PCs, consoles, mobile phones … Regardless of the media used to play video games, the number of users in these three segments of France continues to grow. The gambling and entertainment industry is better than ever. why?
When digital replaces paper and virtual reality adds a new dimension to real-world experiences, when OTT video rocks traditional radio and television, we’re in an era where mobile consumption and connectivity ubiquitous dominate. So many companies are surfing this digital wave to boost sales and the market is breaking all records. Here, the video game record is right in front of you.
The Good: Dematerialization
Video game publishers can open the champagne! The growth of the three ecosystems (console, PC, and mobile) that make up the area of activity is impressive. According to experts, the secret to success lies in the dematerialization of the gambling and entertainment industry. Play online with other players on the other side of the world (see casino Bg), join virtual adventures, share your achievements on the internet, break records, download bonuses and paid extensions, and with just one click, with no time limit. Buy a new product, like your sofa.
The Bully: Data Sharing
Connectivity is no longer an option, it’s a must to get the most out of what your enterprise offers. Communicate over the network, buy online, give publishers the right to find us, and monitor consumer behavior … consciously or unknowingly, on all connections, mass individuals on the internet Share the data. This is very large and always unsafe, also when it comes to gambling. Virtual space.
The Ugly: Social Impact
Video games are France’s leading cultural market. With 1.34 million copies sold in 2017, the latest version of FIFA was the best-selling product in the industry. But publishers don’t want to stop there. In the increasingly innovative and bold competition of projects, they want to break the line between reality and virtuality and invest huge amounts of money in virtual reality, and most surprisingly, events. The idea is simple. Gather as many people as possible in the same place to meet, discuss, learn, play, gamble, or just see.
The aim
To strengthen membership in the open community, remove the image of the industry, attract new target groups, give a particular product a second life, and be considered the cultural standard of the French market. Their capital: e-sports. Their weakness: Degraded image that some games and gambling convey. From violence to sexism due to excessive rudeness, if this never challenges the value of this art, for others, these are incompatible with the publisher’s ambitions.