Revenues from mobile gaming market will increase by 23% in 2008 and continue to grow in an "exponential" in the following three years as outlined by the latest study by Enter, IE analysis center Business School.
The diversification of the media through the development of technology (mobile Internet, high-definition consoles, mobile 4G) and the introduction of new audiences such as women and families are some of the causes behind this trend.
In fact, the female audience of mobile games reaches 50% in the range of 18-24 years old, in contrast to the male audience of the same age, more focused on the rest of the game industry.
The rise of the interactive entertainment represented by types of games like 'casual games' or MMORPGs 'online' is pushing the video game industry, which, in general, grew 43% in 2007 .
Proof of this is the acquisition by Vivendi's developer and publisher Activision titles , a move that completes the "success" of 'World of Warcraft', created by Blizzard Entertainment, a subsidiary of entertainment.
For analysts, this new situation could threaten the leadership of Electronic Arts (EA) , author of 'Guitar Hero', which Vivendi owns harm music and film licenses for the development of new titles. A circumstance which is outside the acquiree either Activision because of their experience with this type of licensed products ("Shrek III ',' Transformers', 'Bee Movie').
没有评论:
发表评论