TY - JOUR
T1 - An overview of the gaming industry across nations
T2 - using analytics with power BI to forecast and identify key influencers
AU - Palma-Ruiz, Jesús Manuel
AU - Torres-Toukoumidis, Angel
AU - González-Moreno, Sonia Esther
AU - Valles-Baca, Herik Germán
N1 - Publisher Copyright:
© 2022 The Author(s)
PY - 2022/2
Y1 - 2022/2
N2 - Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017–2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.
AB - Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017–2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.
KW - Analytics
KW - Esports
KW - Forecasting
KW - Games
KW - Power BI
UR - http://www.scopus.com/inward/record.url?scp=85124612708&partnerID=8YFLogxK
U2 - 10.1016/j.heliyon.2022.e08959
DO - 10.1016/j.heliyon.2022.e08959
M3 - Article
AN - SCOPUS:85124612708
SN - 2405-8440
VL - 8
JO - Heliyon
JF - Heliyon
IS - 2
M1 - e08959
ER -