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Nearly 80% of Gamers Engage in Non-gaming Activities Within Games in the Past Year

The gaming space has evolved significantly over the years. Games are now changing from simple pixelated spaces to immersive virtual worlds that offer much more than gameplay. Before, gamers would focus solely on completing quests and competing against other players. Now, gamers can do so much more within the gaming space. 

According to TradingPlatforms.com, non-gaming activities within games have garnered massive traction, with about 80% of gamers participating last year.

The site’s financial analyst, Edith Reads, comments, “The rise of non-gaming activities within games reflects the changing nature of the gaming industry. Gaming platforms are no longer limited to being a medium of entertainment but have transformed into multifaceted spaces that cater to various interests and needs.”

About 77% of gamers in the US engaged in non-gaming activities in 2022. Watching in-game shows was the most popular activity among gamers in the US, raking about 48% interest. Undoubtedly watching in-game shows and movies is more convenient and relaxing, saving gamers the trip to movie theaters and cutting costs. It also allows gamers to watch shows without necessarily leaving the game.

Another popular non-gaming activity within games is socializing. Today, many games come with chat features and voice communication. These features have caused online communities where players can interact with each other to grow. As a result, gaming platforms have secured their place as significant social hubs in today’s society. In the US alone, socializing activities spiked a 47% interest among gamers.

Creating avatars and designing personal gaming landscapes has intrigued gamers. Undeniably, games provide platforms where players can escape reality and get in touch with their artistic side.  

Additionally, many games offer in-game economies, allowing players to trade in digital currencies. Incorporating Blockchain technology with gaming systems has sparked a growing interest in virtual entrepreneurship. It’s hardly surprising for players to take an interest in digital trade and explore their entrepreneurial spirit within virtual worlds.

How Could Non-gaming Activities Shape the Future of the Gaming Industry?

The trend of non-gaming activities within games could lead to the development of new types of games specifically designed for non-gaming activities. For example, a game that allows players to attend virtual concerts or sporting events could be developed.

The trend of non-gaming activities within games could see new opportunities for businesses to reach gamers. Businesses could sponsor more sporting and virtual events in games.

The trend of gamers engaging in non-gaming activities within games is a positive development for the gaming industry. It shows that games are becoming more than just a way to play games. As the gaming industry continues to evolve, it will be intriguing to witness how these non-gaming activities within games further develop and shape the future of gaming. It is clear that the potential for these virtual worlds are limitless.

 

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