Difference between revisions of "Global Video Games Market"
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== Other Global Industry Categories == | == Other Global Industry Categories == | ||
− | *[[ | + | *[[Install Base - Devices & Games]] |
*[[Mobile market]] | *[[Mobile market]] | ||
− | *[[ | + | *[[Acquisition and Investment]] |
− | |||
*[[Esports]] | *[[Esports]] | ||
*[[Gaming video content]] | *[[Gaming video content]] | ||
*[[Virtual reality]] | *[[Virtual reality]] | ||
+ | |||
+ | The data company Newzoo also collates and updates a number of useful infographics of [https://newzoo.com/key-numbers global industry headlines] and [https://newzoo.com/insights/infographics/ individual country metrics]. | ||
+ | |||
+ | == 2021 Stats == | ||
+ | |||
+ | *The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version/ Newzoo], Jul 2021) | ||
+ | *Looking across the major global markets | ||
+ | **The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market. | ||
+ | **North America represent 24% of global revenues, at $42.6bn (-7.2% yoy) | ||
+ | **Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy) | ||
+ | **The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy) | ||
+ | *Looking at device types: | ||
+ | **Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy) | ||
+ | **Console games represent 28% of the market at $49.2bn (-8.9% yoy) | ||
+ | **PC games are 19% of the market, worth $33.3bn (1.4% yoy) | ||
+ | **Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy) | ||
+ | ** And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy) | ||
+ | *Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms. | ||
+ | *If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn. | ||
+ | |||
+ | *In 2021, Newzoo predict a global cloud gaming market of $1.57bn from 24m paying users. Overall, a total serviceable obtainable market of 165m people is estimated, 56% of which comprises those in the Asia-Pacific region. ([https://newzoo.com/insights/trend-reports/global-cloud-gaming-report-2021-free-version/ Newzoo], Aug 2021) | ||
+ | |||
+ | *The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. ([https://www.eurogamer.net/articles/2021-08-02-take-two-is-announcing-an-exciting-new-franchise-later-this-month Eurogamer], Aug 2021) | ||
+ | |||
+ | ====Individual markets ranked==== | ||
+ | |||
+ | By revenue, the top 10 global markets in 2021 are ([https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues/ Newzoo], 2021): | ||
+ | # '''China''' - $44.3bn | ||
+ | # '''USA''' - $42.1bn | ||
+ | # '''Japan''' - $20.6bn | ||
+ | # '''South Korea''' - $7.33bn | ||
+ | # '''Germany''' - $6.08bn | ||
+ | # '''UK''' - $5.53bn | ||
+ | # '''France''' - $4.35bn | ||
+ | # '''Canada''' - $3.84bn | ||
+ | # '''Italy''' - $3.48bn | ||
+ | # '''Spain''' - $2.46bn | ||
+ | |||
+ | If revenues are considered against each country's internet-connected population, the ranking changes based on revenue per unit population. | ||
+ | |||
+ | # '''Japan''' - $179 pp | ||
+ | # '''South Korea''' - $151 pp | ||
+ | # '''USA''' - $148 pp | ||
+ | # '''Canada''' - $112 pp | ||
+ | # '''UK''' - $89 pp | ||
+ | # '''Germany''' - $80 pp | ||
+ | # '''France''' - $74 pp | ||
+ | # '''Italy''' - $65 pp | ||
+ | # '''Spain''' - $59 pp | ||
+ | # '''China''' - $47 pp | ||
+ | |||
+ | == 2020 Stats == | ||
+ | |||
+ | [[File:Newzoo-2020-Global-Gamers.png|thumb|400px|Newzoo 2020 Global Gamers Infographic ([https://newzoo.com/key-numbers/ Newzoo], May 2020)]] | ||
+ | |||
+ | *According to [https://newzoo.com/key-numbers/ Newzoo], in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. ([https://newzoo.com/key-numbers/ Newzoo], May 2020) | ||
+ | **The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year. | ||
+ | **EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%). | ||
+ | **However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020) | ||
+ | |||
+ | [[File:Newzoo-2020-Global-Games-Market-per-Segment-1.png|thumb|400px|Newzoo 2020 Global Games Market per Segment ([https://newzoo.com/key-numbers/ Newzoo],May 2020)]] | ||
+ | |||
+ | *According to [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020) | ||
+ | **The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population. | ||
