i3 - November/December 2020 - 37

By Kyle Wandel

Business

BY T H E N U M B E RS

Over the past few years
home consoles have struggled to maintain their
yearly unit sales, but that
After seven years,
should change soon. After
both Sony and
seven years, both Sony and
Microsoft are set
to release their
Microsoft are set to release
next-gen consoles,
their next-gen consoles,
PlayStation 5, and
PlayStation 5, and Xbox
Xbox Series X.
Series X, for the 2020 holiday season. A generational
console refresh always
boosts sales. CTA predicts
over 13 million home conCTA predicts over
soles (including Microsoft,
13 million home
Nintendo and Sony) will
consoles (including
Microsoft, Nintendo
he COVID-19 pandemic has flipped life
ship in 2020, a 5%
and Sony) will
increase from 2019.
upside down for many people, altering the
ship in 2020, a 5%
Because next-gen consoles
increase
from
2019.
way they interact with friends, family and
will be released so late in
colleagues. According to a CTA report, COVID-19
the year, the real impact
Impact: Use of Technology at Home, less than 40%
will be seen in 2021. CTA
of Americans indicate that they would be comfortpredicts over 14.1 million
able participating in personal social activities and
units will be sold, a 9%
The real impact will
increase from 2020.
events in the next six months.
be seen in 2021. CTA
In the wake of these
predicts over 14.1
million units will be
Another CTA survey, Content in the
exciting changes and
players. Students at UC
sold, a 9% increase
COVID-19 Era: Current Realities and
increased consumer
Berkeley recreated their
from 2020.
Future Opportunities, found that 26%
engagement in gaming,
entire campus in Minecraft
of Americans played video games for the with impressive detail in
CTA anticipates a 10%
first time while at home. These findings
increase in the gaming software market
order to stage a virtual commencement
underpin the growing trend of
from 2019 to 2020, reaching $40 billion
within the game. It featured addresses
Americans turning to video games durin consumer spending as the arrival of
from the university administration, live
ing the pandemic as a tool for socializanew consoles this holiday season boosts
music and even students using their
tion, as well as a way to stay busy while
the space. Further, video games are set
avatars to digitally throw their caps.
at home.
to follow the streaming industry model
Socialization is a key draw for new
with 16% growth in gaming subscription
The Role of Portable Consoles
players to the medium, showcasing both
services revenue in 2020, representing
A remarkable highlight for gaming this
the role of technology in interpersonal
the fastest growing segment of the gamyear is the increased use of portable
connection and the desire for interactive consoles. Despite the expected release
ing software market.
content. Video games are emerging as a
Although the year 2020 is one that
of next-gen home consoles at the end of
dominant social media platform during
many may wish to forget, thanks to
2020, consumers snapped up portable
the pandemic and the video game indus- gaming consoles early in the year to
increased engagement, content and new
try is embracing its role with further
consoles, 2020 could be such a lucrative
such an extent that shortages were seen
innovation. For example, Fortnite, a jug- for weeks. CTA estimates that 4.3 milyear that leaders in the gaming industry
gernaut in the gaming space, has moved
may not want it to end. ■
lion portable consoles will be sold in
from popular battle royale games to
2020, a 10% increase from 2019.
hosting live virtual concerts, with a perLooking beyond this year, portable conTUNE IN for the latest
formance by Travis Scott garnering 12
sole unit sales will see a dip in 2021 as
gaming updates.
2021
million concurrent online viewers/
more next-gen consoles enter homes.

7 YEARS

Gaming More Than
Entertainment

5%

 T 

Takehiro Tomiyama/Unsplash

14.1 MILLION

C TA . t e c h / i 3

i3_1120_37_Business_ByTheNumbers.indd 37

NOVEMBER/DECEMBER 2020

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https://shop.cta.tech/products/covid-19-impact-study-use-of-technology-at-home https://shop.cta.tech/products/covid-19-impact-study-use-of-technology-at-home https://www.ces.tech/ http://cta.tech/i3

i3 - November/December 2020

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Contents
i3 - November/December 2020 - Cover1
i3 - November/December 2020 - Cover2
i3 - November/December 2020 - Contents
i3 - November/December 2020 - 2
i3 - November/December 2020 - 3
i3 - November/December 2020 - 4
i3 - November/December 2020 - 5
i3 - November/December 2020 - 6
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