But social media is not the only medium that propose to people a high interaction level.
According to the latest survey, 53 per cent of individuals in the United States have been to the movies in the past 6 months, and 63 per cent (2 out of 3) have stayed at home choosing to rather play a video game. In addition, as far as to other forms of entertainment, 94 per cent of Americans reported to have listened to music, while other 6 per cent claimed not to have listened to any music in the past half a year.
"Video games account for one-third of the average monthly consumer spending in the United States for core entertainment content, including music, video and games," said Anita Frazier, games industry analyst for NPD. "While a portion of that share stems from the premium price of console games, we are also seeing an overall increase in the number of people participating in gaming year-over-year," she added.This is the evidence people have changed they want to take part into the action. That is the main reason why we have seen the video game industry emerges as one of the most important entertaining kind nowadays.
Indeed as piracy is contaminating traditional artistic contain (video and music), video games are harder to pirate, but also provides a higer merging rate.
the average game player spent more that 38 dollars, on average, every month on "all types of gaming content" in the 3 months leading up to March this year. The report indicated that consumers spent approximately $160 in total per person, on a monthly basis, the majority of which being spend on TV (cable and/or satellite) as well as Internet access. Still, it is about 25 per cent of U.S. consumer monthly entertainment spending that has been snapped up by video gaming.
The video game industry explosion is a simple example of customers willing to take control over content, and to interact.