A new study by gaming giant Ubisoft and the University of Illinois shows that gaming has been gaining momentum as the industry has become a more accessible, accessible and interactive format.
“We see more and more video game publishers trying to reach consumers with their products and services, and we’re seeing that interest rise even as other products are declining,” said Robert J. Martin, a professor at the University at Buffalo’s School of Media and Communication.
In the last year alone, video game sales in the United States grew by 17 percent, according to Ubisoft, an industry leader in the video game business.
Ubisoft’s data shows that video game spending is expected to reach $2.3 billion by 2021, up from $1.5 billion in 2016.
While the majority of video game players don’t spend money on video games, video games are increasingly seen as a place where people can spend money to feel connected to a gaming community.
As a result, there are now more video games available for purchase than ever before.
“In terms of where the consumer is at, it’s the first time in our research we’ve found a clear trend, where people are buying games at a lower price point than they did a few years ago,” Martin said.
The study shows that the video games industry is also growing faster than the broader industry, which is in the process of shedding its long-established middle class and becoming a more consumer-focused sector.
The median age of video gamers is 25, up more than 10 years from 20 in 2016, and there is a growing demand for people with more diverse interests in video games.
Video game developers are also seeing a growing need for new talent, which can be difficult to find.
“It’s really difficult for the traditional studios to retain people,” said Jordan Hill, CEO of Digital Anvil, which has developed games such as the hit game Call of Duty: Black Ops II and the critically acclaimed Halo 5.
Hill has been working on projects for Call of War, a shooter series for consoles that’s been in development for years.
Hill said that when he left the traditional video game studio, he was hired as the head of a new studio, Digital Anilix, which aims to provide “the next wave of content creators.”
“The way we think about that is, you’re creating content that’s not a game, but it’s something you can put on your Facebook page,” Hill said.
“So that’s what we do.
We make content that has value and we have a team that will go out and hire talent to help us build the next wave, and that’s a big part of what we’re going to be doing.”
Hill said he and his colleagues at Digital Anix have developed new types of content, including games that are more interactive, and are available for free.
The average age of developers is 26, up nearly 8 years from 18 in 2016 and up from 16 in 2015.
As more people are choosing to spend more time playing games, the industry is seeing an increase in revenue and revenue growth, according the study.
The overall growth of the industry was “up 10 percent to $2 billion,” said Martin.
“The games industry, in general, is growing fast, and it’s going to keep growing at a high rate.
There’s just more opportunities for people to be more involved in video game content, whether it’s in their own businesses or in the games themselves.”
The study also looked at the video-game genres and how they are currently performing.
There are now four video games that make up the top five most popular genres in the world, with Battlefield and Call of Dutys having the highest share.
The top five genres are: Action, Adventure, Simulation, Sports and RPG.
The next five most-popular genres are Action, Action-Adventure, Sports, Strategy and Role Playing Games.
The four genres in which the most video game revenue is expected are: Simulation, Adventure and Racing.