Tag: Newzoo

  • Music NFTs are an alternative way for artists to increase their earning potential: Report

    Music NFTs are an alternative way for artists to increase their earning potential: Report

    Mumbai: Music NFTs are an alternative way for artists, most of whom depend on extractive record labels and centralised platforms to earn a living, to increase their earning potential, according to a report by video games, data, analytics and market research firm Newzoo. This allows them to sell their singles, EPs, or albums as NFTs to their most loyal fans, it added. 

    The report indicated the trends in the metaverse, blockchain gaming, and NFTs. It identifies and analyses metaverse trends, case studies, the future of the metaverse, P2E, blockchain gaming, and NFT space.

    According to Newzoo’s report, 2021 has undeniably been the year of NFTs, with several high-profile collections being sought after for the boost in social status and financial incentives they offered. Despite the current market pullback profile picture (PFP) NFTs are likely to be key elements when it comes to digital identity in the metaverse.

    The report suggests that consumers spend increasingly more time in virtual worlds, and successful brands follow them. As a result, consumer-facing companies will be forced to develop a metaverse strategy to stay connected with their (future) customers and remain relevant.

    As time spent in virtual worlds increases, our digital identity and representation will grow in importance. This opens a wide array of opportunities for traditional and digital fashion brands alike to dress our digital selves with in-game skins and virtual garments, thus giving rise to the direct-to-avatar business model. This also has important implications for the future of e-commerce.

    Play to earn and blockchain gaming –  As time passes, we are likely to see more blockchain games challenge traditional AAA titles in terms of technical complexity and at some point size of the player base. Though blockchain gaming faces some notable challenges particularly sustainability and regulatory concerns these are likely to be mitigated as the space matures.

    The report also highlights the key challenges of this industry. Some major challenges include politics and regulations where governments will want to control virtual worlds, and regulations may create new barriers between worlds. Also, UGC spaces require strong safety and content moderation processes in place, supported by machine learning and trust/safety agents.

    Privacy and ethics also need to be addressed because metaverse activity tracking has the potential to become far more powerful than web tracking. At the same time, accessibility and scale are also seen as challenging as the metaverse is not yet accessible or interoperable at scale. Lastly, new standards and protocols are needed for the industry.

  • Esports enthusiasts will grow to 318 million in 2025: Newzoo Report

    Esports enthusiasts will grow to 318 million in 2025: Newzoo Report

    Mumbai: The number of esports enthusiasts will grow to 318 million in 2025, with a CAGR of plus 8.1 per cent during the period 2020-2025. In 2025, the total audience will surpass 640 million, according to Newzoo’s annual report titled ‘Global Esports & Live Streaming Market Report.’ The report presents key trends, market sizing and forecasts of esports across the globe, with a special focus on mobile esports, blockchain and co-streaming.

    Esports is growing enormously across the world! It is an industry that combines two of gaming’s most important aspects: playing and watching. Newzoo’s report aims to give a reliable and realistic overview of the current status and future of the live-streaming audience and esports market.

    The esport industry operates at the intersection of competitive gaming and game-related live streaming. According to the report, the companies involved in esports and the creators are driving engagement across esports and live streaming alike. However, the report analyses that esports organisations still rely on sponsorship as the primary source of revenue for their business. By the end of 2022, Newzoo expects sponsorship to account for $837.3 million—nearly 60 per cent of global esports revenues.

     It reveals that in 2022, the global esports audience will grow by 8.7 per cent year on year to reach 532 million. Esports enthusiasts—those who watch esports content more than once a month—will account for just over 261 million.

    The game’s live-streaming audience reached almost 810 million in 2021 and is expected to reach 1.41 billion by 2025, with a CAGR of plus 16.3 per cent from 2020 to 2025. At the same time, non-gaming content is one of the drivers of massive growth, accounting for up to 21 per cent of the content watched in 2021.

    More than 84 percent of users active in non-gaming categories are also active on gaming channels, which means that non-gaming content does not necessarily cannibalise gaming content on these platforms. This is an opportunity for brands that are more familiar with non-gaming content to engage with live-streaming gaming audiences.

    Digital and streaming are the two fastest-growing revenue streams for esports, with 2020-2025 CAGRs of 27.2 percent and 24.8 percent, respectively. Growing awareness around digital assets and NFTs will likely boost investment and fan interest in acquiring in-game items of esports IP.

    China leads the worldwide esport market

    Esports is set to generate nearly $1.38 billion in revenues by the end of 2022. China will generate nearly a third of worldwide esports revenues. Southeast Asia, Central Southern Asia, and Latin America are the fastest-growing regions, with 2020-2025 CAGRs above 27.6 percent, 23.4 percent, and 19 percent, respectively. Global esports revenues will exceed $1.86 billion by 2025, representing a healthy CAGR of above 13.4 percent.

    At the same time, PC esports titles dominate developed markets such as North America, Europe, China, South Korea, and Japan. Mobile esports titles dominate emerging markets like Latin America, the Middle East and Africa, Southeast Asia, and India   

    Twitch leads the esport live-streaming

    According to the report, Twitch was the most popular games live-streaming platform in the West in 2021, seeing a 26 percent year-on-year increase with nearly 20 billion live gaming hours watched. YouTube Gaming was the second largest, with 4.7 billion live gaming hours watched.  

    Brands are moving towards co-streaming

    The report also reveals that co-streaming is increasingly becoming part of brands’ strategy to provide non-gaming content to the gaming community. Recently, Netflix, the NBA, and Formula 1 have partnered with streamers to expand their distribution channels for content among gamers.