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Why gaming might become the biggest thing in the history of entertainment



The One World: Together at Home concert raised $127 million for coronavirus relief efforts. Over the weekend, young people engaged with the show and sent microdonations. The event happened virtually on Fortnite, the ultra-popular online video game, and this experience is by no means unique, writes John Sutter. Lady Gaga and 20 other artists led the concert to raise money for charity. It took place on the social gaming platform Roblox, an online gaming platform and game creation system. 

Players spent 1 trillion hours playing games and another 25 billion hours watching gaming streams in 2019. Gaming has evolved into the 3D internet in many ways, bringing it as close to reality as any current medium. Gaming dwarfs all other forms of entertainment, and it continues to develop at a rate of over 10% per year. That’s more than time spent on social media and more than time spent watching TV for players aged 18 to 34. By 2023, the market is expected to reach 3 billion participants. 

Advertisers spend 40 times less money on video games than on television. Gaming is a hugely popular pastime, but it’s still a young media outlet. Scale, customer attention, and a transaction infrastructure are three hallmarks of mainstream media. Until now, he claims, gamers had checked the first two boxes but neglected to review the third.

Cinema tried its hand at it, but because gaming is computer-generated entertainment, it may produce various things. These items should never distract players; instead, they should be included in the game. He believes that for this to function, the infrastructure must be built on the terms of the game developers. That in-play infrastructure allows the industry to realise its full potential, which will open up a slew of new commercial options.

There were only about 360 million internet users globally when Google started AdWords in October 2000. Gaming provides a new way to reach a global audience of 3 billion individuals from all walks of life. The next generation of entrepreneurs will succeed by using games to reach out to their target audiences. 

In 1994, the first banner ad received a click-through rate of 44 per cent, more than 100 times higher than the current industry average. Early adopters will benefit disproportionately from addressing a less expensive, more engaged, and less weary audience. Gaming represents the move to a more detailed, three-dimensional virtual reality.

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