GROUP PROJECT: LOCKDOWN GAMING STATISTICS

 Game Stats in Lockdown Adam Finn


Nintendo/Bethesda: From March 16 to March 22, a total of 4.3 million games were sold worldwide. 

Gaming companies were eager to release content during this upswing of sales as seen with the release of Animal Crossing New Horizon and Doom Eternal. (March 20th, 2020).


   -Doom Eternal: $30 million @ end of first month

   -Animal Crossing New Horizon: $645 million @ end of 2020



Digital Gaming: Super-data also revealed that spending on digital games in March reached $10.0 billion, an $800 million increase from February of the same year.


Hardware sales: Lockdowns and the prospect of the foreseeable future spent indoors saw a spike in hardware sales of the Nintendo Switch by 155% as early as March 2020.


Console Releases: Microsoft led an announcement for a new console release in the holiday season of 2020. Revealing the price and mockups of the new Xbox Series X.


Sony: Sony also geared up for their presentation of the new PlayStation 5 in October 2020.


COVID Game Releases: The lockdown wasn't all good for gamers however as the development of some titles came into crunch time, most studios had to convert to working from home. Because of this, many games were extremely delayed and had their release dates pushed back.


Halo: Microsoft was hoping on Halo Infinite to be a leading launch title for their console, but it was soon delayed due to COVID-19 restrictions.

More than half of Americans turned to video games during lockdown:
ACNH, Among us, politicians like AOC, Biden capitalized on their popularity


The giants of the video game industry have thrived in the pandemic. Can the success continue?- Washington Post - https://www.washingtonpost.com/video-games/2020/05/12/video-game-industry-coronavirus/

  • Number of subscribers to its Game Pass service cracked 10 million.
  • Microsoft reported a 130-percent increase in multiplayer engagement across March and April.
  • Nintendo announced sales of its Switch console were up 24 percent year-over-year
  • Twitch, the most popular video game streaming platform, saw 1.49 billion gaming hours watched in April — a 50% increase since March.
  • An in-game Travis Scott concert saw over 12 million concurrent views from players, and in April alone, players racked up a combined 3.2 billion hours in-game.
  • Video game sales in March approached $1.6 billion, representing a 35-percent year over year increase
  • Pandemic has “compromised” the game’s initial release timeline, according to Anna Donlon, an executive producer for the game. Riot Games has been unable to record certain voice-overs, as recording studios are closed.
  • Ubisoft and CD Projekt Red announced delays around prominent titles last fall and earlier this year, respectively, for reasons other than the covid-19 outbreak.
  • One company, which supplies cords to Microsoft’s Xbox division, reported their factory in China operating at 40-percent capacity in early March. Another supplier said it was at 80 percent by mid-March, while others reported no reduction in output.

  • 75 percent since the quarantine first went into effect last week. Meanwhile, video streaming has also increased by 12 percent. Overall web traffic is up nearly 20 percent, but social media usage was flat.
  • "We expect video game sector fundamentals to fare far better than the market average during the current COVID-related extraordinary measures, and during any possible resulting recession. As such, we think the sector is a (relatively) good place to weather market volatility."
  • Global viewership has increased over the past week on multiple platforms. "Comparing the most recent weekend and Monday to the same timeframe the previous week, Twitch viewership increased 10 percent and YouTube Gaming went up by 15 percent, both of which reflect the popularity of the livestreaming medium now that people are consuming higher volumes of entertainment from home," says StreamElements CEO Doron Nir. 
All that glitters is not gold. The rise of gaming in the COVID-19 pandemic - M. ÁngelesLópez-Cabarcosa Domingo Ribeiro Sorianob Juan Piñeiro-Chousac - https://www.sciencedirect.com/science/article/pii/S2444569X20300408

  • Using a logit–probit model, this research aims to analyze the relationship between financial (VIX, S&P GSCI Gold Index) and social (worldwide daily variation in total deaths from COVID-19 and worldwide Google attention on coronavirus) variables and the returns offered by the video game and eSports exchange traded fund (ESPO).



Disabilities and Accessibility in Gaming

One in five players of casual video games have an impairment related to physical, mental or developmental disability. In other words, twenty percent of the casual video games audience is comprised by disabled gamers. 

Nine percent of the population in the United States suffer from a loss of gaming experience because of their impairments. Two percent of the population in the States is even entirely unable to play a game because of their impairments.

ninety-two percent of these test subjects claim that they play video games in their leisure time.
They play games at a regular and frequent rate. The number of hours the test subjects play games per week is according to themselves as many as 10,3 hours on average, with the highest number 25 hours per week and the lowest 1 hour per week.



Nearly 20% of all Americans have a disability that may interfere with their ability to play video games.

Despite the myth that video games are primarily for children and teens, the average age of the gamer is actually 35. In fact, 72% of gamers are over 18. As the gaming population gets older, the need for accessibility due to age-related disabilities, such as reduced mobility and vision, will increase.

  • Classifications of impairments
  • Game interaction model
  • Game accessibility Statistics
  • Games for different disabilities
How accessibility consultants are building a more inclusive video game industry behind the scenes

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