Noticias de ultima
  • 12.00 Gaming Industry Rallies Behind Responsible Gambling at 27th AGEM & AGA Golf Classic Presented by JCM Global
  • 12.00 Aristocrat Expands Executive Leadership with Key Technology and EMEA Roles
  • 12.00 Dutch Gambling Regulator Urges Operators to Halt ‘Share Your Bet’ Feature
  • 12.00 In the run-up to the Men's Cricket World Cup, Sportradar launches "Custom Bet"
  • 12.00 Latvia Sees Continued Decline in Gambling Venues and Slot Machines Amid Tax Hikes
  • 12.00 Hard Rock International Announces $850m Hotel & Casino Development in Puerto Rico
  • 12.00 CT Interactive Expands Spanish iGaming Footprint with Yaasscasino.es Partnership
  • 12.00 IBJR Says Advertising Restrictions Could Weaken the Regulation of Betting in Brazil
  • 12.00 Casino.org analyzes trends among new online gaming operators in 2026
  • 12.00 Merkur Group Shines in Barcelona with Triple ICE Triumph
Casino

Macau: Gaming industry feels squeeze after pandemic boom

Monday 15 de August 2022 / 07:43

2 minutos de lectura

(Macau).- Makers of consoles, accessories, and software for gaming are experiencing the same kind of post-pandemic effect as tech titans who saw business boom while Covid-19 fears kept people close to home.

Macau: Gaming industry feels squeeze after pandemic boom

The squeeze has been exacerbated by steep inflation spurring belt-tightening and gaming fatigue after years of relying on indoor entertainment.


Early in the pandemic, “people flocked to Twitch in droves — streamers and viewers alike,” said Brandon Williams, who goes by the handle “BWpaco” on the Amazon-owned platform where gamers broadcast video game action.


“But I’ve talked to quite a few people who have stopped streaming because they’ve had burnout or because it’s not for them,” the 30-year-old streamer added. “Or, they don’t have the time anymore since they went back to work in person.”


Twitch viewership that soared during the pandemic has ebbed but remains above what is was in 2019, according to twitchtracker.com.


Games still in play


Matt Piscatella, an analyst with market research group NPD, estimated that people in the United States will spend about $55.5 billion on gaming in total this year, less than last year but still up 28 percent from the pre-pandemic year of 2019.


US video game giant Activision Blizzard, which Microsoft is in the process of purchasing, reported that sales in the first half of this year declined, with gamers spending less time in its powerhouse “Call of Duty” franchise.


Nvidia, the California-based maker of high-performance graphics cards popular with gamers, recently issued an earnings warning because of “declining revenues in video games.” 


Even spending on mobile games is showing signs of weakening, according to analysts. “Higher prices in everyday spending categories such as food and gas, the return of experiential spending such as travel and attending live events, a lighter release slate of new games, and continued new generation console hardware supply constraints were all likely contributors to the decline seen in the second quarter,” Piscatella said.


Omdia analyst Steven Bailey said delayed releases of keenly-anticipated titles such as “Starfield” and “Suicide Squad” also contributed to a pandemic boom “correction” that was inevitable.


Lurking


The bump that new titles give to video game sales is a wild card likely to benefit the industry going forward, as players typically throng to get their hands on hot releases.


Piscatella expressed hope the video game market will stabilize in the year ahead and then return to steady growth. The rising cost of living from inflation is forcing gamers to make choices with their money, but that doesn’t mean they are abandoning play, the analyst noted.


More than three-quarters of US consumers play video games, and subscription services such as Xbox Game Pass and PlayStation Plus help tamp down the cost, Piscatella said.


Pandemic effects on video game play have gone beyond the economic arena, giving rise to a trend of players seeking “comfort games” that emphasize cooperation rather than competition.


The explosion of Nintendo’s “Animal Crossing” game devoted to community building is an example of this phenomenon, with players uniting to sustain virtual towns.


And, according to streamer BWpaco, viewers are taking to listening to Twitch channels as they might a radio broadcast while their attention is elsewhere. “They’re just lurking,” the streamer said. “I feel now that things have opened back up, and people are more busy, they have it on as background noise.”


By Julie Jammot

Categoría:Casino

Tags: Sin tags

País: Macao

Event

ICE Barcelona 2026

19 de January 2026

Merkur Group Shines in Barcelona with Triple ICE Triumph

(Espelkamp/Barcelona).- Merkur Group secures three prestigious international accolades for operational excellence, social commitment, and standout exhibition experience.

Friday 06 Feb 2026 / 12:00

Eduardo Aching: "ICE 2026 was an exceptional event for Konami and its casino partners"

(Barcelona, SoloAzar Exclusive).- Eduardo Aching, Vice President of iGaming & International Gaming Operations at Konami Gaming, reflects on the company’s standout participation at ICE 2026, the strong reception to Solstice 49C and Konami Online Interactive, and the strategic push toward emerging regulated markets and expanded global partnerships.

Friday 06 Feb 2026 / 12:00

Belatra Games Strengthens LatAm Expansion and Innovation Strategy After ICE Barcelona 2026

(Barcelona, SoloAzar Exclusive).- Kateryna Goi, Chief Marketing Officer at Belatra Games, shares her assessment of the company’s participation in ICE Barcelona 2026, the quality of industry engagement at the event, and the strategic priorities shaping Belatra’s growth in 2026, with a strong focus on Latin America and narrative-driven innovation.

Friday 06 Feb 2026 / 12:00

SUSCRIBIRSE

Para suscribirse a nuestro newsletter, complete sus datos

Reciba todo el contenido más reciente en su correo electrónico varias veces al mes.