+ | **Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world. | ||
+ | **The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn. | ||
+ | |||
+ | *Overall, [https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo] predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. ([https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ Newzoo], May 2020) | ||
+ | |||
+ | *According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. ([https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2019-light-version/ Newzoo], Jan 2020) | ||
+ | **The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%. | ||
+ | **However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position. | ||
+ | **Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn. | ||
+ | **Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively. | ||
+ | |||
+ | *According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020) | ||
+ | **Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn. | ||
+ | **The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn. | ||
+ | *The global games market is predicted to grow 4% to $124.8bn in 2020. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020) | ||
+ | |||
+ | *The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020) | ||
+ | |||
+ | *Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. ([https://www.superdataresearch.com/2019-year-in-review/ Superdata], Jan 2020) | ||
+ | **Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors. | ||
+ | **80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn). | ||
+ | ** Total digital premium game revenues declined 5% year-over-year to $18.9B. | ||
+ | **Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant. | ||
+ | |||
+ | *8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. ([http://www.gamesindustry.biz/articles/2020-01-07-major-slowdown-for-number-of-new-releases-on-steam-in-2019 gamesindustry.biz / SteamSpy], Jan 2020) | ||
+ | |||
+ | *Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. ([https://gamedaily.biz/article/1502/epic-games-store-has-generated-680m-so-far-with-exclusives-being-critical-says-tim-sweeney GameDaily.biz], Jan 2020) | ||
+ | **$251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite. | ||
+ | |||
+ | *The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. ([https://www.localizedirect.com/posts/top-game-localization-languages Localize Direct], May 2020) | ||
+ | |||
+ | == 2019 Stats == | ||
+ | |||
+ | *Games and interactive media industry grew to $119.6bn in 2018, up 13% on the previous year. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | **Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn. | ||
+ | **The rest of the total was made up of $6.6bn from XR (VR/AR) revenues and $5.2bn on game video content (Youtube/Twitch etc). | ||
+ | |||
+ | *Free-to-play titles earned $87.7bn in 2018, representing 80% of digital games revenue with 62% of free-to-play revenues coming from Asian mobile games,([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | **Free-to-play titles earned $54.3billion in Asia, $14.8billion in North America, and $11billion in Europe in 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | **Fortnite was the top free-to-play game by revenue in 2018, earning $2.4bn - nearly two times the amount generated by Dungeon Fighter Online, ranked second. Other titles in the F2P top ten include Candy Crush Saga at $1.1bn, Pokemon GO at $1.3bn and League of Legends at $1.4bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | **The rise of Fortnite greatly increased the visibility of free-to-play console games, causing their overall revenue to explode by +458% year on year. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | |||
+ | *Premium game revenues rose 10% to $17.8bn in 2018, with North America ($7.2bn) and Europe ($7.0bn) generated 80% of premium games revenue. | ||
+ | **PlayUnknown’s Battleground’s was the top premium PC and console game by revenue in 2018, earning $1.028million. This was followed by FIFA 18, which generated $790million and Grand Theft Auto V which five years after its release still earned $628million. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | |||
