2020-2021 turned out to be very successful for the gaming industry. The coronavirus pandemic has locked people in their apartments, and instead of traveling, they began to travel through virtual worlds created by game developers. According to Newzoo, in 2020 the gaming market grew by 10%, but due to the pandemic, the forecast was revised to 15%.
However, it’s not just the numbers. In the new, vaccinated world, the function of games goes beyond entertainment. They become an attribute of business processes, a phenomenon of pop culture, a means for communication and self-expression. This is also true for online gambling, in which the proposals to try free slots New Zealand have only increased. What should the gaming market expect after the end of the pandemic? Let’s find out!
Self-Isolation from Reality
According to some estimates, 35-40% of the world population are fond of computer games, which is the most popular hobby. Experts explain the increased demand for games in 2020 by the desire to distance themselves from the problems that have arisen due to the corona crisis. During the pandemic, people began to spend more time playing video games because there was more stress, loneliness, and free time in their lives.
“A game cannot replace reality. People who used to play football or other team games have learned to play and communicate with each other in the virtual space. So, the communication hasn’t gone anywhere, just people have become familiar with the new format of online leisure,” says Vladislav Grechkin, head of the Cyber Legacy eSports company.
Cybersport Is Rapidly Entering Our Lives
Football, hockey, basketball – the most popular sports games seem to be losing their primacy. The world is fascinated by a new entertainment – eSports. Hundreds of thousands of fans are already filling the arenas and stadiums of world capitals, and watching the broadcasts. Their idols have hardly left the school bench, but they are already dollar millionaires. The world’s largest brands become their sponsors, the largest companies prioritize their investments in eSports.
This segment is growing, replacing the most important of all arts – movies. In the virtual world, there are no borders, no sanctions, no citizenship. Wars are fought continuously, but only between players and only in virtual space.
Despite such overwhelming successes, eSports is now at about the same level of development as the Internet was 20 years ago. Now, there are many talks about introducing eSports into the program of Olympic Games and including it in the school educational curriculum. It is not yet clear to what extent virtual sports will turn into real ones, but it is quite clear that the main achievements of eSports in terms of passion, participation, investment, and profits are still ahead.