Moreover, people were not able to participate in outdoor activities or social gatherings. The gloomy situation resulted in stress and anxiety, and fear among people. The preventive measures taken by a majority of the global population from the coronavirus fostered a large number of people to spend most of their time in their homes. Lockdown-induced Indoor Stay to Drive Demand for Online Gaming Globally For instance, in January 2020, Deg Online.Org data mentions that the United States consumer expenditure on home entertainment exhibited a surge of 8.4%, which is around USD 25.2 billion. Besides, the escalating expenditure on home entertainment systems worldwide acts as the driving factor for market growth. Additionally, it acts as a significant tool for calming down playful kids and entertaining older adults with more free time. Thus, such a feeling of self-satisfaction and joy is expected to generate more traction. Besides, it gives the experience of working in a team and helps to provide a sense of achievement to players. Playing video games offers stress relief. Large people worldwide are inclined toward gaming as one of their major sources of entertainment. Based on our analysis, the global market exhibited a stellar growth of 38.24% in 2020. The global impact of COVID-19 has been unprecedented and staggering, with the industry witnessing a positive demand shock across all regions amid the pandemic. The sudden fall in CAGR is attributable to this market’s demand and growth, returning to pre-pandemic levels once the pandemic is over. The global gaming market size was USD 203.12 billion in 2020 and is projected to grow from USD 229.16 billion in 2021 to USD 545.98 billion in 2028 at a CAGR of 13.20% during the 2021-2028 period.
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