2024年游戏报告:遇见时刻,游戏玩家如何改变规则

Gaming Report 2024 Meet the Moment: How Gamers Are Changing the Game This work is based on secondary market research, analysis of financial information available or provided to Bain & Company and a range of interviews with industry participants. Bain & Company has not independently verified any such information provided or available to Bain and makes no representation or warranty, express or implied, that such information is accurate or complete. Projected market and financial information, analyses and conclusions contained herein are based on the information described above and on Bain & Company’s judgment, and should not be construed as definitive forecasts or guarantees of future performance or results. The information and analysis herein does not constitute advice of any kind, is not intended to be used for investment purposes, and neither Bain & Company nor any of its subsidiaries or their respective officers, directors, shareholders, employees or agents accept any responsibility or liability with respect to the use of or reliance on any information or analysis contained in this document. This work is copyright Bain & Company and may not be published, transmitted, broadcast, copied, reproduced or reprinted in whole or in part without the explicit written permission of Bain & Company.Copyright © 2024 Bain & Company, Inc. All rights reserved.AcknowledgmentsThe authors wish to thank Katie Chung, Nyla Brewster, and Brandon Rogers for their contributions to this article.1Gaming Report 2024ContentsMeet the Moment: How Gamers Are Changing the Game . . . . . . . . . . . . . . . . . . . . . .2Gamer Survey: Young Players Reshape the Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3The Next Big Disruption in Video Games: Distribution . . . . . . . . . . . . . . . . . . . . . . . . 12Boosting Marketing Performance in Mobile Games . . . . . . . . . . . . . . . . . . . . . . . . . . 17Level Unlocked: How Video Game Companies Can Evolve Operating Models for Growth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .232Gaming Report 2024Meet the Moment: How Gamers Are Changing the GameThe global audience for video games continues to surge, led by younger players who are spending more time on games and less time on video and other media.The second Bain Video Game Consumption Survey looked at how gamers spend their time and money. Gamers told us that they like immersive games and want more interoperability across devices and platforms. They’re also spending more time in game environments, socializing, shopping, and consuming other media.These trends are upending the industry’s dynamics as players identify more with the game and less with the device. Marketplaces could become the central focus for the customer relationship. M

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