The latest edition of Milan Games Week, the leading event in the video game sector in Italy, ended in Milan. A sector which, in complete contrast, is still a happy oasis even in the Made in Italy. “Games Week in Milan is a perfect moment to also see the passion that surrounds video games, a very active and evolving sector”, says Agostino Melillo, Communication Manager Italy of Intel. “If we look to the near future, we can intercept six main trends of evolution and transformation: the first is that of Esports not only from the point of view of professional players, but also and above all if we look at the growth of spectators: over 900 million views during 2022 with an increase of 1.13% compared to the previous year, and with a forecast for 2025 of 1 billion and 400 million viewers”.
Intel’s presence at Milan Games Week is linked to the hardware requests that video games require to function. However, the costs are still prohibitive, if we are talking about a professional setup for playing online. “Of course, to help this trend and increase the diffusion of Esports, we cannot ignore the democratization of PCs, which must be increasingly performing but also accessible in price”, explains Melillo. “The second trend is that of the cinematic quality of video games, we already have enormous quality available today, we are very close to photorealism, which allows us to enjoy incredible experiences, thanks on the one hand to the evolution of hardware (from the processor to graphics and new graphics features such as ray tracing.) All of this is an advantage not only for gamers but also for designers and developers who can unleash their creativity and create ever more incredible and immersive worlds.
Virtual reality is the other trend that Melillo sees as the most promising for the future. “One of the most fascinating trends will be represented precisely by the exponential growth of games that will use these technologies. By 2025, 35.5% of internet users will have access to mixed reality and although today around 80% are linked to the playful in the future, immersive realities will gradually be increasingly used also in non-gaming activities such as business and training. However, immersive realities will represent a new challenge ground, game design will be able to experience never-before-seen experiences. The fourth trend is certainly that of the development of the metaverse, the next big digital platform after the internet with enormous potential to change the way people interact online. Gamers are not new to this type of experiences in virtual and interactive environments, the real change will take place when in the future hundreds of millions of people will be connected simultaneously in the metaverse perhaps no longer with avatars like fac we are today, but thanks to photorealism and calculation capacity far superior to today, with a real reproduction of real environments and the physical characteristics of real people”.
“Another trend will be that of cloud gaming, by 2024 the time spent on the cloud will practically triple and cloud platforms will completely explode with the great advantage of opening up the experience of interactive gaming to an ever wider audience of players and devices” , continues Melillo. “Naturally, here too there is a need for investments in infrastructure and connectivity for low latency needs which again leads to the question of the democratization of access and the progressive abandonment of the cross device limit. The latest trend, but certainly not least, is that of accessibility, because today more and more attention is paid by developers to guarantee access for all.Many gamers are affected by disabilities and according to many studies, 94% of people with disabilities who play video games have experienced physical benefits and/or mental. If accessibility already plays an important role today, even more so in the future it will become a priority”.
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