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MUMBAI: Children are increasingly important drivers of digital
gaming consumption. In the first half of 2012, kids in the
US, UK, France, Germany, Australia, South Korea, and Japan
spent more than $750 million on different digital gaming activities,
including downloading mobile gaming apps, purchasing virtual
items in free-to-play computer and mobile games, subscribing
to premium memberships, and acquiring digital games and DLC
content for console and portable game devices.
With
growth accelerating, this will translate into over $1.5 billion
for the year in these markets, according to GameByte, a syndicated
global research product from Interpret which studies digital
gamers ages 6-64 in ten global markets, including high-growth
emerging markets China, Brazil, and Russia.
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