Gaming is a key pillar of online culture and is now probably even more influential than ever, after two years of isolation that forced young people to find alternative ways to socialize, mostly through gaming platforms.
Indeed, kids now spend more time than ever on Fortnite, Roblox and other game collaboration networks, which also gives them a way to stay in touch with friends while entertaining them. Such platforms show the foundations of what many now see as a metaverse, interconnected digital worlds in which people can socialize and collaborate, in a wide range of ways, providing endless possibilities.
Indeed, it is likely that this next generation will truly integrate the metaverse shift, and as such, it is interesting to see how gaming culture evolves and what trends are driving the next wave of consumers in this area.
What is where the latest game data from Twitter enters.
As he explains Twitter:
“2021 was another record year for chatting about games on Twitter, as Twitter continued to serve as a place to publish games, gaming media, popular streamers and entertainers, sports leagues, teams, players and commentators. In 2021, there were more than 2.4 BILLION Tweets about games, an increase of 14% over the previous year and more than 10x more than in 2017. And the fourth quarter of 2021 was the biggest quarter for gaming conversations ever on Twitter. ”
Again, if you want to see the future of the Internet connection and what the metaverse will be like, I would look at games, unlike NFT, crypto and other tangential elements.
Watching the gaming conversation on Twitter, the top games reflect some of the above open space environments, along with other well-known gaming franchises.
I’m actually surprised that Roblox isn’t there, given that it now has over 43 million active users a day, but Minecraft, Fortnite and Animal Crossing are all similar, socially integrated and collaborative worlds, aligned with the metaverse shift.
Japanese Twitter users were the most active in the games, followed by those in the US and South Korea.
The culture of the games is huge in Asia, where games like Genshin Impact and Apex Legends are especially popular, while Japan is now also home to Twitter’s second largest regional user base, behind the US.
It is interesting to take into account the popularity of game creators, with the fact that top players are now just as popular as top sports stars in many respects.
This may seem like an exaggeration in equating video game players with the influence of sports stars, but the fact is that many young people now spend more time playing games than doing anything else. And while previous generations imagined themselves to score the winning goal, the next generation will also fantasize about a winning elimination in their favorite FPS.
Like it or not, this is a new reality, and given that players are now making millions for their playing skills, it makes perfect sense that many kids now see this as a viable path for their future.
Twitter also provides statistics on top game creators and those who build a presence in the space.
Again, gaming is now a critical element in the wider web culture and trends, and if you’re not aware of trends and behaviors in gaming, you’re probably missing the critical context in many of the current changes.
Which, in turn, will only become more important as we look towards the next big change and the integration of more activities into online environments. Children are already doing this, they are already finding completely new ways of communication, cooperation and engagement within these worlds of games, which will eventually bridge the path to wider use of the metaverse, whatever it may be.
This is where the metaverse really takes root and grows out of young people who develop common social behaviors within these environments.
Understanding this will become more important over time, while maintaining awareness of changes in games right now can help you formulate more resonant, relevant approaches to your marketing.
You can read the complete Twitter game review for 2021 here.
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