![]() Players can attend the Star Wars event as Han Solo. In Fortnite, players can be their favorite pop culture characters. Take Fortnite’s events in recent years: 28M people “attended” Travis Scott’s concert, 11M people attended Marshmello’s, and 3M people watched the Star Wars event with JJ Abrams in 2021. Gaming is now about immersive socialization. Is it still gaming if you’re hanging out and trading fish in Animal Crossing ? Is it gaming if you’re attending an Ariana Grande concert in Fortnite? This isn’t new: as long as sandbox games have been around (games that give players lots of creative freedom), gaming has trended toward socialization, sometimes even losing gameplay altogether. gamer is 35, with only 29% of gamers under 18 that close to half (45%) of gamers are women and that gaming is deeply social.Īs games get more immersive, the lines blur between social and gaming. The reality is that the average age of a U.S. ![]() For many people, gaming conjures the image of a teenage boy isolated in his mom’s basement. ![]() And it now sucks up an enormous amount of time: 76% of Americans play video games regularly, with the average gamer playing 16.5 hours per week. In the 80s and 90s, gaming really took off. By 1990, a national survey had found that Mario was even more recognizable among American kids than Mickey Mouse (!). (Atari was also one of the first venture-backed companies in Silicon Valley.) Starting around 1980, Nintendo began rolling out iconic IPs: Mario, Donkey Kong, Zelda, and Pokémon. Nintendo’s move into gaming was mostly a reaction to the success of companies like Atari, a pioneer of arcade games, and breakthrough titles like Pong. Nintendo started out in 1889 making playing cards, and it was almost a century before the company launched into video games. Nintendo was-surprisingly-founded the same year that Vincent Van Gogh painted Starry Night. That being said, compared to film and music, gaming is relatively new. By 2028, gaming should be a $435B business. We considered another Venn diagram, but you get the picture.Īnd, it’s only getting a lot bigger. Roblox is now a place where community, culture, creativity, education, and commerce meet. Today, with a market cap of $23.94B (as of ), the substance of this thriving virtual economy is powered entirely by community and user-generated content. Also, this amalgamation has helped Roblox find an alternative and unique way to win in gaming, bringing them growth and engagement rates like a content marketplace (YouTube) or social network (Facebook) with the monetization of a game publisher (Epic Games, Blizzard).įounded in 2004, the idea was simple but ambitious: create an online space where people from anywhere in the world could do anything-construct buildings, run businesses, battle enemies, play sports, attend concerts-together. We’ll get more into why, but for now, just know that together this positions Roblox as one of the most important companies in the race for building and owning the biggest virtual economy. Quite the concoction of products there, we know.
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