gaming industry growth chart

Submit your company . In 2015 annual gross-gaming yield for the online bingo industry from UK customers along £128.64 million, or 3% of the entire online gambling market share. Sequentially Revenues for Total Market grew by 0.33 %. Global gaming market will reach an estimated value worth USD 117.9 billion by the year 2015. The high internet penetration and increasing use of mobile phones among individuals for playing online games from their homes and public places are driving the market. The rising inclination from physical games to online games has led the industry participants to focus on hardware compatibility and efficiency. Gaming revenues have gone unscathed despite a pandemic, a retraction in economic activity, and the tightening of budgets for households in 2020. Future Growth. For instance, in February 2020, Nintendo Co., Ltd. announced the delay of Nintendo Switch release, which was originally planned on March 6, 2020, as it closed its manufacturing facilities due to COVID-19. On the latest episode of Patriot Act, Hasan takes a look at how the video game industry has grown into a $139 billion a year business and a cultural force. Increasing number of online gamers and rise in online gaming tournament in the Asia Pacific is encouraging vendors to launch various platform, which allow gamers to access AAA rated games. Think Billions, Global unit sales of current generation video game consoles, Global Games Market per device & segment with year-on-year growth rates – 2019, 2018-2022 Global Games Market forecast per segment toward 2022, 2019 Global Games Market per region with year-on-year growth rates, Consumer (Package and Digital Download Contents) Market, Global Games Market per Screen & Segment with Year-on-Year growth Rates, Annual revenue of the U.S. video game industry from 2016-2018, Factors influencing decisions to purchase video games. This report has a service guarantee. Explore purchase options. Growing awareness towards interactive entertainment systems and rising number of gamers taking up gaming as an entertainment tool are further expected to drive the demand for online segment. This trend could well be a result of video games growing as a form of stay-home entertainment. Please feel free to use or embed our images and statistics for personal or commercial use. What are the most popular devices for gaming? Video games have become the largest entertainment industry worldwide by revenue: $138 billion in 2018 – beating TV ($105 billion), film box office ($41 billion), and digital music ($17 billion). 10. The next generation of consoles from Sony and Microsoft, however, will launch at the end of 2020, ushering in … Percentage of gamers who belong to the LGBT+ community in the U.S. Share of players who experienced harassment in selected prominent video games- April 2019, Percentage of US teens ethnicity who play video games, Percentage of video game adult gamers in selected countries – August 2019, Share of parents/teens who have witnessed/experienced the following on Fortnite, Most gamers feel computer and video games provide more value for their money, Monthly Spending – Full Game vs. Market players are largely focusing on offering product differentiation and innovation with a view of increasing their market share. Think Billions – Reuters, Newzoo, Activision Blizzard, 2019, Global unit sales of current generation video game consoles – Metro, VGChartz, 2019, Global Games Market per device & segment with year-on-year growth rates – 2019  – NewZoo, 2019, 2018-2022 Global Games Market forecast per segment toward 2022  – NewZoo, 2019, 2019 Global Games Market per region with year-on-year growth rates – NewZoo, 2019, Consumer (Package and Digital Download Contents) Market  – Capcom, 2016, Global Games Market per Screen & Segment with Year-on-Year growth Rates  – NewZoo, 2019, Annual revenue of the U.S. video game industry from 2016-2018 – Statista, SuperData Research, 2018, Factors influencing decisions to purchase video games  – Digital Marketing Community, The ESA, 2017, Consumer spending on video game content, hardware and accessories in the U.S. – Statista, The ESA, The NPD Group, 2019, % of game developers most interested in/currently developing for the following platforms – PC Mag, Game Developers Conference, 2019, The Value of PC Gaming Market Industry in million U.S. dollars (2011-2020) – Newzoo, 2018, PC and console games revenue worldwide from 2012 to 2022 – Newzoo, 2018, Top System Manufacturers  – Laptop Mag, 2019, Shipment forecast of laptops, desktop PCs and tablets worldwide from 2010-2023 (in million units) – Canalys , Statista estimates, 2019, Most Popular Core PC Games- Global by June 2019  – Newzoo, 2019, The Worldwide Revenue Generated by Free-to-Play and Pay-to-Play MMO Games