The mouse attacks: 2.4 million gadgets for computer games sold

Over the nine months of 2019, the demand for gaming computer accessories – mice, keyboards, headsets – increased compared to the same period in 2018 by 5% in units and by 11% in money. Such data are provided by the research company GfK and the M.Video-Eldorado group. Demand for peripherals for work and office, by contrast, is falling. Characteristically, gaming accessories are much more expensive than usual, experts say. In their opinion, sales growth is associated with an increase in interest in e-sports in Russia. Professional gaming teams have large sponsors, and the players themselves have learned to earn on their hobbies – for example, through streaming.

Played for billions

In January-September 2019, sales of gaming peripherals (namely, special mice, keyboards and headsets) in Russia in pieces and in money reached 2.4 million devices and 4.6 billion rubles. Such data are provided by the retailer M.Video-Eldorado and GfK. At the same time, demand for devices for working at home and in the office decreased by 6% and 25%, they say. Gadgets for gamers account for approximately 20% of peripheral sales, said Valery Andreev, a spokesman for M.Video Eldorado.

The advantages of gaming mice over the “office” – improved ergonomics, more robust assembly and a shorter response time, built-in backlight, as well as an optical sensor for convenient and precise control, lists Valery Andreeva. A distinctive feature of keyboards for gamers is programmable and dedicated keys, backlighting of buttons and the case, the function of suppressing phantom clicks, etc., she says.

Peripherals are not the only growing “gaming” product category, Valeria Andreeva notes. For example, sales of gaming chairs have grown more than eight times in a year (seven times in money). Such chairs allow you not to experience discomfort and fatigue during long gaming sessions.

Both the retailer and GfK also emphasize that gaming keyboards, mice, and headset headsets are significantly more expensive than regular ones. Each such device costs the gamer about 1.9 thousand rubles. Conventional accessories cost 2.5 times less on average, Valeria Andreeva claims.

In general, peripheral sales in Russia are declining, according to representatives of GfK and Svyaznoy. Against the backdrop of a general stagnation in demand for laptops and a decrease in sales of basic models (for home / work), it would be strange to expect an increase in peripheral sales for them, a representative of a research company said. The fall is due to the long life of computer mice and keyboards, which are updated every few years, a spokesman for Svyaznoy said.

According to M.Video-Eldorado, in January-September 2019, Russians spent almost 47 billion rubles on fast gaming desktops and laptops with powerful graphics cards. Another 3 billion rubles were spent on computer games (excluding the sale of digital versions and codes).

The interest in games in Russia, as well as around the world, is largely stimulated by manufacturers of gaming software, “gaming” computers and peripherals, argues the project manager for Content Review Sergey Polovnikov. According to him, the developers, in particular, began to address games to an older audience – older users are drawn into them. Orientation to this category of consumers is quite justified – it is they who can afford to buy expensive PCs, accessories, pay for games and artifacts in them, the expert notes.

Another factor in the growing interest in gaming, Sergei Polovnikov calls the growth of penetration of fast broadband Internet. More and more Russians are gaining access to interesting multiplayer games, he says.

At the same time, gamers began to earn on their hobby – many of them get paid for streaming, showing their games to other users, said Telecom Daily CEO Denis Kuskov. In addition, interest in professional e-sports is growing rapidly in Russia. Large sponsors and investors came to this market, for example, mobile operators and well-known consumer brands, he notes.

According to PwC, in 2018, revenues in the Russian e-sports market amounted to $ 12.6 million. 35% of these revenues are revenues from sponsors. Over the year, revenue from e-sports in the Russian Federation increased by 42%, analysts emphasize. Already by income this segment in our country is in ninth place in the world, they note. PwC predicts that by 2023 e-sports revenues may exceed $ 31 million. The forecast for MTS operating in this market is more optimistic – $ 100 million in three years.

Only a few can engage in professional esports – but a lot of users want to try and cheer, concludes Denis Kuskov.

A third of male gamers regularly play for female characters . Why they do it and how it is connected (or rather not connected) with their sexuality , Izvestia was learned from programmers, psychologists, a gamer, and the founder of a virtual porn club.

The new season of the series “Black Mirror” begins with a story about friends-gamers. They discover that in a computer game one can engage in very realistic virtual sex. What they indulge in, paying less and less attention to real life, in which they remain stably heterosexual. One of them plays for the boy, the other for the girl.

The editor-in-chief of the portal RENDER.RU Roman Tsapik does not see a strict correlation between the gender of the person and the gender of the character. Just in case, gender is biology, gender is a sense of self. Tsapik admits that “in games people reveal those personality traits that in real life, for one reason or another, they cannot reveal.” “Another question,” says the Izvestia interlocutor, “is how close the virtual character is to the real person: appearance, age, gender, behavior. The most amazing things are possible here. ”

Remember Lara Croft from the game Tomb Raider. This series of games is already 25 years old; several generations have grown on it. There we play as an archaeologist girl. There are no options for choosing characters in the game, but believe me, if he were, the vast majority would still play for Lara. It causes great sympathy among the masses of people.

As for the situation when a person always chooses exclusively female characters, Roman Tsapik sees several reasons, “starting with the fact that he simply likes beautiful female characters, and ending with an unconscious identification with a female character. But if this does not cause inconvenience in real life, there is no problem . ”

The founder of the computer game developer Stepgames, Yuri Matveev, is sure that the game is always an attempt to play a role: “A person wants to try himself as a football player, killer, commando, interplanetary explorer, Sherlock Holmes, strategist. One of these roles could be a woman. ”

Yuri Matveev believes that there are men who choose female characters, because this echoes their sense of self. But, in his opinion, “there are not many of them.” More often, from his point of view, men on the Web play the role of women in order to receive additional attention.

This topic has been going on for a long time, since the birth of the Internet, even with Fido, where there were a predominant number of men. In some fun parties, many tried to imitate, supposedly here, a woman. And the men were led to it. If this is a real woman, she was cared for and cherished. And if they caught that it was a man, anathematized. This was all over the place until women pulled themselves into the Network.

Against the obvious parallel between the sexuality of a person and the choice of a character, the experience of Anna Paradise, the founder of VRAYU adult virtual reality club, also speaks. She generally rarely faces the fact that visitors, both heterosexual and homosexual, watch videos shot on behalf of women.