Game Changer: Accelerating the Media Industry’s Most Dynamic Sector

By Dr. Alexander SchudeyPavel Kasperovich Adeel Ikram, and  David Panhans
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The gaming sector is unique. Originally viewed as a children’s diversion, attracting limited attention compared to TV, movies, or music, gaming is now by far the fastest growing sector of the media industry. With the average player age recently exceeding 30 years old, gaming is now the second largest media sector that is about to reach $200 billion. 1 1 Newzoo, Ovum Gaming IP has become key to attracting new audiences, indicating future growth potential. As part of BCG’s series of gaming reports, following on from ‘ Gaming & Esports Media’s Next Paradigm SHIFT ’, this report aims to map gaming’s current spectacular journey, highlighting some key trends and opportunities both globally and in the Middle East, which business leaders and companies can leverage to join this dynamic sector.

Key Insights
Gaming is on the rise
  • Gaming is the #2 media sector after TV: $184.4 billion in 2022 with a path to reach >$210 billion in the next 3 years.
  • Mobile is the #1 gaming segment (>50% in revenues): driven by casual gamers with easy entry (smartphone) and free-to-play model, enjoying mostly “time-killer” games. e.g., smartphone penetration in Indonesia drove significant Mobile Legends: Bang Bang (ML:BB) adoption
  • PC/Console are still strong: major platforms for core gamers that demand full immersion and advanced gameplay. Live game streaming sustains interest from a wider audience. e.g., Elden Ring was #1 in streaming after its release and sold 12M copies in 2 weeks
  • Mobile and PC/Console have started to converge: main trend is in IP as many PC/Console games are adapted to Mobile (League of Legends (LoL) – LoL Wild Rift, Diablo – Diablo Immortal) or even go Mobile-first PlayerUnknown's Battlegrounds (PUBG). Cross-play is a 5+ year trend due to vast differences in gameplay.
  • Game publishers adopt a “less is more” strategy: main focus is on games based on proven IP, often free-to-play, that can be sustained and evolved for 10-20 years. e.g., Activision-Blizzard builds around core IP for 25+ years (Warcraft, Diablo, Call of Duty)
  • Microsoft is the closest to building a “future of gaming” offering: hardware (Xbox, HoloLens), content (publisher – Activision-Blizzard; user-generated – Minecraft) and infrastructure (Azure cloud) that can be bundled into a single subscription (Xbox Game Pass).
The Middle East is emerging as a gaming powerhouse
  • Highest gaming penetration: >60% of the population are game enthusiasts, resulting in the highest share of gaming mobile app downloads (50% vs 40% globally of total app downloads are gaming apps).
  • Long-term commitment to the sector: Saudi Arabia recently announced its gaming and esports strategy, and UAE has created two gaming centers to attract global companies.
  • Unprecedented government investments: Saudi Arabia's Public Investment Fund (PIF) allocated $38 billion to Savvy Games Group to invest in gaming and esports across the full value chain (and potentially more funds for other levers to develop the gaming ecosystem) with multiple acquisitions in gaming (Embracer Group, Scopely) and esports (ESL, FACEIT, VSPO) have been already executed; Abu Dhabi Gaming created a dedicated gaming and esports hub with strong incentives.
  • Leader in game streaming growth: while China will be the largest market for streaming, reaching a ~265 million audience in 2025, Middle East & Northern Africa will grow 3 times faster (24.5% vs 7.6% CAGR) to reach ~200 million people in 2025. 2 2 Newzoo “Gaming’s Live Streaming Audience Will Hit 1.4 Billion by 2025”
There are many opportunities to enter the playing field
  • Direct investment is a straight-forward path followed by many VCs like Bitkraft and Hiro Capital.
  • Media can build content on gaming IP: e.g., Netflix creates content around gaming IP (Arcane, Cyberpunk 2077, Dota to name a few) and games on own IP (e.g., Stranger Things).
  • IP owners can build flywheels: e.g., Tencent promotes IP through media content (gaming, video, books) and beyond (e-commerce, travel, F&B).
  • Technology companies can utilize multiple synergies: e.g., Apple created one-stop-shop for games, video, music, fitness, and cloud storage (Apple One); Meta experimented with live gaming streaming integrated in its social network (Facebook) and will likely leverage gaming technology for its Metaverse play.
  • Telecom operators (telcos) can leverage gaming to strengthen brand for its audience: some telcos integrate gaming into their offering (e.g., KPN offers its customers access to in-game items; Deutsche Telekom and LG Uplus offer cloud gaming services to their customers), while others follow audience’s attention (e.g., SK Telekom and Ooredoo invested in esports clubs).
Middle East Expert Perspective: Interview Paul Dawalibi
Paul Dawalibi is a technology entrepreneur, investor, and gaming & esports expert. As the CEO of Holodeck Media, Paul is building exciting metaverse, gaming and web3 projects. He also hosts Game Changers, a gaming and metaverse show on CNBC Arabia. He is a frequent speaker at metaverse and gaming conferences, and co-authored the book ‘Metaverse Dream’.