in Million U.S. Total Market recorded in the 1. The video game industry grew about 10% in 2018 so to say that it will grow a similar amount seems to make sense. Advantages such as the availability of high-end displays and sound systems that provide an improved and rich experience to customers are anticipated to drive the demand for consoles. Get your queries resolved from an industry expert. Market players are largely focusing on the development of engaging content and next generation consoles. There was a slight check to the mobile gaming market late in 2018, mainly due to a slowdown in industry growth in China. The video game market is experiencing high demand in various avenues such as educational institutes and corporate enterprises. The boost in the smartphone and tablet market is also responsible for the growth in the gaming market. eSports is also another sector which is expected to be favorably impacted by more and more people confined to their homes. For the purpose of this study, Grand View Research has segmented the global video game market report on the basis of device, type, and region: Device Outlook (Revenue, USD Billion, 2016 - 2027), Type Outlook (Revenue, USD Billion, 2016 - 2027), Regional Outlook (Revenue, USD Billion, 2016 - 2027), We never share your personal data. ... Online gaming activity spiked: Fans are playing—and watching others play—more … Gaming is becoming quite a spectator sport. As competitive video games continue to integrate into popular culture, global investors, brands, media outlets, and consumers are all … By Adam H. Williams, Senior Associate at E911-LBS, LBSglobe.com, for WOLF STREET:. The Betting on Billions report found that … The cause may be the fact that as technology advances, new and exciting ways to deliver entertainment keep users coming back for more. DUBLIN, April 17, 2020 /PRNewswire/ -- The "Global Gaming Industry: Growth, Trends and Forecast 2020-2025" report has been added to ResearchAndMarkets.com's offering.. One-Year Price Performance. Mobile is the most popular device for gaming; we expect 159.1 million US monthly users in 2021, reaching 89.5% of all US digital gamers. Social networking sites are influential in providing online video games a virtual platform for their expansion. The Great iGaming Equation The rising adoption of counterfeit products, owing to their low prices, especially in countries such as China and Indonesia is expected to hamper the market growth over the forecast period. During the first quarter, consumers began to emerge from COVID-induced isolation, boosted by increasing vaccination rates, an increasingly optimistic economic outlook and significant pent-up demand for travel … However, because of the pandemic, various companies suffer from delays and interruptions in their product launches. The video game industry is growing so fast that some believe it will reach over $300 billion by 2025. In 2012, the mobile gaming raked in $12.7 billion globally, meaning the industry will increase revenue by more than 730% over the course of nine years. All rights reserved. For instance, In January 2018, Microsoft Corporation acquired PlayFab, a live gaming service provider, to accelerate advancements in game development innovation on a cloud platform. The global mobile gaming market in 2019 is $151.9 Billion and is expected to reach $165.9 Billion in 2020. September 27, 2020 Special to GiN Leave a comment. Back in 2019, the global gaming market was valued at $151.55 billion. The same thing happens on the gaming streaming on social media, and this is the main reason for which the online gaming industry is coming with maximum increment, which wouldn’t be possible without lockdown. These multi-utility gaming consoles are anticipated to drive the growth over the forecast period. Dean Takahashi @deantak November 28, 2017 8:01 AM. Tencent Holdings Limited, headquartered in China, has further emerged as the biggest player in the global market owing to its inorganic growth strategies, such as the acquisition of Riot Games and Supercell Oy, the developers of popular games such as League of Legends and Clash of Clans. (Source: Mordor intelligence) But the reality of video games today is that it's become hard to find growth. Analyst Future Growth Forecasts. 