PART ONE
In this blog we will examine:
The Size of the Video Games Market
Why are Video Games so popular ?
PART TWO
We are involved in a simple TWO Question , 5 MINUTE survey of Grassroots Football Coaches, Administrators and Volunteers to discover:
What can Grassroots Football Learn from the success of Video Games ?
What SIMPLE , PRACTICAL lessons can Coaches, Coach Educators, Clubs, Leagues, Schools and Associations learn from the success of Video Games to transfer to maximising participation in practical grassroots football
Please take the opportunity to complete our 5 MINUTE question survey here.We will publish a FREE report of these findings and to obtain an early copy of the survey please complete the 5 minute survey here
IN ADDITION TO THE EARLY ACCESS OF THE FREE REPORT FOR ALL RESPONDENTS , WE WILL PROVIDE A $10 DOLLAR ( US ) AMAZON GIFT VOUCHER FOR THE FIRST 20 TO COMPLETE THE SURVEY
($10 calculated as £8 or €9 )
Survey closes on Friday May 12th
DEFINITIONS
NB as clarified here : ' Esports and gaming might sound like they're the same thing, but they aren't. Gaming is the umbrella term for playing any video game on any platform or by any means.Esports is gaming but on a competitive level'
The Market for Video Games and ESports is enormous as is the commercial value.
Video Game - aka 'Gaming '
In 2023 there are approximately 3.09 billion active video gamers worldwide. That figure has risen by over 1 billion in just seven years (that's a 32% increase). And the number of gamers is expected to hit 3.32 billion by 2024
In 2023 over a third of the world's population played a video game and this is expected to hit 40 % by 2027
This study showed that the average gamer plays each week for 8 hours and 27 minutes
Per session : This study reveals that on average, most gamers appear to spend around 2-4 hours on gaming sessions.
The marketing research firm EEDAR the reported that the average player retention rate for free-to-play games on mobile platforms is around 30% after one day, 20% after seven days, and 10% after 30 days. However, for premium games, which require an upfront payment to play, retention rates tend to be much higher, with some games boasting retention rates of 90% or higher.
Revenue in the Video Games market is projected to reach US$384.90bn in 2023, with an annual growth rate of 7.89%, resulting in a projected market volume of US$521.60bn by 2027
It is reported that in 2020 FIFA made more from gaming than real life football !
ESports - competitive gamers in leagues etc.
There are 532.1 million Esports players worldwide as of 2023.
The Esports market size by revenue will be valued at $1.64 billion in 2023
WHY SO POPULAR ?
We asked this question of the the Artificial Intelligence Chatbot ChatGpt - Why are Video Games so popular?- and the answer we got was as follows :
" Video Games have become increasingly popular over the years for several reasons. Here are some of the key factors that have contributed to their popularity:
Accessibility: With the availability of video games on a wide range of devices, including smartphones, tablets, consoles, and computers, video games have become more accessible to a larger audience.
Convenience: Video -games are easily accessible through various devices such as smartphones, tablets, and laptops. This allows people to play games whenever and wherever they want.
Social Interaction: Video games can be played with friends and family, both in-person and online, providing a way for players to socialize and connect with others who share their interests..
Variety: Video games offer a wide range of genres, from action-packed shooters to more casual puzzle games. This variety caters to different interests and skill levels, making e-games appealing to a broad audience.
Skill-building: Many Video games require strategy, quick reflexes, and critical thinking skills, providing an opportunity for players to improve these abilities while having fun.
Challenge: Many video games offer challenging gameplay, which can be rewarding for players who enjoy overcoming obstacles and achieving goals.
Escapism: Video games provide a way for players to escape from their everyday lives and immerse themselves in virtual worlds where they can be anyone or do anything.
Advancements in Technology: The advancements in technology have made video games more immersive, interactive, and visually stunning, which can make them even more appealing to players.
Accessibility: With the availability of video games on a wide range of devices, including smartphones, tablets, consoles, and computers, video games have become more accessible to a larger audience.
Also as part of the popular Sports Path E-Learning Course learners were asked this question and a sample of their some responses from across the world - Europe, the USA, Africa and Australia - are shown below
Bobby Capewell, Executive Director of Ascension Flight Soccer Club (Gonzales, Louisiana).
(1) Autonomy - To bring control back to the main game player "aka" like giving control back to the young soccer player to make the decisions within the game. The e-game players gets to autonomously engage in the quest, in the risk, in the journey. Further, e-games have allowed for the gamer to pick and choose how fast or slow they experiment.
(2) Competency - With the polarizing position of most aspects of society, sport has become accustomed to the same downfall; sport is now either no expectation or 100% expectation. Competency of skills is no longer taught, it is expected.
