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driven by containment, the video game industry in full euphoria

During the tenth edition of Paris Games Week, in October 2019, at the Porte de Versailles. STEPHANE DE SAKUTIN / AFP

In the video game industry, counters are going crazy. According to figures revealed Thursday April 9, it would have been sold, during the week of March 16 to 22, in the Europe, Middle East and Africa zone, no less than 2.74 million video games for download, or 53 % more than the previous week. In Italy, growth is even more impressive (+ 175%). The sale of physical games is not to be outdone, with 1.82 million units sold, up 82% (+ 218% in Great Britain).

While in 2019 the sector made more than $ 150 billion (137.3 billion euros) in revenue, the year 2020 promises to be excellent due to the Covid-19 and general containment. Console sales rose 84% in Italy in the week after the confinement, according to ISFE, which compiles sales data for the video game industry on the Old Continent. In France, the containment effect was even more marked: + 140.6% in the days following the measures forcing residents to stay at home.

In the United States, distributors are largely out of stock for the most popular console of the moment, the Nintendo Switch. For its part, the American telecommunications operator Verizon has noted an increase in traffic related to gaming up to 75% on its network. And the Steam game download platform saw record attendance in March.

The release of two highly anticipated titles, Animal Crossing: New Horizons and Doom Eternal, also contributed to the euphoria of the sector. Likewise, another popular title, Call of duty returned to center stage, with no less than 50 million sales in one month. Added to this is the offer of games offered free of charge (temporarily) by the Stadia platform, owned by Google.

Wealth of catalogs

Mobile gaming is also doing well. According to statistics from App Annie, the benchmark observatory on the application economy, the weekly number of downloads has reached an all-time high worldwide , to 1.2 billion in late March, against an average of just 750 million in early January, which represents a growth of 60%.

Often accessible in dematerialized form, video games do not even require you to leave your home to buy them

In the current period, the video game has everything to attract new players, or to recall old ones to his best memory. Often accessible in dematerialized form, it does not even require you to leave your home to buy it. Given the richness of the catalogs – from the war game to the puzzle game, via really sporty titles, which require sweating -, it reaches a very wide audience.

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