The pandemic has challenged our daily lives and many industrial sectors. The video game has suffered from the difficulties of reconfiguring the programming work so that it can be done remotely, leading to numerous postponements (even of the last second, as happened for The Last of Us Part II), and the effects will certainly be visible also in the coming months. However, from an economic point of view it has benefited: those of home imprisonment have proved, as was easy to predict, ideal conditions for market growth.
According to the latest estimates provided by NDP Groud for the US market, three out of four Americans play some type of video game, in some way: it is 244 million people, a figure of 32 million compared to that recorded in 2018. 39% are "light gamers", that is, they play less than five hours a week; 32% are of moderate gamers, who play a variable number of hours in a range from 5 to 15 per week; around 20% are made up of heavy or hardcore gamers, who played at least 15 hours at the weekend. Surely smartphones and mobile games, in this sense, have contributed decisively to determining such a strong pervasiveness: video games have not been a nerd thing for decades, but an entertainment medium with which everyone at least comes into contact.
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35% of NPD respondents said they had started playing more than before the pandemic: most, however, do so with devices not specifically dedicated to gaming, in particular the smartphone, and then there are also the tablets and computers. Only 6% said they started playing during the health emergency: but on the other hand we have seen how a large number of Americans have already integrated video games into their habits.
In 2020, US consumer spending on gaming (therefore taking into account hardware, software and accessories) grew by 19% compared to 2019, reaching 6.6 billion dollars. This is not, however, an unprecedented figure: in fact, the previous record, dating back to 2010, of 7 billion dollars remains undefeated. Certainly a source of home entertainment such as video games could only assume an even greater centrality in these months: however, in addition to desire, there are also the effects of a very strong economic recession, which has pushed households to reorganize their own spending priorities.
Video game software is the most important item, and brings over 3 billion dollati to the plate. Then there are the accessories and Game Cards, with almost 2 billion dollati, and finally the consoles with 1.6 billion dollars. Going into more detail, the figures for the month of June speak of a 26% increase compared to 2019, with a turnover of 1.2 billion dollars. Even in this case, however, it is not a record, since in June 2009 it came to touch the 1.3 billion dollars.
Again, most of the revenue comes from gaming software, which contributed $ 570 million in revenue. The hardware is the tail light, with 191 million dollars, and accessories and Game Cards occupy the remaining space, with 417 million dollars. The hardware data show a drop of 17% compared to last year: a largely predictable phenomenon, considering that the new generation is on the horizon, with PlayStation 5 and Xbox Series X coming this fall.
The 5G that does not give up anything? Motorola Edge, on offer today from Cellularishop at 520 euros or from Unieuro at 589 euros.