By Guilherme Camargo.

The evolution of the digital game player has been marked by a series of changes from the way games are developed to the way they are consumed. In the past, games were seen as a marginal activity aimed primarily at a male audience.

However, in recent years they have become a popular form of entertainment with a growing fan base.

The profile of digital game consumers has changed in the last decade. The gaming market, which had previously been consolidated on platforms such as computer and video games, saw this hegemony end with the emergence of the smartphone. Device brought more accessible games to a wider audienceIncluding people who are not fans of traditional games.

The smartphone has literally changed the game. It attracted a new, casual audience of men and women of all ages looking for a less immersive moment of entertainment. Another factor that facilitated the acceptance of the smartphone was the business model that developed with this new platform.

The struggle in the past for the best graphics, competitive performance and hardware purchase prices has given a new reality to the smartphone. Model freeThe game is built in, allowing you to play for free with the option of in-game purchases.

From a consumer perspective, free it was a success. It has turned gaming consumption into a habit that is present in more than 70% of Brazilians. From an industry perspective, the model brought innovations, new types and formats of monetization, and a radical change: The most popular and most preferred platform by consumers was not designed solely for the player profile.

The evolution of the digital game player is a revolution that has occurred and intensified over the last decade. The smartphone has changed the gamer profile, business model and most popular platform. With an increasingly diverse and demanding fan base, the future of the gaming market is promising.

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Guilherme Camargo, Founder of SX Group, the group consists of 6 companies in the fields of marketing, gamification, gaming (has reference gaming research in the Brazilian market) and diversity (has reference diversity research in Brazil).

The evolution of the digital game player has been marked by a series of changes from the way games are developed to the way they are consumed. In the past, gaming was seen as a marginal activity aimed primarily at a male audience. But in recent years, gaming has become a popular form of entertainment with a growing fan base.

The profile of digital game consumers has changed in the last decade. The gaming market, which had previously been consolidated on platforms such as computer and video games, saw this hegemony end with the emergence of the smartphone. The device made gaming more accessible to a wider audience, including people who were not fans of traditional games.

The smartphone has literally changed the game. It attracted a new, casual audience of men and women of all ages looking for a less immersive moment of entertainment. Another factor that facilitated the acceptance of the smartphone was the business model that developed with this new platform.

The struggle in the past for the best graphics, competitive performance and hardware purchase prices has given a new reality to the smartphone. Model freeThe game is built in, allowing you to play for free with the option of in-game purchases.

From a consumer perspective, free it was a success. It has turned gaming consumption into a habit that is present in more than 70% of Brazilians. From an industry perspective, the model brought innovations, new types and formats of monetization, and a radical change: The most popular and most preferred platform by consumers was not designed solely for the player profile.

The evolution of the digital game player is a revolution that has occurred and intensified over the last decade. The smartphone has changed the gamer profile, business model and most popular platform. With an increasingly diverse and demanding fan base, the future of the gaming market is promising.

Guilherme Camargo, Founder of SX Group, the group consists of 6 companies in the fields of marketing, gamification, gaming (has reference gaming research in the Brazilian market) and diversity (has reference diversity research in Brazil).

Source: Tec Mundo

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I'm Ben Stock, a highly experienced and passionate journalist with a career in the news industry spanning more than 10 years. I specialize in writing content for websites, including researching and interviewing sources to produce engaging articles. My current role is as an author at Gadget Onus, where I mainly cover the mobile section.

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