+ | *The size of the European video games market was €20 billion in 2018 ([https://www.isfe.eu/isfe-key-facts/ ISFE], May 2019) | ||
+ | **The games market experienced a combined 18% growth in 2017 across the main European territories of UK, France, Germany and Spain, with average spend per player increasing from €79 in 2012 to €102 in 2017. | ||
+ | |||
+ | *In 2018, Netflix-like game subscriptions rose to prominence. The top three game subscription offerings - Xbox Game Pass, Playstation Now and the EA Origin Access - earned $273m worldwide in Q3 2018. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | |||
+ | *Games industry software/hardware combined revenue is predicted to drive well over $200 billion revenue by 2023. ([https://www.digi-capital.com/news/2019/03/despite-short-term-questions-games-software-hardware-to-top-200-billion-by-2023/ Digi-Capital], Mar 2019) | ||
+ | |||
+ | *Investment in games companies reached a record $5.7 billion in 2018. ([https://venturebeat.com/2019/01/28/digi-capital-game-investment-doubles-previous-record-at-5-7-billion-in-2018/ Digi-Capital / Venturebeat], Mar 2019) | ||
+ | **Epic Games’ $1.25 billion raise was the biggest round for a game company in 2018, and it was also the largest non-IPO games investment of all time. | ||
+ | |||
+ | [[File:Newzoo Top-10-Public-Game-Companies-by-Revenues.png|thumb|400px|[https://newzoo.com/insights/articles/top-25-public-game-companies-earned-more-than-100-billion-in-2018 Newzoo] Top-10 Public Game Companies by Revenues (2018)]] | ||
+ | |||
+ | *In 2018, the top 25 public companies by game revenues generated a combined $107.3 billion, up +16% from 2017. Together, these companies accounted for almost 80% of the $134.9 billion global games market. ([https://newzoo.com/insights/articles/top-25-public-game-companies-earned-more-than-100-billion-in-2018 Newzoo], Apr 2019) | ||
+ | **Combined, the top 10 companies' revenue grew +19% year on year. | ||
+ | **Console revenues showed particularly strong growth in 2018, accounting for 38% of revenues earned by the top 25 companies, up from 34% in 2017. Notably, five out of the top 10 companies earned most of their revenues from console gaming. | ||
+ | ***Tencent was the world’s #1 public company by game revenues for the sixth year running, earning $19.7 billion in revenues and accounting for almost 15% of the entire games market. | ||
+ | ***Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10. | ||
+ | ***Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues. | ||
+ | ***Nintendo (#9) also had a strong year, with revenues reaching $4.3 billion, up +36% from 2017, driven by the popularity of the Nintendo Switch. | ||
+ | ***Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company. | ||
+ | ***Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%. | ||
+ | ***Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year. | ||
+ | |||
+ | *In the fiscal year to 31st March 2019, 118.55m units of software were sold for the Nintendo Switch, an 86.7% increase on the previous year ([https://www.gamesindustry.biz/articles/2019-04-25-nintendo-switch-had-23-million-selling-games-in-the-last-fiscal-year gamesindustry.biz], Apr 2019) | ||
+ | **23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide. | ||
+ | **Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion). | ||
+ | **In the same period, 16.95 million units of the Switch were sold, an increase of 12.7% year-on-year, to a total since launch of 34.74m. | ||
+ | **Nintendo earned ¥1.2 trillion ($10.7 billion) in revenue in the fiscal year, a 13.7% increase on the previous year. It earned ¥194 billion ($1.7 billion) in profit, up 39% year-on-year. | ||
+ | |||
+ | *F2P titles amassed 80% of digital games revenue in 2018 but premium games still performed well in Western markets. Red Dead Redemption 2 earned $516m in Q4, helping grow premium games revenue 10% year on year ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2019) | ||
+ | |||
+ | *Cloud-based game content and cloud-based games PC services markets were worth a combined $387 million in 2018. This is forecast to grow to $2.5 billion in 2023. ([https://technology.ihs.com/613450/next-generation-cloud-gaming-new-technologies-new-market-entrants-and-new-business-models IHS Markit], Apr 2019) | ||
