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Ten Problems for Gaming in the 2020s

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2021-05-29 18:30:04

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The video gaming industry is huge and shows no signs of slowing down. While there were almost two billion video gamers across the world in 2015, this figure is expected to rise to over three billion gamers by 2023 [1]. The Asia Pacific region is at the heart of the global video gaming industry. According to estimates, there were over 1.5 billion video gamers in the region in 2020, generating a combined revenue of 78.3 billion U.S. dollars. This represents almost double the revenue generated in the second largest region, North America.

The global gaming market is set to reach $256.97 billion by 2025. More than 2.5 billion people worldwide play games. Sony Interactive Entertainment’s estimated value is $13.4 billion. eSports enjoy an audience of around 456 million people. High-fidelity mobile games are on the rise. Puzzles, arcades, simulations, lifestyle, and bingo-like games are all the craze. Users like simple games that take little time to play. Those are known as hyper-casual games and include titles such as Love Balls and SpinUp Jump [2].

Countries that adopted early online and mobile gaming have continued to move forward in a fairly dramatic fashion. If you talk to our members across the globe that are actively involved in online gaming and mobile gaming, their practices are busy, their clients are busy, because everybody has learned how to adapt and do everything online, from your living room, or from wherever you are at in the moment. That has been a benefit to some of these companies and jurisdictions that have been early adopters. In the U.S., the gaming market has suffered more to a certain extent because we were not early adopters of online gaming [3]?

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