The world of electronic gaming revenue to grow by 9.6 per cent to $152.1 billion by 2019: report

NEW YORK (Reuters) – The global video and computer games market will be generating $152.1 billion by 2019, up 9.6% compared to the previous year, as gaming’s evolution, content, and communications, according to a new report from the gaming-analytics firm Newzoo, on Tuesday.

FILE PHOTO: Fans looking for a multiplayer video game and the competition at The International Dota 2 Championships at Key Arena in Seattle, Washington, united states of america on the 8th of August, 2015. REUTERS/Jason Redmond/File Photo

This is the full convergence of the different forms of digital entertainment, it all comes together,” Peter Warman, ceo of Netherlands-based firm, told Reuters in a telephone interview.

As games become seemingly ubiquitous, they will have to change it in the tools of connectivity, that allows players to chat with friends and meet new people. Fortnite publisher, Epic Games, Inc., in particular, believes in gaming as a communication platform, Warman said.

Facebook Inc. is launching its own games via Facebook, WhatsApp, Inc., and Messenger apps such as Tencent Holding Ltd’s WeChat in China.

On June 5, the Words With Friends developer Zynga Inc. has launched a new battle royale game will be available exclusively on the new gaming platform, Snap, Inc., is the home of the messaging app, Snapchat.

This year, the United States will overtake China as the largest gaming market by revenue – $36.9 billion, versus the $36.5 billion – as a result of the growth in console games, and the impact of Fortnite in the united states and the echo of a previous governmental freeze on new games in China.

“I think it’s a temporary problem,” said Warman, from the Chinese market, because there are so many new games in the pipeline will be approved.

The japanese companies are also making a comeback, in part because of the nostalgia of retro games.

A re-enactment of Final Fantasy VII, originally released in 1997 by japan’s Square Enix Holdings Co. Ltd., and is expected to be released next year, for example.

Nintendo Co. Ltd. and Namco Bandai Holdings, Inc., the developer of the classic Pac-Man games, and are ranked 9th and 10th on Newzoo’s list of the top public gaming corporations, on the basis of sales.

“It’s been a long, long time, but they will be back,” Warman said, ” after a number of Japanese developers have been slow to embrace mobile gaming, and the shift in business models from paid games to free-to-play.

Mobile gaming on smartphones and tablets versus PC’s, and console games, continues to be the largest a platform, for the production of a $68.5 billion, or 45% of the global market, according to the report.

Newzoo has sold more than 62,500 invite-only respondents between February and March-across 30 markets, among other sources. It is the company’s 9th annual report.

The report excludes sales of esports, whether formal, professional video game competitions. Newzoo reported that in February, the global esports revenues would hit $1.1 billion this year.

Reporting by Hilary Russ; Editing by Richard Chang

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