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  2. Gaming boomed in lockdown and market value will reach $320bn |...

    www.weforum.org/stories/2022/07/gaming-pandemic-lockdowns-pwc-growth

    The video game sector is booming – and it’s tipped to keep on growing. The expansion is expected to make the global gaming industry worth $321 billion by 2026, according to PwC’s Global Entertainment and Media Outlook 2022-26. Global gaming industry revenues are expected to exceed $320 billion by 2026. Image: PwC.

  3. Video games are transforming how we communicate with each other -...

    www.weforum.org/stories/2019/12/video-games-culture-impact-on-society

    A 2008 study found that one out of five casual video game players had a physical impairment of some sort. . Advocacy groups, like AbleGamers, a non-profit that helps players with disabilities better enjoy gaming, has worked with developers and publishers to create modified controllers and special technology to assist people with accessibility

  4. COVID-19 is taking gaming and esports to the next level

    www.weforum.org/stories/2020/05/covid-19-taking-gaming-and-esports-next-level

    The global video game market is forecast to be worth $159 billion in 2020, around four times box office revenues ($43 billion in 2019) and almost three times music industry revenues ($57 billion in 2019). The biggest market by revenue is Asia-Pacific with almost 50% of the games market by value. North America accounts for a quarter of revenue.

  5. How we can tackle toxicity to create more inclusive gaming

    www.weforum.org/stories/2024/01/inclusive-gaming-tackling-toxicity

    Reach3 Insights, a market research company, stated that “77% of women gamers experience gender-specific discrimination when gaming, including name-calling, receiving inappropriate sexual messages, gatekeeping and dismissiveness.”. The cost of toxic content and abuse is steep for players and the industry.

  6. What’s behind China’s video game restrictions? - The World...

    www.weforum.org/stories/2021/09/what-s-behind-china-s-video-game-restrictions

    Online gaming in the country is now only available to people younger than 18 from 8 p.m. to 9 p.m. on Fridays, Saturdays, Sundays and public holidays. The decree is supported by an “ anti-addiction ” registry. “I think this is the right policy,” one parent told a New York Times reporter. “It amounts to the state taking care of our ...

  7. 3 surprising facts about the gaming industry and why you should...

    www.weforum.org/agenda/2017/06/3-surprising-facts-about-the-gaming-industry...

    SuperData, a gaming and technology research firm, estimates that ads and direct consumer spending on game video content will reach $4.6 billion in 2017. 3. eSports (short for Electronic Sports), the name given to professional competitive gaming, will generate nearly $700 million in revenue in 2017 .

  8. The explosive growth of eSports | World Economic Forum

    www.weforum.org/stories/2018/07/the-explosive-growth-of-esports

    Industries in Depth. The explosive growth of eSports. Jul 3, 2018. In 2018, the eSports industry is projected to reach $905 million in revenue Image: REUTERS/Tom Jacobs. Alex Gray. Senior Writer,Forum Agenda. This sport will soon be a 1 billion dollar business with a global audience of over 300 million fans.

  9. Financial loss exposure of cyber risks across industries

    www.weforum.org/stories/2023/03/how-does-your-industry-compare-when-it-comes...

    The top two industries by financial loss exposure are public administration and healthcare, whose overall exposure was driven by high event probabilities and moderate losses. Public administration, particularly local governments in the US, are the least well-protected among industry categories, often due to budget constraints.

  10. 6 ways AI could disrupt the entertainment industry - The World...

    www.weforum.org/stories/2023/08/hollywood-strike-synthetic-voice-digital...

    Here are six ways the technology could disrupt the entertainment industry. 1. Digital avatars. A growing number of start-ups are betting on the future of AI-generated avatars, or “digital humans”. These avatars could be used to rapidly create promotional or educational content from a plain text script, for example.

  11. In charts: the impact of gender and race in the tech industry |...

    www.weforum.org/stories/2021/04/gender-race-tech-industry

    Women in the tech industry were also found to be less satisfied with their overall career than their male peers – with a total of 63% saying they were very or somewhat satisfied, compared to 68% of men. Satisfaction with career by ethnicity. This graph shows that race affects career satisfaction in the tech industry.