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Issue link: https://digital.macdirectory.com/i/1509247
With the three firms simply sign up for the service filled with their array of added/dropped films/shows and games that will run on any platform – computer, console, iPad, portable game player, iPhone, or smart TV. They’ve already perfected what it takes to adjust the quality dynamically to the amount of horsepower and bandwidth you have access to…big and brilliant on your 4K big home screen or throttled back so it looks/performs “well” on your smartphone. Admittedly, video game play got a big boost – across the family – during the 2020-2021 time-out. In addition, it remains strong and includes players across all demographics -gender, race, ethnicity and age. According to ESA (Entertainment Software Association), the average video gamer is 32 years old and has played video games for many years. Most of the players are male (53 percent). However, females (46 percent) have increasingly grown to appreciate the single-user smartphone games as well as real game play such as Resident Evil, The Witcher, Assassin’s Creed and many more as well as MPGs (multiplayer games like Minecraft, Call of Duty, Halo, etc. Parents prefer their children playing video games to just watching movies/shows and feel it is much less harmful to them than social media. The number of Americans playing video games remains strong and encompasses players across all demographics. Pew Research reported that parents feel video game play is beneficial for their children and has a positive impact on them. Respondents noted that it helps them develop problem solving skills, promotes teamwork, enhances their persistence, logical thinking ability and communications. They also said video games - especially when played with parents - is overall is a better/more productive form of entertainment than simply watching movies/shows. Parents also monitor children’s gaming activities and place restrictions on video game play, especially insuring that the game’s rating is age appropriate. ESA officials note that playing video games has become the new norm for young and old, helping develop a broad and diverse playing community. Deloitte reported in a global digital media report that younger and older adults like the value they get from video game playing, that it stimulates their thinking and helps them relax. Parents say that video games inspire their youngsters, teach them to win and lose in a healthy manner and improve their creative skills. Adult players say that video games provide mental stimulation, stress relief, improve their cognitive skills and are a great way to have fun and pass the time. A key point for streaming services is that universally people feel that games provide the best entertainment value for the money spent and that they stay involved with their video games longer because of the competitive relationships they establish. As Alex Pajitnov said in Tetris and as content streamers that have expanded globally have proven, “Good ideas have no borders.” Of course, streaming services with subscribers in 50 plus countries already knew that. Adding video games and constantly refreshing them, they may find people are interested in sticking around longer. Viola! the ARPU goes up. Wall Street, stockholders are happier, and subscribers think they rock.