== 2018 Stats == | == 2018 Stats == | ||
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*The global market for video games will reach $137.9bn in 2018, an increase of 13.3% on 2017. It is estimated to reach $180.1bn by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) | *The global market for video games will reach $137.9bn in 2018, an increase of 13.3% on 2017. It is estimated to reach $180.1bn by 2021. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) | ||
− | *The Asia-Pacific region leads the global market and the is fastest growing, | + | *There are more than 2.3 billion active game players in the world this year, of which 46%, or 1.1 billion, spend money on games. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) |
+ | |||
+ | *Console games will generate $34.6billion and capture 25% of the market by the end of 2018. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) | ||
+ | |||
+ | *The Asia-Pacific region leads the global market and the is fastest growing, increasing 16.8% year-on-year to $71.4bn, or 52% of the total global market. North America represents 23% of the global market, up 10% to $32.7bn. EMEA is 21% of the market, up 8.8% to $28.7bn and Latin America makes up the remaining 4%, up 13.5% to $5bn. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) | ||
− | * | + | [[File:Newzoo 2018 Global Market by Region.png|border|400px|Newzoo 2018 Global Market by Region]] |
+ | |||
+ | *Mobile revenues will be the largest segment of the global games market, representing over half of total global revenues for the first time, generating $70.3bn overall from $56.4bn of smartphone and $13.9bn of tablet revenues. Smartphone games are also the fastest growing segment, increasing 29% year-on-year. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) | ||
+ | |||
+ | [[File:Newzoo 2018 Global Market by Device.png|border|400px|Newzoo 2018 Global Market by Device]] | ||
− | * | + | *All segments of the games market are growing steadily. Console revenues will increase 4.1% to $34.6bn in 2018 and $39bn by 2021. PC games will reach $32.9bn in 2018, representing 24% of the global market. ([https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf Newzoo], Jun 2018) |
*The interactive entertainment sector generated a record $108.4bn in 2017, with the three major games revenues split between mobile ($59.2bn), PC ($33bn) and console ($8.3bn). Wider interactive sector made up the rest of the revenues, XR (Extended / Mixed Reality - £4bn), game video content ($3.2bn) and esports ($0.8bn). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | *The interactive entertainment sector generated a record $108.4bn in 2017, with the three major games revenues split between mobile ($59.2bn), PC ($33bn) and console ($8.3bn). Wider interactive sector made up the rest of the revenues, XR (Extended / Mixed Reality - £4bn), game video content ($3.2bn) and esports ($0.8bn). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | ||
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*Consumers spent $14B more on mobile games in 2017 than in 2016. Games such as Arena of Valor and Fantasy Westward Journey from Asian publishers like Tencent and NetEase contributed to a 31% year-over-year growth for the worldwide mobile market. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | *Consumers spent $14B more on mobile games in 2017 than in 2016. Games such as Arena of Valor and Fantasy Westward Journey from Asian publishers like Tencent and NetEase contributed to a 31% year-over-year growth for the worldwide mobile market. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | ||
+ | |||
+ | *The global video games market is set to grow considerably in the period to 2022. The largest segment will be social / casual games, generating over $80bn by 2022. ([https://www.pwc.com/gx/en/industries/tmt/media/outlook/segment-findings.html PwC], Jun 2018) | ||
+ | |||
+ | [[File:PwC Growth in All Major Video Game Subsegments.png|border|400px|PwC Growth Available in All Major Video Game Subsegments]] | ||