Paul, you recently moved from US to the Middle East. What excites you about the gaming sector in this region?

Paul Dawalibi: For years now, I’ve been saying that the world is sleeping on a massive gaming opportunity in the Middle East. Everyone talks about Asia, but the real gaming powerhouse will be the GCC region due to several factors.  There’s a confluence of factors that gets me excited about gaming in the Middle East. 

First, the Middle Eastern populations, especially Saudi Arabia, are young and digital savvy. Seventy percent of Saudi Arabia’s population is below the age of 30. Average disposable income is higher. The hot weather means people spend more time inside, which makes gaming an obvious choice of activity and recreation.

The second factor that gets me excited is the significant government commitment. Saudi Arabia has committed to investing $38 billion in gaming companies. Abu Dhabi provides strong incentives and benefits to gaming companies that set up shop in the emirate.

The third factor is tourism. The UAE is obviously a tourism hotspot already, so there is a significant opportunity to provide visitors with gaming and esports related experiences. Saudi Arabia is also making a big tourism push, so gaming and esports would provide something unique to market to the world.

Finally, gaming is a global industry, and the Middle East is truly at the crossroads between East and West. This gives gaming companies operating in the Middle East a distinct advantage in being able to serve North American, European, and Asian customers with equal ease.  

Paul, focusing on the gaming and esports efforts in the Middle East: what’s your view, and how do other major sector centers see them?

Paul Dawalibi: A lot of the conversation around gaming in the Middle East has been dominated by Saudi Arabia, which isn’t surprising given its large-scale financial commitments to boost the sector. Most of the western world is not aware at all of what’s going on in the Middle East when it comes to gaming, beyond a few – not always favorable – press releases. While the path forward for Saudi Arabia is bright, it still needs to address several challenges to realize its ambition. It especially needs to attract experienced human capital with deep industry knowledge, and redouble marketing efforts to the West and East to draw both partners and talent.

But Dubai and Abu Dhabi have a major opportunity to compete with Saudi Arabia. The UAE has great infrastructure and easy access to talent from around the world. What the UAE lacks is a cohesive emirates-wide gaming vision and strategy backed by sufficient funding. As interests might diverge in Abu Dhabi, Dubai, and other free zones, it could be more challenging to reach the required scale.

Over the past decade there has been a lot of buzz around the gaming opportunity in China, and Asia in general. But this region faces a number of challenges and hurdles. While the population sizes are large, disposable income and average spend per player in this region are actually quite low. China has also spent the last couple of years restricting gaming, and approving only few new games for distribution in the country. In fact, we’ve seen Asian gaming companies like Tencent and Netease building their presence in the Middle East because they realize that the opportunity in the region is greater. 

Paul, we see more and more industries getting interested in gaming. Gaming IPs are leveraged for Hollywood blockbusters. Technology companies and VCs make major investments. Just hype, or the beginning of a longer journey?

Paul Dawalibi: Gaming and gaming principles (gamification) will inevitably either intersect or completely disrupt every industry on the planet. So we are just at the beginning of a very long journey for the sector as a whole. 

Content and IP will be important pillars of this multi-trillion-dollar sector. Technology and infrastructure will also be key growth areas. Brands and traditional entertainment embrace gaming because of the still massively untapped value of the gaming audience. It’s also inevitable that we will see an increase in investment and venture capital to match. If the next few years bring recession, gaming will once again demonstrate that it’s one of the most recession-proof industries on the planet. 

