Game Development Trend In 2019: Internet Game Enterprises Increased By 150%, And VR Showed Strong Performance

According to an industry outlook report by Collabsco, the number of online gaming companies has grown by 150% in the past year to 262.Texas-based Collabsco has been tracking connected games, products that allow people to interact, play or learn in the physical and digital worlds.


Valerie Vacante, founder of Collabsco, said in an email that online gaming is more than just a toy connected via bluetooth.On the contrary, they include product category, such as the Internet of things (IoT), artificial intelligence, robot, augmented reality (AR) and virtual reality (VR), wearable devices, near field communication (NFC), radio frequency identification (RFID), voice assistant, etc., as well as the surrounding areas are derived from the various technical: education technology EdTech, a guest, social networking, location-based entertainment (LBE) and Let 's Play (a record video gaming experience)

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The report shows.The fastest growing areas today are augmented reality (18.5%), followed by Internet of things (10.4%), robotics, makers, EdTech and LBE (9.6%), wearables (6.9%), NFC/RFID and voice following (6.2%), social networking (3.1%) and Let's Play (2.7%).

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Online gaming is big business: revenues from smart toys are expected to grow 200 per cent to $18bn by 2023.

Robots are on the rise: consumer-grade robots will reach nearly $23 billion a year by 2022, up from an estimated $6.4 billion in 2018.

AR is leading the world: the market for AR games is expected to exceed $280 billion by 2023.

Voice assistants are on the rise: the number of digital voice assistants will reach 8 billion by 2023, up from an estimated 2.5 billion at the end of 2018.

Moving closer to NFC: the NFC market is expected to grow 17.9 percent over the next decade, reaching nearly $50 billion by 2025.

Esports and Let's play content is expected to have 858 million unique viewers by 2022, up from 630 million in 2018.

By 2023, LBE will also have an 11% share of the virtual reality industry. One of the reasons for its success is that the home VR market is still relatively small, despite the hype of VR nearly two years ago, prices are high and premium content is scarce

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