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Finance in the Gaming Industry
As an order of magnitude, in 2018 the global box office industry was worth US$41.7 bn while global music revenues reached US$19.1 bn. Can you spot the difference?
Clement Parramon • Finance in the Gaming Industry
“When I think about the bank of the future, I often think about my sons and how they play Fortnite with their friends”
Clement Parramon • Finance in the Gaming Industry
According to Microsoft, there are around 2 billion players in the world, all platforms taken into account. The industry has grown rapidly from $55.8 Bn in 2012 up to an impressive $152.1Bn in 2019, a CAGR of 15,4%! Consumer spending on games is expected to grow to $196 Bn by 2022 🤯
Clement Parramon • Finance in the Gaming Industry
- Derek White former Global Head of Client Solutions
Clement Parramon • Finance in the Gaming Industry
The gaming industry reaches a point at which even adjacent markets suffer from this growth. Indeed, Netflix thinks ‘Fortnite” is a bigger threat than a direct competitor like HBO. The video games industry is silently taking over the entertainment world.
Clement Parramon • Finance in the Gaming Industry
Investors are obviously on the rise in this sector. So are the acquisitions! GAFAM and BATX are extremely active on the following sub-markets: cloud gaming, live streaming, game-editors, 5G for gaming, AI & content generation,...This business diversification is so notable as it is currently helping Tencent resisting to the COVID-19. Wait, really??
Clement Parramon • Finance in the Gaming Industry
For instance, let’s take Fornite. With over 250m users and a revenue of $2.4b in 2018, the game just set a benchmark in how to attract, engage and monetize a free to play offering which is built around the needs and habits of a mainly millennial target group. For the banks, those are potential future customers. This is why it is financially importa... See more