*Red Dead Redemption 2 generated $725 million in its first three days. It’s the second biggest opening for a product in entertainment history. ([https://www.gamesindustry.biz/articles/2018-10-30-red-dead-redemption-2-makes-usd725-million-in-three-days Gamesindustry.biz], 2018) | *Red Dead Redemption 2 generated $725 million in its first three days. It’s the second biggest opening for a product in entertainment history. ([https://www.gamesindustry.biz/articles/2018-10-30-red-dead-redemption-2-makes-usd725-million-in-three-days Gamesindustry.biz], 2018) | ||
*According to Activision Blizzard, the Call of Duty franchise has generated more revenue than the Marvel Cinematic Universe in the box office, and double that of the cumulative box office of Star Wars. ([https://www.mcvuk.com/business/activision-blizzard-q3-financials-blizzard-revenue-up-20-as-destiny-2-underperforms MCV], Nov 2018) | *According to Activision Blizzard, the Call of Duty franchise has generated more revenue than the Marvel Cinematic Universe in the box office, and double that of the cumulative box office of Star Wars. ([https://www.mcvuk.com/business/activision-blizzard-q3-financials-blizzard-revenue-up-20-as-destiny-2-underperforms MCV], Nov 2018) | ||
+ | |||
+ | *Global PC game revenue reached $33bn in 2017, of which free-to-play games contributed $15bn. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | ||
+ | |||
+ | *The top grossing free-to-play PC games in 2017 were League of Legends ($2.1bn), Dungeon Fighter Online ($1.6bn) and CrossFire ($1.4bn). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | ||
+ | |||
+ | *In 2017, 56% of the PC game market was comprised of RPGs (34%) and Shooters (22%). ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | ||
+ | |||
+ | *Bluehole’s PlayerUnknown’s Battlegrounds was the largest grossing PC paid/premium game revenue, generating $714m or 12% of the sub-sector’s revenues. ([https://www.superdataresearch.com/market-data/market-brief-year-in-review/ Superdata], Jan 2018) | ||
+ | |||
+ | *According to Steamspy, 7,672 games were released on Valve’s Steam platform in 2017, an increase of 53% on 2016’s 5,006 games. ([http://www.gamesindustry.biz/articles/2018-01-10-steam-saw-more-than-7-600-games-debut-in-2017-steamspy Steamspy / gamesindustry.biz], Jan 2018) | ||
== 2017 Stats == | == 2017 Stats == | ||
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*2017 is expected to be the year mobile revenues become the largest segment of the global market, growing by 19.3% YOY to reach $46.1bn or 32% of the global total. Digital game revenues will account for $94.4bn or 87% of the global market. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017) | *2017 is expected to be the year mobile revenues become the largest segment of the global market, growing by 19.3% YOY to reach $46.1bn or 32% of the global total. Digital game revenues will account for $94.4bn or 87% of the global market. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017) | ||
− | *The Asia-Pacific market will generate 47% ($51.2bn) of global revenues in 2017, with China accounting for $27.5bn of the total. In comparison, the US will account for $25.1bn and the EMEA will be make up $26.2bn. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017) | + | *The Asia-Pacific market will generate 47% ($51.2bn) of global revenues in 2017, with China accounting for $27.5bn of the total. In comparison, the US will account for $25.1bn and the EMEA will be make up $26.2bn. ([https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Newzoo], Apr 2017) |
+ | |||
+ | *In January 6th 2017, Valve’s digital PC games platform Steam reached 18.5m concurrent users. ([https://www.gamasutra.com/view/news/312771/Steam_sets_new_concurrent_user_record_at_185M.php Gamasutra], Jan 2017) | ||
+ | |||
+ | *Valve’s Steam platform now counts 67 million monthly active players and 33 million daily active players, as of August 2017. At peak, this relates to 14 million concurrent users per day, up from 8.4 million in 2015. ([https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ Geekwire], Aug 2017) | ||
+ | |||
+ | *Of Steam sales in January-August 2017, 34% of sales were to North America, 29% Western Europe and 17% Asia, with the remaining split between other regions. ([https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ Geekwire], Aug 2017) | ||
+ | |||
