The video game community includes a global audience of more than two and a half billion people. That’s almost one-third of the entire population. The average gamer is 34 years old, owns a house, and has children. This is a consumer segment with disposable income for entertainment, and more than half of players participate every day. Revenue is three times greater than the music industry and four times that of movies.
The Asia-Pacific region has the largest market share in the gaming industry, which has also spawned numerous sub-segments, such as online casinos, sports gambling, and e-sports. Mobile is the fastest-growing platform and is the likely conduit for spreading gaming into emerging markets. At the same time, the PC and console segment are also growing, just not as quickly.
Consumers live in an omnichannel world: chat, voice, email, social media, etc. Increasingly, the onus on service providers is to provide the channels that their customers prefer. That is part of delivering “wow” experiences. When one of your customers contacts us, service and support become parts of that experience.
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