Credit crunch: Analyst opinion, part two

During an economic slump when consumers feel the need to tighten their belts, paradoxically the sales of alcohol and cigarettes, the amount of gambling and also cinema attendance all rise for consumers.

Games are a cost-effective form of entertainment per hour and are a satisfying impulse buy when consumers are cutting back on foreign holidays and other similar luxuries.

There are two areas where I am concerned in the short term: Subscription-based MMOs, which are a ripe area for a cost-conscious consumer to trim, and new games businesses which are entirely dependent on online advertising, especially if they do not have a clearly-differentiated audience.

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ab67656300005f1fb3f482612032d45481fa32fd [Industry news] Games for Change and Tencent call for more informed conversation on children and video games in Good Game Club podcast

[Industry news] Games for Change and Tencent call for more informed conversation on children and video games in Good Game Club podcast

Games for Change and Tencent have joined forces to back Raising Good Gamers, a global initiative designed to help parents and caregivers better understand video games and support healthier play. In a new episode of the Good Game Club podcast, Susanna Pollack, President of Games for Change and Danny Marti, Head of Public Affairs at Tencent explore how the public conversation around games, children and wellbeing can move beyond fear and towards understanding.