+ | *Microsoft’s Xbox Live platform counts 53 million monthly active users, as of Q4 2016/17. They also a quarterly “gaming” revenue of $1.657bn for the same period. ([https://view.officeapps.live.com/op/view.aspx?src=https://c.s-microsoft.com/en-us/CMSFiles/SlidesFY17Q4.pptx?version=c9735c19-0baa-103d-2a4e-bacd46514428 Microsoft], Aug 2017) | ||
+ | |||
+ | *Valve’s Steam platform reported 125m total active lifetime users in 2015, estimated up to 150m by August 2017. ([http://www.pcgamesinsider.biz/news/65996/steam-has-67-million-monthly-active-users/ PC Games Insider], Aug 2017) | ||
+ | |||
+ | *For the first time, Ubisoft has reported that recurring player investment (e.g. the sale of in-game items, DLC, season passes and subscriptions) has outperformed digital full-game sales in Q1/2 2017. ([https://www.ubisoft.com/en-US/company/investor_center/earnings_sales.aspx Ubisoft], Oct 2017) | ||
== 2016 Stats == | == 2016 Stats == | ||
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*As of Q3 2016, GTA V has sold-in (shipped to retailers) 70 million copies since launch. ([http://www.gamespot.com/articles/gta-5-ships-70-million-copies-as-gta-online-contin/1100-6445053/ GameSpot], Nov 2016) | *As of Q3 2016, GTA V has sold-in (shipped to retailers) 70 million copies since launch. ([http://www.gamespot.com/articles/gta-5-ships-70-million-copies-as-gta-online-contin/1100-6445053/ GameSpot], Nov 2016) | ||
+ | |||
+ | *4,727 games on the Steam platform were first released in 2016, making up just over 40% of the total games available on the platform (11,697 games). ([https://steamspy.com/ SteamSpy], Dec 2016) | ||
+ | |||
+ | == 2015 Stats == | ||
+ | |||
+ | *The global digital games market has reached $5.5bn, a +7% year-on-year increase. All segments except P2P MMO have grown. Digital PC revenues rose to $622m (+6%), driven by Asia spending, while digital console revenues rose to $375m (+14%). ([https://www.superdataresearch.com/blog/us-digital-games-market/ Superdata], Oct 2015, LINK) | ||
+ | |||
+ | *In terms of monthly active users, this was up +13% totalling 2.3bn in October, the average spending is slowing, which shows in the revenue growing by +7% to $2.1bn. ([https://www.superdataresearch.com/blog/us-digital-games-market/ Superdata], Oct 2015, LINK) | ||
+ | |||
+ | *The most common global digital payment methods are eWallet (32%), credit/debit cards (25%) and mobile (14%), although this varies by region – eWallets are more popular in the Asia/Pacific region and credit/debit cards more popular in North America, for instance. ([https://www.superdataresearch.com/market-data/payment-preferences-of-gamers-worldwide/ Superdata], Apr 2016) | ||
+ | |||
+ | *There are currently more than 700 games that entered Early Access since 2013, and 150 (21%) of them got released since. On average, games that use the Early Access spend 14 months in it. ([https://medium.com/steam-spy/on-early-access-games-39aed2b8f82d#.kouq0t7in Steam Spy], Oct 2015) | ||
+ | |||
+ | *The average game will sell 8,000 copies during Early Access stage if it manages to stay around until release, and another 3,600 in the first month after launch. ([https://medium.com/steam-spy/on-early-access-games-39aed2b8f82d#.kouq0t7in Steam Spy], Oct 2015) | ||
+ | |||
+ | *15m Steam players (11% of all Steam players) own at least one paid Early Access game, and people from Germany and France are more likely to own Early Access games, while less so in Poland. ([https://medium.com/steam-spy/on-early-access-games-39aed2b8f82d#.kouq0t7in Steam Spy], Oct 2015) | ||
+ | |||
+ | *1% of Steam gamers own 33% of all copies of games on Steam. 20% of Steam gamers own 88%. To be in the 1% group you need to own 107 games or more. To be in the 20% you need to own 4 games or more. ([https://medium.com/steam-spy/your-target-audience-doesn-t-exist-999b78aa77ae Steam Spy], August 2015) | ||
+ | |||
+ | *Valve is estimated to have had over $730m revenues in 2014. Their own titles like DOTA 2, Team Fortress 2 and CS:GO accounted for $400m, the remaining $330m coming from royalties from third-party titles. Valve has not released its own figures. ([http://www.develop-online.net/news/valve-made-more-than-730m-in-2014-report-claims/0209311 Superdata], July 2015) | ||
+ | |||
