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A Gaming & eSports Primer For Consumer Tech Retailers – Twice

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According to ESA and The NPD Group, 211 million American gamers propelled video gaming revenues 18 percent higher in 2018 to $43.8 billion compared to 2017. 

Annual spending on accessories increased 33 percent during the same period, to a record $4.5 billion. The 2018 Entertainment Software Association report, “Essential Facts about the Computer and Video Game Industry,” found that 64 percent of households own a video game device and 60 percent play video games every day.

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New titles and installments from top developers, Nintendo, Valve, Rockstar Games, Activision Blizzard, Electronic Arts, Sony, and others continue to drive improvement in game sales. Statistica reported that over half of game content is now downloaded. Console and PC sales are growing.

See also: Using eSports To Transform the Retail Experience

Online video gaming is becoming a cultural phenomenon attracting a broader audience. Epic Games’ “Fortnite Battle Royale” garnered 125 million players in under a year generating revenues of hundreds of millions per month. Over a million people watched the “’Fortnite” Pro-Am tournament at the E3 games festival last June. The Netflix January shareholder letter stated, “We compete with (and lose to) ‘Fortnite’ more than HBO.”


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