The analysis of the share of players in the years 2015 to 2021 shows the decrease of these players on the computer platform. In 2021 , more than 19% of the players, which include 6 million and 300 thousand people, declared that they use a computer platform for gaming, which is the lowest number in the last 6 years
According to the IDEA, based on the national survey of the consumption of digital games in Iran in 1400, the vice president of research of this foundation has published a report of the most significant information regarding the use of computer platforms among Iranian players.
According to this report, the annual compound growth rate of the number of computer players in Iran between 2015 and 2021 was equal to 5.16 percent.
From the comparison of the age composition of computer players and total players in Iran, it was found that the ratio of computer players in the teenage and young age groups is more than the ratio of these age groups in the total of Iranian players. One of the reasons for this issue, especially in the group of children and minors, is the limitation of this group’s access to computers and the greater acceptance of mobile phones.
The computer has had the most influence among the residents of the metropolitan areas, and the lack of access to computers in other areas, especially in the rural areas, can be one of the reasons for this.
The lowest proportion of computer players among the players was related to Kerman and Gilan provinces respectively. Also, among the players of Yazd, Kohgiluyeh and Boyer Ahmad and Kermanshah provinces, the proportion of computer players was more than other provinces.
Men play more than women
Among computer players, men accounted for 79% and women accounted for 21%, in the meantime, it should be noted that the population of male players is more than women, on this basis, the percentage of men was more than women among computer players.
The status of game tools among computer players shows that 47% of players use laptops and more than 60% use home computers. Also, the state of game platforms shows that 92% of computer players play with more than one platform.
YouTube, the most important tool for watching the game
The study of the way of watching the game among computer players shows that YouTube was the most important tool for watching the game among computer players and it accounted for 32%. Also, more than 19% of players have watched other people’s games using internal platforms such as Aparat.
In 2021, computer players spent 456 billion tomans to buy software (games). Of this amount, 14 billion tomans was the share of native computer games (games developed or localized by domestic companies).
40% of PC players in 2021 paid to play with this platform. 87% of buyers are men.
The growth of computer games in the world
The size of the global computer games market will reach from $10.86 billion in 2022 to $12.68 billion in 2023 with a compound annual growth rate of 16.7%.
According to the research, it is predicted that the size of the global computer games market will increase to 22.17 billion dollars in 2027.
Asia-Pacific will be the largest region in the computer games market in 2022, and the meaning of the computer games market is the revenues that are obtained through the provision of design, documentation, installation and support services, and the production and distribution of video games that are played on a computer or laptop. .
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