+ | *Most popular games on Steam: in 2014 the Nbr 1 title was Unturned, with 12.2m owners and “only” 9.1m players. Average daily sales on Steam: Unturned, is also Nbr1 with 52.5 daily sales, followed by Dead Island: Epidemic (40.2 daily sales) and Robocraft (23 daily sales). In terms of hours played, Football Manager 2015 has reached highest number of mean hours per owner, with an impressive 152.6. It’s followed by Dark Souls II (73.1) and Panzer Corps (71.7). (Ars Technica wasn’t able to retrieve data for DOTA 2 or Team Fortress 2, which are in the Top3 most played games on Steam). ([http://arstechnica.com/gaming/2015/03/steam-gauge-measuring-the-most-popular-steam-games-of-2014/1/ Ars Technica], Mar 2015) | ||
+ | |||
+ | *In the last 18 months, Steam has seen as many new games added as its first 10 years combined. ([http://arstechnica.com/gaming/2015/03/steam-gauge-measuring-the-most-popular-steam-games-of-2014/1/ Ars Technica], Mar 2015) | ||
+ | |||
+ | *Steam has exceeded 9m concurrent users in March 2015, and there are currently 125m accounts on the platform, more than Mexico’s whole population, close to Japan’s. ([http://www.technobuffalo.com/2015/03/16/steam-surpasses-125-million-active-9-million-concurrent-users/ TechnoBuffalo], Mar 2015) | ||
+ | |||
+ | *Digital console sales: the Top10 US titles by worldwide revenues in Jan 2015 have been published. GTA V is king at $31.8m, followed by CoD: Advanced Warfare ($23.5m) and Destiny at $14.2m. Dying Light ranked a surprise 4th place at à12m. In terms of console revenue shares between Playstation and Xbox (Gen7 and Gen8 combined), PS leads at 63%. Gen8 consoles grossed 70% more revenues than Gen7. ([http://www.superdataresearch.com/blog/top-10-digital-console-games/?mc_cid=2cf6c0a475&mc_eid=93d0f69887 Superdata], Feb 2015) | ||
+ | |||
+ | *The total for worldwide digital console for 2014 was $2.98bn. The best-selling month since February 2013 was December 2014, at $363m. ([http://www.superdataresearch.com/blog/digital-console-games-market/ Superdata], Feb 2015) | ||
+ | |||
+ | *The worldwide digital console games market was worth $233m in February 2015, slightly down compared to February 2014 (-3.7%). ([http://www.superdataresearch.com/blog/digital-console-games-market/ Superdata], Feb 2015) | ||
+ | |||
+ | *Valve shared that it paid content creators who crafted in-game items for Team Fortress 2, Dota 2 and CG:GO $57m in 2014. This amount was shared by 1,500 contributors from 75 countries. Valve has now expanded the Workshop service to non-Valve games like Dungeon Defenders: Eternity and Chivalry: Medieval Warfare. ([http://uk.ign.com/articles/2015/01/29/steam-workshop-content-creators-have-raked-in-57m IGN], Jan 2015) | ||
+ | |||
+ | *Console players could spend more than PC players in free-to-play games: the MMO DC Universe PS4 version has been making more than 3 times what the PC version has as of Jan 2015. ([http://www.mcvuk.com/news/read/ps4-players-spend-more-on-dc-universe-online-than-pc-counterparts/0143611 MCV], Jan 2015) | ||
+ | |||
+ | *In 2014 the global digital market was worth $49bn, with high growth in percentage terms in the Latin America region (+13%) and Digital Consoles (+24%). ([http://www.superdataresearch.com/blog/infographic-2014-digital-games-year-review/ Superdata], Dec 2014) | ||
== 2014 Stats == | == 2014 Stats == |
Latest revision as of 09:58, 5 November 2021
Contents
About This Page
All facts and stats on this page are currently sorted in order of publication. Therefore some stats released earlier, such as industry value measurements may have been superceded by later data.
Other Global Industry Categories
- Install Base - Devices & Games
- Mobile market
- Acquisition and Investment
- Esports
- Gaming video content
- Virtual reality
The data company Newzoo also collates and updates a number of useful infographics of global industry headlines and individual country metrics.
2021 Stats
- The global games market will be worth a record $175.8nm in 2021, rising +1.1% year-on-year. (Newzoo, Jul 2021)
- Looking across the major global markets
- The Asia-Pacific region comprises the largest share of the global market, a full 50% or all revenues, or $88.2bn (+3.0% yoy). This is largely due to the impacts of the $45.6bn Chinese market.
