New Study Reveals Diverse Demographic Appeal to Mobile Gaming and the World of Digital Information

The mobile game was initially viewed with skepticism, with some saying it might not appeal to serious gamers. Despite this being the case, the mobile gaming industry has grown at a rapid pace and has now overtaken some traditional gaming formats in terms of overall revenue. The International Data Corporation (in collaboration DataAI) has just published a report that reveals that mobile games now generate 60% of revenue for the entire industry.

With all of that said and now out of the way, it’s important to note that mobile games are expected to bring in around $136 billion in 2022, or nearly two-thirds of the $222 billion the industry as a whole of the game should pay off. to win. This indicates that the mobile gaming industry has grown 4.5 times since 2014, when its total value was around $30 billion, everything was considered and taken into account.

This contrasts sharply with the 25% growth the PC and console gaming industries have seen over the same eight-year period. Market saturation plays a role here due to the fact that it’s the kind of thing that could potentially end up limiting the growth of a given industry once it hits a certain saturation point. However, mobile games also generate more revenue than PC and console games combined, suggesting that they target niches that these other forms of gaming fail to address.

Accessibility is one of the factors contributing to the meteoric rise of mobile gaming. Gamers don’t have to buy expensive equipment, but can just use relatively cheap smartphones that they should have bought anyway.

Another important and interesting aspect of mobile gaming is its appeal, as it caters to a much more diverse range of demographic niches than other gaming formats. is also long gone. Nowadays, mobile phones are very advanced and they are capable of supporting relatively robust game designs, which gives mobile games even more legitimacy.

Games like Genshin Impact and Roblox wouldn’t have moved into a PC gaming environment before, but they’re played almost exclusively on mobile phones and target niches that weren’t previously known for high hours of gameplay. Genshin Impact has been downloaded over 118 million times so far and received a consumer spend of around $2.8 billion. Roblox, a game originally thought of as a Minecraft scam, climbed 15 spots from number 16 in 2019 to number 1 in 2021 in terms of consumer spending.

Casual games are also attracting baby boomers who were once considered entirely isolated from the gaming ecosystem. Candy Crush not only enjoys enduring popularity among seniors, its popularity continues to grow. This game and other casual games aimed at baby boomers and Gen X users now account for 25% of the total market, up from 19% these games had in 2019. All forms of gaming are growing and attracting a consumer base. much more diverse users.

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Casey J. Nelson