In fact, all of the hype and talk around the metaverse is fundamentally just gaming. The metaverse is just a fancier word for gaming (especially if we define gaming as the creation of virtual worlds). The word “metaverse” feels more “adult” than gaming, which is often perceived as a hobby just for kids. The result is that billions have been poured into companies that are fundamentally gaming businesses (but calling themselves metaverse). The metaverse concept also makes it far more palatable to bring gaming into the workplace, or into education or government - all areas where metaverse has seen tremendous penetration but is still just gaming or gamification. 

AI also has deep connections to gaming. The same underlying technologies that enable virtual worlds (e.g., GPUs built by Nvidia) also power the biggest AI models. The breakthroughs in parallel computing that enable AI wouldn’t have been possible without gamers spending money to make their games look more realistic. AI will give back in equal amounts to the gaming industry, as virtual worlds get populated with NPCs (non-player characters) that are so realistic they become indistinguishable from human players.

Paul, any closing remarks?

Paul Dawalibi: The one consistent trend over human history is that as technology progresses, our leisure time increases. As machines and AI do more work for us than ever before, we will have more free time to spend on recreation. This is how gaming becomes the biggest industry on the planet. And the Middle East is best positioned to capture trillions of dollars of new value that will be created by gaming and metaverse over the next decade.

The Drivers of Global Gaming Growth

The COVID-19 pandemic spurred growth in various media and technology sectors in 2020. Within media, gaming outpaced other segments with an 8% growth rate to reach $198 billion (versus TV's 1% decline to $408 billion 3 3 Newzoo, Ovum, Omdia ). The sector’s growth slowed in 2022 for several reasons, including the end of pandemic shutdowns and Apple’s privacy changes affecting mobile gaming ads. The market size dropped to $184.4 billion 4 4 Newzoo "The Global Gaming Market Per Segment 2022 , with mobile gaming accounting for 50% of revenues.

However, the industry is expected to resolve these challenges and recover in mid-term, as games become more embedded in everyday life (Exhibit 1). Games have consistently held a 40% share of global mobile app downloads over the past 5 years. The number is even higher in the Middle East, reaching 45-50% in 2020. 5 5 App Annie

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 1

The Middle East is a unique market for gaming. Governments in the GCC region have invested heavily in the industry and recognized its potential, implementing strategies to attract gaming companies. In Saudi Arabia, a National Gaming and Esports Strategy plans to create 40,000 jobs and develop 30 games by 2030, while in the UAE, AD Gaming and DMCC Gaming Center aim to attract global businesses and support local talent.

Gamers on PC/Console vs. Mobile

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 2

The gaming sector is expanding and changing, which makes the definition of a “gamer” more nuanced. While mobile dominates the gaming market, the split of revenue across different platforms does not always match the preferences of the core global gaming community. According to a BCG survey of 10,000 participants from 10 countries, most core gamers primarily play on PC and console. This is because only PC/console games enable high-engagement AAA titles, demanding more player’s focus and dedication.

However mobile games absorb twice as many hours per week as PC/console games, and the mobile gaming market is more diverse (Exhibit 2). It attracts casual players who enjoy “time killer” games like Candy Crush but may not identify themselves as "gamers." Nevertheless, these casual players contribute substantially to the growth of the mobile gaming market.

The Middle East is a significant market for both core and casual gamers. Saudi Arabia leads, with a market of ~$1.8 billion (Exhibit 3). It is a skewed towards mobile gaming which accounts for >65% revenues, though this is partially explained by a stronger presence of non-casual mobile games like PUBG Mobile, Free Fire and FIFA in the top-10 downloads (versus only Free Fire in the top-10 globally). 6 6 App Annie

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 3

Changing Gamer Preferences

While PC/console and mobile experiences are different, they have started slowly converging. Mobile devices can now offer very high-quality graphics and gaming experiences, while smartphone evolution increasingly reflects and enables the sophisticated gameplay that was previously available on PC/console only. Also, as smartphones are tailored to communication, mobile games can integrate social gaming features better than PC/console.

This has led to more popular PC/console (though mostly PC) titles being adapted to mobile, including leading games like League of Legends (LoL – mobile version is LoL Wild Rift), Call of Duty (CoD Mobile), Diablo (Diablo Immortal). Some leading games are even going with mobile first (e.g., PUBG). And many titles initially released on PC or consoles, such as Minecraft, FIFA, Genshin Impact, and even Fortnite are experiencing resounding success on mobile. Another example is Square Enix, which acquired Eidos and reimagined popular games like Hitman, Tomb Raider, and Deus Ex by releasing IP-driven mobile puzzle games.

