Games Industry Trends Globally and Locally

By | March 23, 2022

Games Industry Trends Globally and Locally, the global gaming market has a value of US$173.70 billion in 2020 and is expected to grow to US$314.4 billion by 2026. This figure makes competition in the gaming industry even tougher. All the actors are trying to follow the latest industry trends so as not to be left behind. What are the upcoming trends for the gaming industry?

  • Games evolve with technology

As a creative medium, the only thing that limits the development of games is the advancement of technology available today. The history of the gaming industry shows that the more technologies and platforms developed, the more types of games on the market.

In the 1970s, games were only available in the form of large machines for arcades or playgrounds. When television became a common commodity, the game industry also created game consoles that could be installed on televisions. As personal computers became more and more common, the gaming industry did not lag behind in creating games for computers. Likewise, cellular phone technology has triggered the creation of handheld consoles and mobile games , and the internet has created online games .

The current global trend is not much different, games will still develop with the emergence and spread of the latest technology. One of the newest trends is cloud gaming which uses cloud technology to store and run the entire game . Meanwhile , smartphone -based games have a growing market share thanks to their higher accessibility.

Games Industry Trends Globally and Locally

Games Industry Trends Globally and Locally

  • The growth of the game-derived industry

The COVID-19 pandemic, which limits the way we interact, has made games more attractive to the general public. Other industries have started to use games as a medium. Some game derivative industries that are worth noting are e-sports , serious games , and game -based NFT .

Combining games with sports, e-sports is one of the game – derived industries with the greatest value. The concept of e-sports began to attract a lot of interest in 2000 in South Korea, and quickly spread throughout the world, with the United States as the largest market today. It is estimated that the e-sports industry will be worth US$1 billion by 2021.

Games Industry Trends Globally and Locally Serious game is the use of games as a medium for business and education. The use of this game is also known as gamification (gamification), and has been widely used for learning activities, training, to marketing activities. The phenomenon of gamification has been extensively studied by the Massachusetts Institute of Technology in the MIT Game Lab unit.

While in the blockchain industry , which has a value of US$ 1.2 billion, game -based NFT has seen a rapid increase in the number of users and sales. This game -based NFT can be obtained from playing blockchain games .

In the near future, there will be more industries that will adopt games as a medium to support their business, and this will trigger the growth of new derivative industries.

  • Games Industry Trends Globally and Locally about, is trends in Indonesia?

So far, the data shows something similar to the global trend, especially in the serious game usage aspect . As VP of Gamification at Agate, the largest company in the local gaming industry , I have seen firsthand the growing interest in serious games in Indonesia.

An increasingly virtual work culture and lifestyle are contributing to this, and the use of gamification is helping this transition to happen more smoothly. But to achieve this, gamification must be designed for both types of users involved: individual users and corporate users.

An example of the use of gamification that is in high demand is gamification for the employee training process. To meet this training need, we developed Levio, a gamified learning tool that can be used on smartphones . In addition to making it easier for employees to learn, Levio also records the training process for each employee, thus facilitating monitoring and evaluation activities for the company.

Gamification has also begun to be used for assessment activities for new candidates. Several companies have looked at gamification for this matter, for example Waskita who has collaborated with Agate. The use of gamification not only saves time and effort from all parties, but also provides a pleasant experience in the recruitment process, as well as being a separate employer branding event.

In addition to internal purposes, serious games can also be used for company external purposes. Populix and JD.ID are some of the names that have worked with Agate to develop gamification for customer retention .

In conclusion, game is the new TV . The interactive game mechanics offer additional interaction when we live isolated in the era of the pandemic. Supported by the increasingly common use of smartphones and easier access to own games , the gaming industry (and its derivatives) will continue to grow on a local and international scale.