(3) Togetherness - Making friends via e-games is much easier. They might initially only introduce or interact with the e-game version of themselves and they can then choose to expand that into a larger group which might be the only part of that individual who is confident, outgoing, adventurous, etc.
As a side argument to the problems which I think e-games are attempting to fix, I also think e-games are extremely smart, similar to social media and instant streaming services (netflix, hulu, etc), and are intentionally tapping into the chemical interactions of the brain in order to keep the individual playing and making them to want to keep coming back for more and more. Further, e-games have become the metaphorical sandbox/play-pit which the youth used to have as their social interaction education playground (Learning to share, how not to treat people, understanding social cues) and has now become the chosen frontier for pulling away from society and establishing an alter-personality - the e-game version of themself, where mistakes are not real, and nor are the lessons learnt.
Chris Panayiotou : Director of Coaching , Rush Youth Soccer Club, Virginia USA
Gives teens a place to escape and a chance to feel competent, They can compete at own level, Accessible and diverse variety of games
Adam Ritchie , Technical Director, South West Virginia Rush Youth Soccer Club, Virginia, USA
Gives teens a place to meet new/old friends without having to be in person where they can control the situation.Teens/kids learn to keep working on something until they get it right.
Mauricio Suarez, Sporting Director Deportivo en Sierra Sports Club,Bogota Colombia
1. Security. Parents are scared that their children play on the street. Everyday there are fewer playgrounds for kids to play. For parents living in big cities security is a concern.
2. Problem Solving - Contrary to popular belief video games help kids to reflect on problem solving, teamwork and develop the ability to make decisions. On schools and sports there are many traditional teachers and coaches, who believe that they have the truth and do not let kids think, make questions and decisions. Video Games do not have a teacher telling kids what to do and how to do thinks.
Steve Hamilton: Director of Coaching, FC Pirin Blagoevgrad, Bulgarian 1st Division
1. Its Convenient. Human Beings love their comfort zones. Which is easier? Switching on the Playstation and sitting in the comfort of your own home to engage in a competitive environment or changing into all my sport clothes, getting into the car, getting a parent to drive me to a destination, the time it takes to get there, competing, driving back, showering, changing and back to square one. Its Easy, Quick !!
2. Escapism. The world has many challenges, Pressure comes in many shapes, sizes and mediums, finding an escape or release from these environments is something we all strive to achieve. For Gamers, it takes two seconds to get there, thus empowering my first point.
Veronicah Achieng: Director of Coaching, Mathare Youth Sports Association (MYSA) , Narobi, Kenya
1. There is no too much focus on winning since e-games is about realizing one's own potential and symbolizes an individual pursuit for self development.
2. Boosts self confidence and player socialization, helps them connect with new friends.
3. Problem solving and strategy skill development, task involved and ego oriented to get better at the game by the desire to outperform others.
Joseph Cunnane : Academy Girls Director of Coaching at Eastern Suburbs FC, Queensland, Australia
1. Convenience - gamers don't have to travel to play. They can access this from their bed for example.
2. Easier to meet people online instead of in person. Particularly true for shy/anxious kids that struggle in regards to confidence in person.
Jafar Gichuki Salim: Coach , Mathare Youth Sports Association (MYSA) , Narobi, Kenya
Three problems e-games attempt to solve include creating a platform where one can explore or create almost anything in the virtual world. E-games create a source of income and a potential career. E-games provides a platform where one can relax and be creative be it in virtual reality.
Andrea Pintore: Youth Coach, Bath City FC, England
E-games sports are trying to solve problems such as fear/anxiety to be seen/watched by others, as well as issues such as commute/transportation, but also can support less sociable people to be more sociable through their online platforms.
DO YOU AGREE WITH THESE VIEWS ?
WHAT DO BELIEVE ARE THE KEY REASONS FOR THE SUCCESS OF VIDEO GAMES ?
PLEASE COMPLETE OUR 5 MINUTE SURVEY HERE TO LET US KNOW :
WHAT DO YOU BELIEVE ARE THE 5 MOST IMPORTANT REASONS FOR THE POPULARITY OF VIDEO GAMES
What lessons can Coaches, Coach Educators, Clubs, Leagues, Schools and Associations learn from the success of Video Games to transfer to maximising participation in practical grassroots football
PLEASE COMPLETE THE SURVEY HERE
IN ADDITION TO THE EARLY ACCESS OF THE FREE REPORT FOR ALL RESPONDENTS , WE WILL PROVIDE A $10 DOLLAR ( US ) AMAZON GIFT VOUCHER FOR THE FIRST 20 TO COMPLETE THE SURVEY
($10 calculated as £8 or €9 )
Survey closes on Friday May 12th
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