However, true convergence resulting in cross-play is still far from being fully implemented. While it can be easily realized in some game genres (e.g., the collectible card video game (CCG) Hearthstone), it is difficult to ensure the same experience for shooters or RPGs whose gameplay is heavily optimized for PC. An additional challenge for cross-platform development is the need to optimize a game for an increasing number of devices. 7 7 Dirox “Mobile Games Trends and Business Opportunities” While publishers try to solve both challenges, it will likely take 5 years or more to reach full convergence.

Growth Drivers in Mobile

The mobile gaming industry has experienced significant growth in recent years, with the widespread adoption of smartphones and the increasing power of mobile computing. And PC/console game publishers are actively investing in this trend. Factors contributing to this growth include:

Unique market conditions are accelerating mobile segment growth in the Middle East. With half its population under 25 years old and tech-savvy, these countries require localized content. For example, Chinese publisher Tencent deployed an Arabic version of the Battle Royale game (PUBG Mobile) in the region. It is now one of the most popular games in the Middle East 8 8 Entrepreneur “The Middle East is Key for Gaming” (top-5 in mobile app downloads in Saudi Arabia and top-3 in UAE 9 9 App Annie ).

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 4

What About the PC/Console Market?

Despite mobile being the top-line driver of the gaming market, it does not mean that the PC/console is in decline. Core gamers still prefer playing on PC/console as games are more immersive and complex.

Constantly improving visual and game content and leveraging popular IP (e.g., the recent Hogwarts Legacy) have traditionally formed the heart of gaming’s strong appeal to a young audience. Today there is an additional growth factor for PC/console market – the rise of game streaming as separate content, run by both professional players and casual gamers.

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 5

The growth of gaming streams is a global phenomenon, which increased markedly during the pandemic. Streaming’s audience will exceed one billion people in 2023, increasing with a CAGR of +16.3% from 2020 to reach 1.4 billion in 2025 10 10 Newzoo “Gaming’s Live-Streaming Audience Will Hit 1.4 Billion by 2025” (Exhibit 5). Twitch, the leading platform, reached 140 million monthly active users (MAUs) and 31 million daily active users (DAUs) in January 2023.

While streaming growth has slowed, viewership is still up 6% from its COVID-19 pandemic peak in 2020, and 164% higher than 2018. Live streaming slightly decreased in 2022, but Twitch was the least affected, dropping only 6% YoY and keeping its strong leadership position. Facebook Gaming was hit the hardest in 2022, dropping 56% YoY from 2021. While YouTube Gaming has also seen a decrease in hours watched, it has since pulled away from Facebook as the definitive second most-utilized live streaming platform in the West. 11 11 Stream Hatchet Video Game Streaming Trends - 2022 Yearly Report

Game streaming is why popular titles like LoL or Fortnite stay relevant for the community as it allows interaction with top streamers. Game publishers also reward those who watch streams with “drops” – giveaways of unique digital items to people who watch a stream for a certain time. Both elements incentivize people to watch their favorite streams and strengthens their commitment to the game.

Streaming platforms also play a significant role in discovering and promoting new games. Since Epic Games’ success with Fortnite, when it cemented its leadership position by paying top streamers to play, more games follow same approach (often even without direct payments to streamers). Some newer titles strongly benefit from streaming at the time of release, like Elden Ring which became a leader in streaming right after its launch. This resulted in 12 million units sold in first 2 weeks and significant time spent within game. 12 12 Ginx: “Elden Ring Players Breaks Game Clock With 1000 Hour Play Time”

The importance of these platforms is hard to overemphasize as viewers tend to stay on platform rather than follow top streamers. For example, a popular streamer Ninja left Twitch for Mixer for an estimated $25 million dollars; however, most viewers stayed on Twitch, which was one of the reasons for Mixer's closure. 13 13 Distractify: “Fortnite’ Streamer Ninja Returns to Twitch After Signing an Exclusive Deal” That is why game publishers need to rely on these platforms and work closely with them rather than create their own.

