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  • МАРКЕТИНГОВІ ТРЕНДИ РИНКУ ЕЛЕКТРОННОЇ ТОРГІВЛІ КОМП’ЮТЕРНИМИ ІГРАМИ В ПОСТПАНДЕМІЧНИЙ ПЕРІОД
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  • https://doi.org/10.32782/2520-2200/2022-2-22Copy DOI Icon

МАРКЕТИНГОВІ ТРЕНДИ РИНКУ ЕЛЕКТРОННОЇ ТОРГІВЛІ КОМП’ЮТЕРНИМИ ІГРАМИ В ПОСТПАНДЕМІЧНИЙ ПЕРІОД

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Abstract

The article considers the phenomenon of the video game industry growth as the latest trend in the development of the e-commerce market for digital products in the post-pandemic period. The latest technologies and the active promotion of the Internet usage have contributed to the emergence of a new type of games – video games. Video games are gradually replacing regular games and have a direct impact on how Internet users fill their free time, as they offer an expanded range of products and services, both gaming and non-gaming. Features of incomes volumes change in various directions of the entertainment industry for understanding of a share of video games in the general volume of its growth are outlined. The increase in interest in video games has been found to be due to a structural shift in the entertainment industry caused by the COVID-19 pandemic and the forced self-isolation of most people around the world. The global costs of video games by types of devices were analyzed, which allowed to form an understanding of the increased interest of users in games presented in a format available for use on smartphones. In 2019, consumers spent $149 billion (excluding equipment) on video games, compared to $35 billion in 2004. The distinctive features of the demographics of gamers in the United States are listed, which can be taken as a basis for marketing research of e-commerce of computer games in other countries. The peculiarities of the marketing campaign of the company "CD Project RED" – a well-known giant on the market of development and implementation of computer games are researched. The key problem of "CD Project RED" management has been extremely high ambitions and the scale of statements that cannot be fulfilled on practice. As a result of marketing activities, gamers' expectations were so high that it was impossible to create a game that would satisfy the excitement that the company's marketers have been creating for eight years. Understanding the mistakes in marketing activities has already allowed the management of "CD Project RED" to smooth out the financial consequences of the previous failure. Unlike most sectors of the economy that suffered from the effects of forced downtime during the COVID-19 pandemic, the gaming sector "went against the flow" and found opportunities where other sectors suffered losses.

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