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Index – Tech-Science – The video game industry has been valued at $ 300 billion since the pandemic wave

The gaming industry’s value has surpassed $ 300 billion (about 90,000 billion HUF) after and around the pandemic

According to a research report published on Thursday.

The film and music industry collectively also left the video game

According to a report by Accenture, a commercial and strategic consulting firm operating in Hungary, the value of the gaming industry exceeds that of the combined market for movies and music, due to the rise of mobile games and the focus on networks in a time of global social distance.

The emergence of new gaming platforms and demographic changes are forcing gaming companies to become experience-focused platforms rather than product-focused.

Said Seth Schuller, CEO of Accenture’s Software and Platforms Industry Group.

According to the study, the gaming industry has expanded by half a billion players in the past three years, and by the end of 2023, the number of players is expected to exceed 400 million new players.

Women play more

The distribution of players by gender and age has also changed in an interesting proportion: the most recent players

Thirty percent of them are under the age of 25, and a third of them claim they are not white. This is in contrast to the old players, where 61% of them are men, more than three-quarters of them are white and over the age of 25. By the way, in Hungary, it was recently revealed that half of the Hungarian players are women.

According to the survey, gamers spend an average of 16 hours per week playing games, watching or participating in game broadcasts eight hours per week, and spending six hours per week interacting in gaming forums and communities.

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Accenture employee Robin Murdoch says the industry is in a strong direction:

We see the game emerging as a superplatzets ecosystem where players can meet, socialize, watch live concerts, shop or even listen to music.

The research is based on data from an online survey of 4,000 Chinese, Japanese, American and British consumers, and included interviews with industry leaders.