viernes, 17 de abril de 2020

The Economist: The rise and rise of video games

https://www.economist.com/prospero/2020/03/19/the-rise-and-rise-of-video-games

The rise and rise of video games

Covid-19 has drawn renewed attention to an under-appreciated industry
Books, arts and culture
Prospero

AS THE COVID-19 pandemic has forced billions of people around the world to spend more time at home, the entertainment business has sprung into action to capture their attention, with live-streams of concerts, opera performances, museum tours and more. Nielsen, a market-research firm, reckons that during past crises Americans spent 60% more time in front of the TV; reports from Italy and South Korea suggest that the number of people who watch television each day is up 12% and 17% respectively.

The impact on the video-game industry may be even greater, as many take up the pastime or increase the amount of time they play. According to Verizon, overall video-game internet traffic has increased 75% since restrictions were imposed in America. Bungie, a video-game developer, says that average daily user engagement on their game Destiny 2 is up 10% worldwide and as much as 20% in the markets most affected by the coronavirus. (Ndemic Creations’s “Plague, Inc”, a mobile game in which the user assumes the position of a deadly pathogen, became the bestselling app in China during the outbreak.) Steam, a leading online retailer of video games, recently hit a peak of 20.3m concurrent players, 11% above the previous high. Twitch, which allows gamers to live-stream videos of their game-play, has seen its average viewership more than double.

This reflects the social nature of video games today. Many analysts and industry leaders see them as social networks more than a digital version of a board game or an interactive movie. Players use these games as a way to connect with and spend time with their friends, just as teens once loitered at a shopping centre or spent hours on the phone after school. Today the most popular titles are based around multiplayer experiences that are updated with new content and challenges daily, and which go far beyond combat-based games such as “Call of Duty” or “Street Fighter”.

“Grand Theft Auto”, for example, launched a virtual casino last year which allows players to hang out while essentially gaming for real money (several countries have banned this feature). In “Roblox” and “Minecraft”, both of which have more than 100m monthly active users and amass more than 1bn hours of playtime a month, players build their own games, or play those built by others, rather than those developed by Mojang or Roblox Corporation. A community of Minecraft players in China recently recreated, at scale, the hospitals built in Wuhan following the covid-19 outbreak, in a tribute to the builders and hospital workers on the front line.

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https://www.economist.com/prospero/2020/03/19/the-rise-and-rise-of-video-games



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