The spread of the coronavirus has thrown many markets into turmoil as uncertainty remains around which sectors may recover well, and which may not recover at all. As we begin to move through what many would consider to be the worst of the spread and into a period of recovery, a clearer picture may start to emerge of how many of these sectors are shaping up, but as we’ve moved through the pandemic there are some that are already showing clear signs of strength.
One such market has been seen within mobile gaming – it already captures around 50% of the entire gaming audience but as the demographic continues to evolve and change that number may continue to grow. The market had expected growth from $58.3 billion in 2019 to around $97 billion in 2020, although there are many that expect this number, and growth to be accelerated by the increased usership during this period of time too.
This growth had occurred at a turning point in the market too – within the UK there had been a number of changes to regulation such as a ban on all credit card betting and gambling, which had went alongside the change to an initiative known as gamstop which had been aimed at reducing the participation options for problem gamblers within the country, there had been growth despite this however as some casinos still accept credit card and a growing number of operators chose to register outside of the UK in order to avoid the gamstop initiative – showing resilience in the market to continue growing in the time being.
This growth is expected to continue much on the same path it has too – sporting events around the world are starting to continue at a much faster pace than some had initial thought which will once again lead to the rise in betting sites and services used on mobile devices, it is also expected that many of the newer players who have found their start in mobile gaming during this period of time will remain once their day to day lives return – if this is true and the current audience remains, the theory that the market will accelerate in growth certainly rings true.
The change has come around largely thanks to a growth in audience demographic but also that the barrier to entry for mobile gaming is different for other platforms – users aren’t required to spend hundreds on buying a new console and collections of games as they already have access to their smartphones, and the widespread use of social media on this platform has also led to a demographic that have more free time to play. It had seemed that in the short term the easy engagement of these games would be the driving force behind them, but as many measures that are used in mobile gaming are employed in other games, a focus on revenue is starting to pull ahead too, being a main factor in this growth.