It is more important than ever that entrepreneurs, business leaders, and investors understand the full scope of the gaming environment in order to have the opportunity to succeed. As our analog and digital lives converge ever closer, gaming and interactive entertainment will likely be ubiquitous in our new Synthetic Reality. Revenue no longer ends with PC, console, and mobile, but also VR and blockchain gaming.Īs two organizations focused on the future of games and interactive entertainment, we at BITKRAFT and Naavik felt it was critical to undertake this exercise in order to reframe the conversation. Gaming hardware no longer encompasses only consoles, but also esports peripherals and streaming equipment. Segments that were once ignored have now matured to support legitimate growth businesses. Just as the definition of a “gamer” has evolved, we believe so too must the definition of the “games industry”. Having an accurate picture of the market is important when designing new games, launching new products (or businesses), and judging investment opportunities. So too have gaming hardware and streaming peripherals, the sales of video game consoles, as well as emerging gaming platforms, to say nothing of the growing swath of blockchain games and play-to-earn ventures. Areas such as esports, gaming-related adtech, and game streaming have previously been ignored. Both of these approaches exclude several important sectors, including entire verticals that depend upon games and gamers as their primary sources of revenue. Others have approached the market sizing exercise by looking only at public company valuations. sales and in-app purchases from PC, console, and mobile titles). To preface our approach, previous attempts to size the industry have been smaller in scope, limiting their measurements to revenues from games software alone (e.g. As a result-and as this report breaks it down-we have developed what we believe to be a more holistic method of measuring the size and scope of the global games industry. Nevertheless, and as counterintuitive as it may sound, to us at BITKRAFT and Naavik, we believe $175B remains an incomplete underestimation of gaming’s potential market size. And to complement this new standing, among these media categories, gaming is also the fastest-growing at around 10%, according to various industry research firms including Newzoo or WSJ / Activate. Having recently claimed the leading position from long-term media behemoth linear television, gaming today is larger than the global music, film, and on-demand entertainment sectors combined. In 2021, gaming-consistently reported as a roughly $175B industry¹-stands as the largest media category by revenue. collaboration between BITKRAFT Ventures and Naavik They increase the quality of life for the players, but keep it from becoming more than anything and putting them on the Experience Hyperinflation Treadmill.Ĭlockworks plan has an effective means to prevent that problem by reducing long-term meaningful progression, thus allowing players at different stages of progression to play together, adding content not only to the end, but also to the midgame, and thus avoiding that problem, as long as players complete all content. Instead of recognizing this unsolvable contradiction, MMORPGs have attempted to make their cake and eat it, too. For example, the players do not eliminate progress disparity, but the fun of the genre starts with being able to continue to make meaningful progress (that is, not, no, eliminate progress disparity). What starts a game, it’s all about making it happen to players to succeed at the same levels of progression. Many new and popular MMOs choose to try to eradicate this disparity, and in doing so, undermine the premise of the player experience they originally sought to create. Clockwork notes that MMOs run into issues when character progression is in infinite accumulation, an opportunity that rewards play, and a challenge for games health as these disparities arise. In March, the devs wrote a long blog about progression and experience inflation and how Bitcraft was able to help the MMORPG problem with. The studio has been crackling out teasers and a few years ago the lore journals – as well as an interesting Q&A – which discusses customizable avatars (you can look unpleasantly annoyed by the occurrence) – soloing (at a much higher level, and the fact that two of the major elements are not appropriate for anyone to do – construction, f/i, and re-enforcement, c/f/c, c/b: space, But even though it wasn’t going to make headlines, it was progressing. MOP readers recall Bitcraft emerged only last autumn as a procedurally generated sandbox MMORPG from Clockwork Labs, with the backing of a long list of big games industry names, including CCP Games Hilmar Petursson.
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