Thursday, September 11, 2014

From Oculus to Twitch to Minecraft, Why Gamers Are in Hot Demand | Re/code

From a timely gaming market dynamics reality check

"On the surface, Facebook’s purchase of Oculus for $2 billion, Amazon’s purchase of Twitch for $1.1 billion and Microsoft’s likely deal to buy Minecraft maker Mojang for $2.5 billion would seem to have little in common. One is a virtual reality technology company, the second is a video-streaming media platform and the third is just a really, really popular game.

But common to Oculus, Twitch and Mojang is an audience — more specifically, a trend-bucking subset of that ethereally defined group, “gamers,” who tend to be young and, more importantly, are harder to reach through traditional media like TV, or even Facebook. These companies’ products are totally different from one another, but they’re attractive to acquirers because their consumers think and act differently from other groups."
From Oculus to Twitch to Minecraft, Why Gamers Are in Hot Demand | Re/code

No comments: