Gam­ing shapes tech world’s state of play

Weekend Argus (Saturday Edition) - - FRONT PAGE -

VENTURE cap­i­tal­ist Mary Meeker re­leased her an­tic­i­pated an­nual re­port on in­ter­net trends this week. This year’s big­gest in­sights in­clude the sprawl­ing growth of the gam­ing in­dus­try, slow­ing cell­phone ship­ments and on­line ad dol­lars sur­pass­ing those from TV.

Meeker con­sid­ers gam­ing the most en­gag­ing form of so­cial me­dia and sug­gests early in­ter­ac­tive gam­ing paved the way for much of the con­tem­po­rary web. She points to how fea­tures of gam­ing – in­clud­ing in­ter­ac­tive sto­ry­telling, mes­sag­ing and novel cam­era an­gles – have been adopted by other forms of pop­u­lar me­dia and tech­nol­ogy. Mo­bile mes­sag­ing apps, car com­pa­nies, stream­ing ser­vices and sports me­dia have all taken a page from the world of video games. She tal­lies the global rev­enue for in­ter­ac­tive gam­ing at $100 bil­lion (R1.29 tril­lion) glob­ally, with a 9% in­crease from 2015.

Peo­ple in her study spend an av­er­age of 51 min­utes play­ing con­sole games ev­ery day, edg­ing out Face­book (50), Snapchat (30), and In­sta­gram (21), ac­cord­ing to her re­port.

The money spent on US mo­bile ad­ver­tis­ing has eclipsed that on the desktop. On­line ad­ver­tis­ing is up 22% from last year, to­talling $73bn.

Google and Face­book dom­i­nate the US mar­ket for in­ter­net ad­ver­tis­ing. And while more of the world is com­ing on­line, uni­ver­sal con­nec­tiv­ity re­mains elu­sive. – Wash­ing­ton Post

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