2020 marks one of the slowest-growing years in terms of game revenues, with console having its slowest year since 2015. Scope of Global Gaming Industry Report- Do you work in the Marketing, Media & Advertising industry? COVID-19 lockdowns expected to help global gaming sales rise 20% to nearly $180 billion in 2020, and experts don’t see growth taking a hit in 2021 after release of next-gen Playstation, Xbox Gaming Industry Sees Big Growth While People Stay Home. Copyright © 2021 Grand View Research, Inc. All rights reserved. The team here at GamingScan has spent 1100+ cumulative hours to research, analyze and create this page with the most recent video game statistics. Dollars by segment (2017), The Selected Industries in the U.S. and their Estimated Number of eSports Sponsorships (2017), The Worldwide Market Revenue of Gaming Video Content in million U.S. dollars by segment (2017), Number of players of selected eSports games worldwide as of August 2017 (in million), Television advertising spending of selected gaming companies in the United States in April 2019 (in million U.S. dollars)  –, Winner’s prize money in selected individual sporting events in 2019, Concurrent Twitch viewers aggregated by month  –, Most Watched Games on Youtube Gaming (2018), Percentage of all videos posted on popular Youtube Channels, by subject. Although still a relatively new segment of the industry, mobile gaming has developed at an astonishing rate, with 2.4 billion people playing games on mobile in 2019. According to google trends, the video game industry has been experiencing growth for a few years now. Handheld consoles are also expected to keep the growth prospects upbeat. – Entertainment Software Association, 2019, Percentage of female gamers around the world  – Entertainment Software Association, 2019, Percentage of gamers who belong to the LGBT+ community in the U.S.  – EnGadget, Gaymer Survey, 2008, Share of players who experienced harassment in selected prominent video games- April 2019 –  Statista, ADL’s Center on Technology and Society, 2019, Percentage of US teens ethnicity who play video games  – Statista, SuperData Research, 2019, Percentage of video game adult gamers in selected countries – August 2019  – Statista Global Consumer Survey, 2019, Millennial Gamers (18-34)  – Entertainment Software Association, 2019, Gen X Gamers (35-54)  – Entertainment Software Association, 2019, Baby boomer Gamers (55-64) -Entertainment Software Association, 2019, Families and Video Games –  Entertainment Software Association, 2019, Share of parents/teens who have witnessed/experienced the following on Fortnite   – Statista, Common Sense Media, 2019, Most gamers feel computer and video games provide more value for their money  – Entertainment Software Association, 2019, Monthly Spending – Full Game vs. Virtual Reality (VR) & Augmented Reality (AR), Top 10 Countries/Markets by Game Revenues – NewZoo, 2019, Video Game Industry Market Overview – Bloomberg, Pelham Smithers, Where Are Game Developers Born? Furthermore, several gaming industries are releasing their online games for free downloading. You can click or hover on a statistic or graph to see more visualizations and data. Design an exclusive study to serve your research needs. The cause may be the fact that as technology advances, new and exciting ways to deliver entertainment keep users coming back for more. For instance, Game Developers Conference, which was initially scheduled in June 2020, was officially postponed owing to the rising spread of COVID-19 pandemic. Popular video game consoles developed by these players include PlayStation 4 by Sony Corporation, Xbox One by Microsoft Corporation, and Wii U by Nintendo Co., Ltd. among others. In game content, Most popular in-game purchases by subscribers, The average Time spent playing games and leisure per Capita on Weekdays and Weekends/Holidays of individuals in the U.S., in Minutes and by Age group (2016), Most played games on Steam in 2018, by peak number of concurrent players (in, Number of peak concurrent players of PlayerUnknown’s Battlegrounds (PUBG) on Steam worldwide from April 2017 to April 2019 (in 1,000s), Number of peak concurrent Steam users from November 2012 to October 2018 (in millions), Number of peak concurrent players of DOTA 2 on Steam worldwide as of June 2019 (in 1,000s), 10 Top Gaming Influencers to follow in 2019, 10 Top Female Gamers on Youtube in  August 2019, eSports market revenue worldwide from 2012 to 2022, eSports audience size worldwide from 2012 to 2022, by type of viewers, Leading eSports tournaments worldwide as of March 2019, ranked by overall prize pool, In the US, eSports will have more viewers than every professional sports league but the NFL in 2021, Number of unique viewers of selected eSports tournaments worldwide as of January, Esports market global revenue in U.S dollars, 2019 eSports Revenue Streams – Global, including Year-on-Year Growth, Asia-Pacific will account for 57% of Esports Enthusiasts in 2019 Influencer, The Richest Pro Gamers in the World (2018), The Worldwide eSports Market Revenue in Million U.S. This puts Sweden at a state of stiff and real competition. Online gambling can be considered as a global activity both in terms of technological and organizational viewpoints.

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