports. E-sports means "electronic sports", a kind of competition that includes the utilization of computer games. An ordinary e-sports competition appears as multiplayer computer game rivalries between groups of expert gamers. The most widely recognized games played today are multiplayer online battle arena, first-person shooters, battle royales, and real-time strategy games. A couple of the most noteworthy and most prestigious e-sport competitions today are played in Dota 2, Fortnite, Counter-Strike: Global Offensive, League of Legends, StarCraft II, and Overwatch. With its developing prevalence, e-sports has raised casual gaming into a competitive game of skills, strategy, and team play. Today, being a professional gamer can be a rewarding career as numerous competitions are being organized in different parts of the world and tens of thousands to millions of dollars being given away as prizes. The prize pool for the latest Dota 2 competition, for instance, came to over US$34 million

Gone are the days when gaming was only an activity to pass the time. The ascent of e-sports has radically changed the image, developing the gaming culture from a niche community to what is now something that millions of people watch like sports.