Independent and creative

Independent and creative

by Pininvest Analysis

Videogaming on

  • 26 constituents
  • 105.3% 1y performance
  • 18.9% volatility
Check the investment theme exit_to_app

Surprisingly videogames, as part of the entertainment industry, escaped to a large extent the acquisitive impulse of the very large companies providing media content

While their appeal is broad, starting with the younger generation (80 million monthly players of League of Legends, a popular game) and reaching out across age groups with the social casino games (290 million monthly users on Facebook alone), with recognized advertising potential, demonstrated virtual goods revenue and potential product placement, videogames remain outside the main stream

With roots in the Japanese pachinko arcade games, and in South Korea, where the intense development of telecommunications infrastructures drove online games in the PC ‘bangs’ cafés, many videogame companies still are tightly knit to the Asian region, and to the distinct cultures of China, Japan and South Korea