China is expected to remain the largest market for live streaming audiences (forecast CAGR of 7.6% from 2020 to 267.5 million people by 2025 14 14 NewZoo: “Gaming’s Live-Streaming Audience Will Hit 1.4 Billion by 2025 ). However, the overall growth comes from Middle East & North Africa. The audience for live-streaming games in these markets is expected to increase with 24.5% CAGR reaching 202.3 million by 2025.

Publishers Adapt to New Trends

With such dynamic changes in the industry, game publishers and developers are adjusting their strategies.

New Business Models

Innovation in the mobile market incentivized publishers to explore new monetization methods, in particular "free-to-play" with in-game monetization instead of upfront purchase. Electronic Arts released its flagship shooter franchise Battlefield with a free-to-play version called 2042. 15 15 Gamesradar

The potential to extend the life cycle of their titles through new content and in-game purchases makes this shift attractive compared to developing completely new games every few years. However, publishers must carefully design monetization to ensure it supports the game and its community, not harm it with:

Growth in Gaming Budgets

Extension of a game’s life cycle as well as the demand for more immersive and high-quality experiences drive publishers to invest more time and resources in developing their games. AAA games require tens or even hundreds of millions of dollars in investment. For example, Rockstar Games' GTA V had a budget of $260 million and CD Projekt's Cyberpunk 2077 had a budget of over $300 million. 16 16 Screenrant “How Much Cyberpunk 2077 Cost To Make”

Considering the variety demanded by core players, it is not realistic for publishers to shift to few games with longer life cycles in near future. Instead, hundreds of high-profile AAA games are released each year, though only a handful of those have budgets at the level of GTA V or Cyberpunk 2077.

While this model expands opportunities to generate a return on investment over a longer shelf life, major games still require large upfront investment and long development periods, which can delay cash inflows for several years.

Competition for Popular IP

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 6

Focus on proven IP is a strong media industry trend, extending well beyond gaming. Considering the significant investments required to create blockbusters and high audience expectations, recognized IP reduces commercial risks. In film and video, franchises like Fast & Furious and Marvel have gained substantial investments and extensions. Gaming follows the same path, with publishers such as Activision-Blizzard, Naughty Dog, and Tencent aggressively building on their existing IP. For example, Activision-Blizzard has focused on its Call of Duty, Diablo, Warcraft and StarCraft IP for many years.

Over last decades major IP franchises have created active, loyal communities. As with comics two decades ago, the movie industry noticed this trend and has turned to gaming IP as a source for new content (Exhibit 6). In return, this provides an opportunity for game publishers to extend the community for their games and attract new audiences. Beyond movies, publishers are also leveraging gaming IP in other segments like amusement parks, toys, and retail. These further strengthen the connection with IP fans and benefit the games.

Future of the Gaming Market

 How will the gaming sector change moving forward? There are multiple technological, demographic, and media industry trends, many mentioned above, that will continue to play major roles. Among those, four will likely have the largest impact:

Audience growth and demographic shifts

On one hand, gaming industry growth continues with wider demographic appeal. Mobile gaming is now attracting all ages, particularly in Western markets. In the US, games appealing to Gen X and Baby Boomers (45+), make up nearly 25% of top grossing games in 2021, a 6% increase from 2019. 17 17 Data.ai "2022 Gaming Spotlight: Mobile Extends Lead Over PC and Console as Gaming Market Hits $222 Billion” Gen Y who grew up with computer games are entering their 30s, changing the perception of gaming as just for kids. The average gamer age is now 31 years old.

On the other hand, children and youth still account for most of the sector’s audience growth. Gen Z is the first demographic cohort that spends as much time gaming as watching video content (Exhibit 7). As each child adds to the gaming market, the audience will continue to grow. 18 18 Nielsen Games - U.S. Report; 2021 Essential Facts - ESA There will be a "tipping point" where gaming becomes the dominant form of entertainment in terms of absolute numbers and time spent.

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 7

Innovation from players

Innovation in the gaming market is very different from other media segments, with a much stronger contribution from consumer communities:

It is expected that this trend will continue, especially with platforms like Roblox and Minecraft that ease game development and innovation for gamers.

