译介 | 「数」读E3 2018:今年参展游戏数超3000,70个从未公开!-TopACG

1. 展会情况

E3 2018 by the Numbers

数读 E3 2018

E3’s one-week event generates more than $75 million in economic revenue for the city of Los Angeles, supporting 28,000 jobs, including contractors, carpenters, electricians, riggers, caterers, etc.

E3 一周的展会,会为洛杉矶市带来价值超过 7500万美元的经济效益,带来28000个工作机会(嗯,这个估计还没算上展会门口摆摊卖烧烤的墨西哥amigo)。

 

New exhibitors for 2018. There are 85 new companies on the E3 show floor this year, including Scuf Gaming, GNATION, Funko & GameStop , Enjin, Displaylink, Frontier, Facebook, AT&T, and AMD.

今年的新展商,增加了85家新公司,其中包括:一堆乱七八糟的…… 不过里面有 Funko & GameStop(来卖游戏的,真的是卖游戏,GameStop 还发了个邮件给我,说前150个捐出旧游戏做慈善的,可以获得黄金 VIP 通行证)、Facebook 估计又来推社交产品、AT&T 卖美国版大王卡?以及 AMD——AMD 去年靠挖矿显卡大赚,今年也有钱来搭台和 N 卡唱对台戏了。期待~

 

 There are 126 E3 exhibitors involved in the mobile and social game space. 96 exhibitors are involved in the VR/AR/MR space.

参展的展商有126家涉足移动游戏和社交游戏;96家涉足 VR/AR/MR 游戏。——比手游,感觉怎么都不如我大天朝的 China JOY 呀。。。

 

Esports will have a major presence at this year’s E3. In addition to the E3 ESL Arena featuring Arena of Valor, Valor Series Playoffs many E3 2018 exhibitors will feature esports including Epic Games, Shacknews, Samsung, and Gamespot’s Battle Rig in Microsoft Square at L.A. Live

电竞今年扮演重要角色。有 E3 ESL 竞技场,会有《王者荣耀》……其他热门的电竞活动也会在洛杉矶展览馆不远的 LA Live 广场(现在改名叫「微软广场」)里搞活动。

 

More than 3,250 products will be exhibited at E3. This is an increase from 2,300 last year. In addition, we also know that more than 70 products have never been seen or announced before. Of course, one of the best parts of E3 is the surprises that companies have waiting, and we are looking forward to those.

今年 E3 参展的游戏产品总数多达 3250 个! 去年是2300个。其中有70个是从未公开的作品。厂商公布全新作品的惊喜,一直是 E3 最大的看点啦,大家都期待!

 

Coming off the success of its inaugural year in 2017, E3 Coliseum 2018 expands to three full days of panels and presentations from the most compelling, creative voices in entertainment to celebrate how video games shape popular culture. This mainstage event is being held at The Novo at L.A. Live, a short walk from the LACC.

演讲+对话类的活动『E3大讲堂』今年会扩大规模,三天都有。Jack Black、《西部世界》制片人 Jonathan Nolan 和 Lisa Joy、《复仇者联盟:无限战争》导演Joe Russo等都会现身。当然还少不了游戏圈大佬:小岛秀夫(年年画饼,月月秀夫,天天购物)、B 社老大 Todd Howard、Xbox 老大 Phil Spencer、Epic Game 《堡垒之夜》的创意总监 Donald Mustard,等人都会登场。

译介 | 「数」读E3 2018:今年参展游戏数超3000,70个从未公开!-TopACG

2. 行业风向

ESA 分享了一些有趣的最新业界趋势,尤其是游戏用于医疗康复,让人觉得电子游戏依然是传递快乐的最好媒介之一。

Industry Trends and Innovations

美国游戏行业的流行风向和创新

Professional baseball teams, like the Houston Astros and the Cleveland Indians, playing Fortnite during game breaks;

美国的职业棒球队,在比赛间隙玩《堡垒之夜》。

Elected officials connecting with their constituents on Twitch

美国当选的政客会通过 Twitch(美国斗鱼)视频直播和支持者交流。

Hospitals and doctors using video games to help their patients.

医院和医生使用电子游戏帮助患者康复。

Three-quarters of American homes are game ready;

四分之三的美国家庭拥有游戏机或相关设备;

60% of Americans play video games daily; and,

六成美国人每天都会玩电子游戏;

In less than 10 years, the industry tripled in size—growing from $12B in 2008 to $36B in 2018.

过去的十年不到的时间里,电子游戏产业成长了三倍——从2008年的120亿美元,到2018年的 360亿美元。 

译介 | 「数」读E3 2018:今年参展游戏数超3000,70个从未公开!-TopACG

3. 玩家群体

最后,还有正在看这篇文章的你——玩家群体。从以下数据不难发现,电子游戏在美国社会如何深入人心,而美国的家长又对游戏持何种态度。这对于电子游戏常常被抹黑的某国,应该有很大启发。

Broad and Diverse Consumer Base

广阔且多样化的游戏消费者群体

The gamer audience has expanded, matured, and diversified significantly. According to Mary Meeker, there are more than 2.6 billion gamers in the world.

全球的玩家群体在不断扩大、成熟、细分。根据「互联网女王」玛丽·米克尔的报告,全球总计约有26亿玩家。

 

According to the 2018 Essential Facts About the Computer and Video Game Industry report, 64% of American homes have a device used the play video games. And, 60 percent of Americans play video games daily.

根据《2018电脑与电子游戏行业报告》,64%的美国家庭拥有用于玩电子游戏的设备。六成美国人每天玩电子游戏。

The average video game player is 34 years old.

(美国)电子游戏玩家的平均年龄是 34岁。

Adult women represent a greater portion of the video game-playing population (33 percent) than boys age 18 or younger (17 percent).

成年女性占据了相当的游戏人口比例,达33%,而18岁及以下的男孩只占17%。(所以「肥宅快乐水」不准确,至少也应该有三成是「肥婆快乐水」……)

Seventy percent of parents feel video games positively impact their child’s life.

七成(美国)父母认为电子游戏对孩子的人生有正面影响。

The majority of parents (82 percent) are very familiar with the Entertainment Software Rating Board video game rating system, and among them, 95 percent are very confident the rating system is accurate.

82%的(美国)父母对 ESRB 游戏评级系统非常熟悉,这其中,又有95%的家长认为游戏评级系统是精准可靠的。

Fifty-five percent of most frequent gamers say video games help connect them with their friends. And, 46 percent report that video games help their families spend time together.

55%的老玩家认为电子游戏促进了他们与朋友的交流。46%受访者表示电子游戏帮助他们和家人共度快乐时光。

羡慕吗?

但愿有一天,中国的玩家和父母也会有同样的乐观和自信!​​​​​