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Online Entertainment, How Data Is Changing

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The gaming industry, over the years, has had an ever-increasing number of players and an increasingly inclusive audience. In 2020, there were over 2,7 billion players worldwide. Reaching such a high number was possible through mobile phones, consoles and other products, increasingly connected to the Internet and increasingly technologically advanced. The progress is demonstrated by numerous industry researches.  However, consoles are no longer the largest segment of the gaming industry.

It is estimated that, by the end of 2022, this world could reach 200 billion dollars in turnover, but how did it get to this point? Over the last twenty years, the console market has proven to be a driving force for this sector. Companies like Sony and Microsoft, in fact, have given ever greater impetus to the field.

But, today, 60% of interactions occur not through consoles, but through mobile devices such as smartphones, iPads, tablets. In 2021, according to a survey by Sole24Ore, the Italian market recorded a volume of over 2,2 billion euros. 56% of people prefer mobile gaming on their smartphone or tablet, compared to other devices. This phenomenon is in line with the rest of the world, indeed: Italy is in first place in Europe.

The advent of technological progress will further change this world, through new and particularly interesting trends. Let's see some of them together.

The new sectors of online entertainment

Let's start with cloud games, that is, companies that offer remote video game playback services on the cloud. They allow you to play video games through a simple Smart TV. This game mode does not require the purchase of a PC or console, but only uses the Internet connection. You can, therefore, connect to your home Wi-Fi or to your mobile network (provided it does not consume too many Gigabytes).

Next up is virtual reality. Through the use of a VR headset, it allows you to experience a completely immersive experience within the game, allowing you to hear sounds and stimuli “in first person”. Unfortunately, this technology has not yet had much success and use, as it is still in the research and improvement phase.

Of particular relevance is the Metaverse, in which millions of players are already accustomed to gathering in virtual rooms or universes to take part in the most varied and unexpected forms of digital entertainment. Group activities such as chess games, card games, but also events such as fashion shows, concerts or business meetings, are the order of the day in the Metaverse.

Video games like Fortnite have created real musical events with artists like Travis Scott, Ariana Grande and Marshmellow, allowing you to open your world to new interactions and build loyalty among your players in an innovative way. Another mention is the Fashion Week held in Decentraland.

Let's also remember online games, where you can spend your time in a virtual world with other players. Games can be competitive or just for fun. These platforms are ideal for having fun alone or with friends. This category of games has seen a significant increase in the number of visitors to its platforms. An example of this is www.starcasino.it, the well-known website that has seen the number of interactions from online players looking for fun and entertainment more than triple in the last 2 years.

Have you ever heard of play-to-earn? These are games that have recently come out. They allow their players to earn virtual rewards. They are connected through blockchain technology, which you may have heard in relation to cryptocurrencies. This idea is not very popular, as it requires a lot of power to run the blockchain algorithms needed for them to work. However, giants like Microsoft are pursuing various projects in this field.

Finally, an increasingly popular trend is eSports, which will debut in 2022 within the digital event of the 2022 Asian Games: this is an evolution of video games that is inspired by the professional areas of traditional sports, such as a live audience, championships, tournaments, sponsorships and paid players within a team. This business, in 2021, reached 1 billion dollars in revenue, assuming a doubling of the number of revenues already in 2022. In 2021, in Italy, 475.000 people followed eSports events daily.

Is it all rosy?

These new trends also require an increase in performance regarding Internet connection and the security of the platforms themselves. New opportunities represent new risks.

The topic of cybersecurity is very important. Fortunately, the websites that offer these forms of entertainment know this well and implement increasingly advanced security protocols. In short, the future seems to be increasingly digital.


Article published on May 25, 2022 - 16:51 pm


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