Gaming World top games in the market In 2016, the video game industry generated nearly $ 100 billion in revenue worldwide, far more than the combined film and music industry. It affirms and consolidates its position as the world’s leading entertainment industry, acquired for several years now. It is the only one to have strong and stable growth over the years. Long regarded as the pariah of culture, stigmatized by the media and with a bad image, the video game has now largely democratized. More than that, he even ventures beyond mere entertainment status as an educational, informational, artistic, even engaged or experimental medium. In fact, it is more than ever a sector of the future, a pool of major jobs and a driver of innovation in various fields.
Toile de Fond offers you to review some of the many trends that will continue to energize this market in 2017. Also find our summary and analysis of the E3 2017 by clicking here.
The game-service, or the battle for the game time
There was a time when video game publishers were content to bet on the sale of boxes of their main games, and where players were happy to finish their game before moving mechanically to the next. But this time is over … We have entered the era of downloadable content, such as DLC (for DownLoadable Content) which adds a major content to the game, or microtransactions: small purchases in game, which allow to unlock elements minors (cosmetics, objects …).
Indeed, video games are no longer intended to be an ephemeral product, but to become a real service that publishers intend to operate over long months or even years. The goal is to have players play the game as long as possible and … continue to spend money on it. To achieve this beyond the DLC, which have bad press with the players because they imply to have to go back to the cash register, the means are as numerous as varied: to leave regular updates, to develop the notion of community and to imply the latter in the creation of new content (see in particular below the Gaming World top games in the market “UGC” and the modding), create interactions between the players within the game (multiplayer mode, cooperation, competitive …), propose a potentially infinite content (games in “systemic open-world”, procedural content, sandbox …), etc.