Recovery Economics Games Sees Temporary Bounce but Should Prepare For Decline
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The 20,000 Foot View: The effects of the coronavirus-induced crisis unfolded in multiple stages, each with its own characteristics. During the early outbreak and strict lockdowns, games engagement benefited greatly. The cessation of out-of-home entertainment gave games a boost with less competition. As lockdowns ease, the recession will kick in and consumers will start to feel the full effects of diminishing disposable income. Games companies will be negatively affected, unless they are adequately prepared. Any temporary short-term surplus should be harnessed to pave the way for what lies ahead. One of the key opportunities for games is the emergence of digitally-delivered live entertainment.
Key Insights
- Lockdowns were before consumers felt a financial (i.e. the recession)
- Curbed out-of-home enabled consumers to reallocate spend engagement, resulting in a temporary for games of consumers in the US said they spent more time playing online games in March 2020 during lockdown
- The 2020 will push down disposable income overall entertainment spend
- As lockdowns lifted, out-of-home entertainment will again for spend with digital propositions gaming
- Games streaming will pick up, as they be viewed as ‘saving money’ gamers
- Majority of current engagement boom is driven existing users – super-serving them be a priority for building loyalty
- Games companies a unique opportunity to provide lifeline to the struggling live industries, in the form of ‘live entertainment venues’
Companies and brands mentioned in this report: Amazon, Fortnite, Travis Scott, PS Now, Xbox Game Pass, Google Stadia, Project Tempo, Netflix