Following another COVID-19 outbreak in early February 2021, many consumers were suddenly forced indoors, resulting in limited mobility and lack of activities in which to participate. However, an increased number of families had access to new video games hardware due to the festive Christmas period.
Video games hardware witnessed an increase in seasonal sales at the end of 2021/beginning of 2022 due to further impending social distancing measures. Many families purchased hardware either for themselves or for their children, thus boosting sales over this period.
With the metaverse becoming the next hot topic in gaming, it has caused major shifts in tech companies, the most prominent being Facebook’s official renaming to Meta on 28 October 2021. While this has been the most public move of the year, many metaverse gaming platforms have gained prominence as the term “metaverse” enters the mainstream.
The rise of the metaverse allows game developers and publishers to combine aspects of both real world and in-game monetisation and push it to greater heights. While consumers in real life can purchase luxury branded items to show status and mobile/online gamers can purchase in-game items and wealth, the metaverse allows players to do both as well as purchase/speculate in virtual real estate, allowing them to gain significant status in the metaverse.
The chip shortage that was previously slated to end in late 2022 has been delayed further by a resurgence in the pandemic combined with global logistics supply issues. While a number of console pre-orders in 2021 have been fulfilled, many more consumers are left wanting as demand for these new consoles has only increased as the semiconductor chips used in their production are also utilised in other popular consumer products, such as smartphones, cars and even niche consumer electronics such as dog grooming machines.
Microsoft’s purchase of prominent gaming company Activision Blizzard heralds a shift in how consumers enjoy video games. This acquisition has given Microsoft the ownership rights to global franchises such as World of Warcraft and Call of Duty, and will enable the player to gain significant share of video games by adding such prominent titles to its portfolio.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Hong Kong, China with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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