The Dynamic State of Video Games.

Bigger than Hollywood
Gaming’s crossover to big and small screens is far from news within the entertainment industry, but many are unaware of the staggering scope of the numbers. The value of the gaming industry in the U.S. market is estimated at nearly $65.5 billion for 2021.[4] Globally, revenue was $159.3 billion in 2020[5] with a projected value of $384.90 billion in 2023; that number is expected to continue climbing with projections exceeding $500 billion by 2027.[6]
From Tokens to Touchscreen

Flashing forward to today, the gaming ecosystem has matched pace with our connected world. Some console gamers purchase monthly subscriptions to play with others online; others buy cosmetics and skins (essentially costumes) to give their digital characters their own personality and unique flair. Some games offer in-game purchases that give players advantages or allow them to bypass difficult spots, and many offer downloadable content for sale in the hours, months or even years after the initial release, with said content ranging from additional characters or outfits to playable experiences so rich they could be considered entirely new games.
All this to say, the current gaming models often encourage or even require a level of digital connectedness that would be astounding to those who remember stretching behind the TV stand to fiddle with coax cables. Today, mobile gamers can play a round or two on their phone during their lunch break, while getting their oil change, or any other spare moment they have. Some games run 24/7, descendants of the late-90s Tamagotchi craze, with players checking in periodically for updates, upgrades and new developments. Augmented reality games like 2016 phenomenon Pokémon Go even encourage gaming while exploring the neighborhood or traveling globally. Meanwhile, home consoles, PCs and virtual reality headsets continue to push the boundaries of graphics, depth of story and interconnectedness in the gaming sphere.

Leveling Up
Given these evolving parameters, gamers looking for the full experience require seamlessness in their transactions. They want uninterrupted online access, they want to buy and play new games on their timeline, and they don’t want in-game purchases to break up the flow. Just like movies and TV, on-demand is now the name of the game.


Gift cards can also help parents, who may want to give their children some freedom within their video games but also aren’t comfortable sending them into an online market with an unlimited budget. They’re also great, of course, as gifts, with cards for consoles or distribution platforms allowing redemption for a broad range of games, content accessories or online subscription services without gift-givers having to worry whether the recipient wants or already owns a particular game or content. Over the last four quarters, gift card shoppers reported purchasing an average of 10.8 branded gaming gift cards for others per quarter.
Conclusion
[1] Campione, K. “‘The Last of Us’ Season 1 Finale Draws 82 Million Views, Another Series High.” Deadline, Deadline Hollywood, LLC., 13 Mar 2013. Available: https://deadline.com/2023/03/the-last-of-us-season-1-finale-ratings-hbo-1235284144/
[2] Rubin, R. “’The Super Mario Bros. Movie’ Hits $1.3 Billion Globally, Surpassing ‘Frozen’ as the Second-Biggest Animated Film of All Time.” Variety, Variety Media, LLC., 4 June 2023. Available: https://variety.com/2023/film/box-office/super-mario-bros-movie-surpasses-frozen-second-biggest-animated-film-1235632448/
[3] Gilbert, B. “Video-game industry revenues grew so much during the pandemic that they reportedly exceeded sports and film combined.” Insider, Insider, Inc., 23 Dec 2020. Available: https://www.businessinsider.com/video-game-industry-revenues-exceed-sports-and-film-combined-idc-2020-12
[4] Clement, J. Video game industry – Statistics and Facts. Statista, Statista, Inc., 15 June 2023. Available: https://www.statista.com/topics/868/video-games/
[5] Gilbert, N. “Number of Gamers Worldwide 2022/2023: Demographics, Statistics, and Predictions.” Newzoo, FinancesOnline, Accessed 18 May 2023. Available: https://financesonline.com/number-of-gamers-worldwide/#:~:text=Newzoo%20reports%20there%20were%202.69,market%20an%20estimated%20%24189.3%20billion.
[6] Statista Market Insights. “Video Games – Worldwide.” Statista. Statista, Inc. Accessed 19 May 2023. Available: https://www.statista.com/outlook/dmo/digital-media/video-games/worldwide
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