gaming industry Investment

Because consumers are constantly on the lookout for innovative experiences, the gaming industry has proven to be quite competitive. Top firms in the sector presently include Nintendo, the Valve Corporation, Rockstar Games, Electronic Arts, Ubisoft, and Sony Computer Entertainment, among others. A closer look at the predicted increases in 2017 identifies customer accessibility as one of the assets to be used. For example, Nintendo, a long-time manufacturer of handheld video games, has chosen to capitalize on the mobile option (Greengard, 2011).


The following statistics were acquired from Nintendo video consumers. Nintendo indicated the average age of gamers to be at 35,the game purchaser’s average age was classified to be at 38 and households that own devices for playing video games was classified to be averagely at 65% (Lin,2010). The devices that are frequently used for gaming were also classified in terms of percentage of popularity as follows: PC 56%,dedicated game console was put at 53%,smartphone is put at 36% by usage, wireless device at 31% and dedicated handheld device at 17%.Statistics available from eSports in the year 2016 indicate that sales from the most popular game Dota 2 reached a tune of $37,251,051.07 from 118 tournaments played (Williams, martins, Consalvo and ivory, 2009).


These statistics indicate investing in the gaming industry would not be for granted while taking into consideration that gamers are continuously looking for something new in the market that can excite them. The key issue to consider while investing remains taking into consideration what potential clients would love. Since gaming is an urge created by a desire to satisfy a certain inner feeling.


References


Greengard, S. (2011). Social games, virtual goods. Communications of the ACM, 54(4), 19-22.


Nelson, M. R. (2002). Recall of brand placements in computer/video games. Journal of advertising research, 42(2), 80-92.


Lin, L. Y. (2010). The relationship of consumer personality trait, brand personality and brand loyalty: an empirical study of toys and video games buyers. Journal of Product & Brand Management, 19(1), 4-17.


Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race and age in video games. New Media & Society, 11(5), 815-834.


VanBoskirk, S. (2011). US interactive marketing forecast, 2011 to 2016. BCAMA, Marketing Association of BC.

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