According to data from YouGov, a company specializing in market analysis, around a third of the world’s population uses video games at least one hour a week and the segment that plays the most is 18 to 24 years old, followed by from 25 to 34 years old, that is, economically active populations.
The figures show significant growth for the gaming industry in Mexico and that is why gadget and technology brands are increasingly focusing on this sector that generates revenues of more than 300,000 million dollars annually worldwide.
According to Rodrigo Pérez, marketing director of the Mexican gadget company STF, a common mistake that some companies still have when looking at the video game industry is that users only play games throughout the day, something that is a complete mistake. and limits your marketing strategies.
“A gamer works, plays sports, likes to travel, likes art, reading,” says Pérez regarding the other areas that companies should think about before launching a product, because although the issue of gaming is going to have an effect on the purchase decision, it must also be a capable device in other segments.
As an example of this, he mentions audio, since SFT has diversified the characteristics of its headphones, with the aim of not only making them for gamers, but also increasing their portability and being attractive in other markets, such as productivity.
“The user also gives greater importance to audio, they are looking for a better experience there and there are more and more accessories in other categories that other types of people are looking for, such as microphones, mousepads and even chairs are playing an important role,” he details. .
Likewise, the SFT executive highlights that while there is a diversification of their devices in other markets and gamers become more professional, they must innovate with new features that are going to begin to be standardized in the industry, such as surround audio and greater technological performance. .
Browsers also innovate to cover more areas
Despite the fact that brands have realized the need to generate more products for different types of users, others are also committed to the hyper-personalization of the experience, such as Opera GX, a browser designed for gamers, which has tools that allows them to get more out of the titles on their computers.
Vasco Bernardo, global influencer marketing manager of Opera GX, points out that it is a system in which video games are the main thing, since he recognizes that the development team is very passionate about gaming and recognizes that in certain aspects experience is needed personalize.
“Gamers are very dedicated and we like that a lot, because the development team is also made up of gamers and, therefore, we understand the needs that a person looks for in the products”, he highlights.
Although Opera GX currently has 21.7 million monthly users around the world and its main markets are Europe, Latin America and North America, it accepts that they seek to open their focus to generate an impact in the industry by recognizing gamers as important clients.