The video game studio shows the game trends in 2019

Electronic games and sports have long been at the center of German society. A representative study conducted by the Bitkom digital association on gaming behavior in 2019 confirms this. However, players are also critical of their medium, particularly with regard to the role of women.
Of the 1,224 people aged 16 and over who were interviewed, almost half were involved in video games, regardless of gender. For example, 45% of men and 41% of women play video games.

Video games are the most popular in the 16 to 29 age group, where 71% of respondents play. The figure is 65% for children aged 30 to 49 and 25% for children aged 50 to 64. In the generation of "money players" aged 65 and over, 13% play video games.

One German in four believes that video games and computer games are as many social and cultural assets of books, films or music.

The most popular gaming device is now the smartphone, which uses 85% of the players (2018: 79%). With this, he takes the game console, which is in second place with 77% (2018: 85%). It is followed by the laptop with 74% (2018: 78%), the tablet with 60% (2018: 53%) and the desktop PC with 48% (2018: 47%). 29% use multiple devices for the same game.
Players pay more for games
"Mobile games are fashionable over time, mobility in our society is growing, as is mobile connectivity, which is also reflected in gaming preferences," said Olaf May, member of the Bitkom board of directors. , when the search results are presented. "Young users in particular want to play where they are and how they best fit their current situation."

The willingness to pay for the games has further increased. Nearly two-thirds (64%) reported spending money on computers or video games in the last 12 months. Of these, 28% paid to buy or download games, 26% for in-game purchases and 25% for online game subscription fees. 14% paid a fixed rate. "This willingness to pay gives a positive signal to the development sector," said May. "However, it is essential to ensure maximum flexibility in payment models". Almost every two players (45%) would subscribe to a flat rate like the Netflix model, compared to only 36% last year.

"The music industry shows how far it has arrived: in the first half of 2019, it has recorded its highest growth rate since 1993 thanks to streaming audio, which will be felt even during the streaming of games: games on the move In the cloud , popular games are becoming 5G streams and will certainly continue to stimulate this relatively new market. While some technical hurdles still need to be overcome and pricing models must be determined, this evolution will continue. " he said May.
Representation of women criticized
Virtual reality also remains a problem in the gaming sector: almost all players (94%) have already heard of virtual reality devices and one in four (23%) has virtual reality hardware. Mei: "The use of virtual and augmented reality in combination with the new 5G standard for mobile phones will intensify and expand the gaming experience." "We will see more and more games jump into mixed reality." Pokemon was just video game manufacturers can think much bigger with this. "It is now important that developers translate new technologies into new gaming experiences.

However, players also see the need for improvements, especially regarding the role of women in video games. "Gambling is a huge phenomenon throughout society, but we can see that some people feel discredited by the industry." More than 8 out of 10 players (82%) indicate that women's representation in games is neither appropriate nor current. 52% of men say so.

49% of women who play at least occasionally want stronger female figures (38% of men). "The correct and contemporary representation of women in games is important, there is still a lot to be gained here," says May. "The more women there are in the gaming industry, the more positive it will be for the image of women and the diversity of games".

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