M&A activity

The gaming industry is already highly consolidated. Further consolidation is expected to continue in the medium-term as major publishers, media companies, and technology firms acquire studios and other gaming-related assets on a global scale (Exhibit 8). More than 650 gaming M&A or investment deals were announced or closed in the first six months of 2022, and gaming companies such as Epic Games raised billions on the strength of the market. 19 19 A.list Daily “Analysts: Gaming Gaming Growth Expected In 2023 Despite Recession Fears”

Game Changer: Accelerating the Media Industry’s Most Dynamic Sector - Exhibit 8

Today top-10 players already control more than 70% of the market. The top 3 players (Tencent, Sony and Microsoft) 20 20 Newzoo “ Top 25 Companies Game Revenues comprise ~40% (contingent on Microsoft completing the acquisition of gaming company Activision-Blizzard).

Game publishers follow two main paths in their M&A strategies:

1. Consolidation of game development
Gaming companies are consolidating to achieve economies of scale and support the increasing costs of game development. Such scale also facilitates experimentation with new intellectual properties to ensure success in the medium- and long-term. Both Microsoft and Sony are building gaming ecosystems:

2. Extension of internal capabilities

As games become more complicated, game publishers also seek to extend their reach along the value chain, especially parts related to technologies embedded in the games.

One good example is in-game advertising. As games become even more immersive, lengthen their life cycles, and encourage players to spend more time, it highlights the opportunity to leverage space in PC/console games for advertising. Currently games either do not have ads (mostly AAA PC/console games) or feature pre-agreed product placement. However, new technology can allow personalized advertising in real time, and thus boost games’ advertising revenues (e.g., a billboard in a game can contain actual ad that is personalized to a player). Game engine Unity and app economy developer AppLovin's attempts to merge with IronSource illustrate this trend. 21 21 Calcalistech “Unity chooses ironSource merger over AppLovin takeover”

Another example is motion tracking and facial animation technologies. As PC/console games rely on these technologies to build an immersive experience, access to advanced and unique solutions is a critical success factor. That is one of the reasons behind game publisher Take-Two Interactive’s acquisition of Dynamixyz, a company focused on cutting-edge facial recognition technology.

New use cases

Gaming is not just affected by technologies, but also drives innovation and experiments with new offerings. This is especially true in areas like cloud solutions, the Metaverse, and blockchain:

How do these play together?

Many factors and different dynamics move the gaming market. Microsoft is a one example to look at as we try to imagine the gaming offering of the future. The company is currently building on all the key trends, with the result that:

Its portfolio of assets allows Microsoft to create a single convenient subscription to access all of its offerings at a better value price for the consumer. It also gives Microsoft a "flywheel" with multiple data and income streams increasing the value of its overall offering.

Entering the Playing Field

Companies from many different industries are expressing strong interest in entering the gaming sector. Their rationale ranges from opportunistic investments to participate in the growth opportunities, to strategic investments to drive synergies with core businesses through IP and technology, brand positioning, or additional monetization.

Irrespective of the sector, one important factor to consider is the geographical market for such investments. While China and Western markets seem to be obvious candidates, the Middle East has growth potential driven by two fundamental factors. Firstly, its demographics trend toward a young digital savvy audience that actively consumes gaming content. Out of 35M people in Saudi Arabia, 23.5M (67%) identify themselves as game enthusiasts. This creates a sizeable market not only for gaming, but also for many brands that target this audience.

Secondly, we see substantial governmental efforts to establish a thriving gaming industry. For instance:

Looking Forward

Satya Nadella, CEO of Microsoft said: “Gaming is the most dynamic and exciting category in entertainment across all platforms. We’re investing deeply in world-class content, community, and the cloud to usher in a new era of gaming that puts players and creators first.” 34 34 Microsoft News “Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device”

Gaming has been on the rise and is destined to outperform other sectors in the media industry in the next decade. And while gaming is itself evolving quickly, it will also shape other media and technology sectors due to its:

As part of BCG’s series of gaming reports, our next report will focus on Esports, an important part of the sector that is revolutionizing the way consumers engage with video games.

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Authors

Managing Director & Partner

Dr. Alexander Schudey

Managing Director & Partner
Dubai

Partner

Pavel Kasperovich

Partner
Dubai

Managing Director & Partner

Adeel Ikram

Managing Director & Partner
Dubai

Managing Director & Senior Partner

David Panhans

Managing Director & Senior Partner
Dubai

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