GAMING & YOU: Facts Not Fiction!
These facts about gaming have massive consequences on:
• What programs universities will be focused on teaching
• How the world of computing will evolve
• Major hardware/software revenues
• Impact on chip manufacturing
• And much more
Imagine the following:
1) In 2019 over $152B was spent on gaming worldwide
2) No, teenagers are not the target market: The average age is 35-44
3) 400 US Colleges are now teaching video programming courses
4) 48% of the 2019 gaming revenue came from the US & China
5) In 2020- 2 BILLION people globally played video games
And super exciting: 41% of gamers are women!
Many realities pop out of these facts. Most importantly, the average age group has the means/funds to spend even more.
This has great impacts on tech, cloud computing, chip manufacturing, hardware sales, and a ton more.
Imagine the possibilities!
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