The Spanish Association of Video Games (AEVI) has published the Yearbook 2020 in which it reveals that, out of almost 16 million players in Europe, almost half are women, 45.9% of the total, a figure that has increased by 4 points compared to 2019, which represents around one million.
This increase has also caused many of them to acquire more video games through the internet, so you can follow YunExpress or other courier companies, to find out when it will arrive and start enjoying your new game.
According to AEVI, Spaniards spend an average of 7.5 hours per week playing, a figure lower than that of other neighboring countries. For example, in the UK, 12.2 hours were invested in this activity. It is followed by France with 8.9 hours and Germany with 8.8 hours.
Will the games continue to develop after the lockdown ends?
Locked in their homes, more people than ever have enjoyed video games. And is that for many people, lockdowns by COVID-19 have caused an increase in the number of hours spent in front of screens and inspired millions of people to try new digital activities.
Deloitte’s 2020 Digital Media Trends Survey found that during the crisis, a third of consumers, for the first time, had subscribed to a video game service, were using a cloud-based game service, or were watching electronic sports or a virtual sporting event.
But once people are back on the streets without restriction, will vendors be able to keep these new players?
Console makers and game service providers, as well as major video platforms with game content and live streaming, admit that now is the perfect time to convert the most casual gamer into long-term customers.
From simple mobile games to immersive multiplayer experiences, video games have grown in popularity in recent years.
This trend towards interactive, and often social, entertainment is most marked among the younger generations, many of whom have grown up. online and play video games. About 40% of “Millennials” and “Generation Z” ranked video games among their top three activities.
Trend in eSports
While millions of people were quarantined at home, many saw esports or eSports as a way to pass the time and be entertained.
Gambling was more popular than watching games (83% vs. 29% among esports fans aged 18-34), with a third of them saying they saw them as an alternative to traditional TV content. In fact, 70% of esports fans believe it’s important for sports and entertainment businesses and entities to recognize COVID-19 in their communication with consumers, according to a study by consulting firm Nielsen.
“Consumers are looking for ways to pass the time and be distracted from what’s going on in the real world. Video games and electronic sports have helped create a much needed distraction for many consumers, ”said Jon Stainer, CEO of Nielsen Sports.
“Since the start of the pandemic, the industry has seen massive growth with 82% of people playing video games and watching video game content,” he said.
Amidst the stress, worries and hardships plaguing the world today, games and eSports are shining a light on people. As the entertainment industry continues to thrive, it’s clear why gamers are a big audience for the market today and tomorrow.
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