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2021年不同世代游戏玩家报告-23页

# 不同世代 # 游戏玩家 大小:1.50M | 页数:21 | 上架时间:2021-09-27 | 语言:英文

2021年不同世代游戏玩家报告-23页.pdf

2021年不同世代游戏玩家报告-23页.pdf

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类型: 行研

上传者: FF

撰写机构: newzoo

出版日期: 2021-09-24

摘要:

Gaming is massive and it’s only getting bigger. It is one of the world’s most popular pastimes and consumers are engaging with games in more ways than ever before.

But gaming isn’t just for younger generations. While Gen Z and Millennials are much more likely to spend their free time on gaming than any other form of entertainment, there is a growing number of older consumers (re)engaging with games.

Unlike other forms of entertainment, games fulfill a wide range of needs. Not only are games a means for relaxing, escapism, and filling time, they also provide spaces to socialize, compete, and create—especially for digital-native generations. 

To that end, there is more to gaming than simply playing. And the future looks bright and transformative. With emerging technologies and the burgeoning metaverse trend, gaming is developing further into a virtual space that empowers entertainment and social interaction. Our sector is blurring the lines between traditional and contemporary forms of entertainment and the whole spectrum of generations is on board.

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