- North America represent 24% of global revenues, at $42.6bn (-7.2% yoy)
- Europe is third largest with 18% of all revenues, or $31.5bn (-5.6% yoy)
- The two smallest markets each comprise 4% of total revenues, with Latin America at $7.2bn (+5.1% yoy) and the Middle East & Africa at $6.3bn (+4.8% yoy)
- Looking at device types:
- Smartphone games comprise the largest share of all revenue at 45%, or $79.0bn (+4.7% yoy)
- Console games represent 28% of the market at $49.2bn (-8.9% yoy)
- PC games are 19% of the market, worth $33.3bn (1.4% yoy)
- Tablet games make up 7% of global revenues, at $11.6bn (+2.0% yoy)
- And browser games take up the remaining 1%, at $2.6bn (-18.0% yoy)
- Globally, there will be almost 3bn people playing games in 2021, 55% of which are in the Asia-Pacific region. Europe represents 14% of all players, or 408m people (+4% yoy) and North America takes the smallest share at just 7% of all players (212m), despite being the second largest in revenue terms.
- If trends continue, Newzoo predict global revenues reaching $218.7bn by 2024, with a global player base of 3.32bn.
- In 2021, Newzoo predict a global cloud gaming market of $1.57bn from 24m paying users. Overall, a total serviceable obtainable market of 165m people is estimated, 56% of which comprises those in the Asia-Pacific region. (Newzoo, Aug 2021)
- The UK-made Grand Theft Auto V has surpassed 150 million lifetime sales, bringing the lifetime total for the Grand Theft Auto series to 360 million. Red Dead Redemption 2, also largely made in the UK, has now sold 60m units worldwide. (Eurogamer, Aug 2021)
Individual markets ranked
By revenue, the top 10 global markets in 2021 are (Newzoo, 2021):
- China - $44.3bn
- USA - $42.1bn
- Japan - $20.6bn
- South Korea - $7.33bn
- Germany - $6.08bn
- UK - $5.53bn
- France - $4.35bn
- Canada - $3.84bn
- Italy - $3.48bn
- Spain - $2.46bn
If revenues are considered against each country's internet-connected population, the ranking changes based on revenue per unit population.
- Japan - $179 pp
- South Korea - $151 pp
- USA - $148 pp
- Canada - $112 pp
- UK - $89 pp
- Germany - $80 pp
- France - $74 pp
- Italy - $65 pp
- Spain - $59 pp
- China - $47 pp
2020 Stats
- According to Newzoo, in 2020 2.7 billion people globally play video games across any device type, growing +6.4% from the previous year. (Newzoo, May 2020)
- The Asia-Pacific region is the largest by total number of players at 1.5bn, increasing +7.7% year-on-year.
- EMEA is the second largest region at 758m players (+6.6% yoy), followed by Latin America at 259m players (+4.3%) and finally North America at 203m, which was the only major region to see a slight decline in total players in 2020 (-0.9%).
- However, of these 2.7bn players only 38% are expected to pay for games, with the rest opting for free-to-play options. (Newzoo, May 2020)
- According to Newzoo, in 2020, the global games market will reach $159.3bn, an increase of +9.3% year-on-year. (Newzoo, May 2020)
- The largest increase in was in global mobile game revenues, up +13.3% yoy to $77.2bn, partly driven by the prevalence of smartphones in the global population.
- Global console game revenues will grow +6.8% year-on-year to $45.2bn, with over 729m players around the world.
- The PC market will also see growth, with 1.3bn players generating revenues of $36.98bn, up +4.8%. This growth is tempered slightly by the decline in the now comparatively small browser-based games market, which will decline -13.4% to revenues of just $3bn. Comparatively, the rest of the PC boxed/download market saw greater growth at +6.7% year-on-year, to $33.9bn.
- Overall, Newzoo predict that the global games market will exceed the milestone of $200bn in 2023, with a cumulative annual growth (CAGR) of +8.3% to $200.8bn. (Newzoo, May 2020)
- According to Newzoo, the global games market was worth $152.1bn in 2019, an increase of +9.6% on the previous year. The global market is expected to grow to $196bn by 2021. (Newzoo, Jan 2020)
- The Asia-Pacific regions is the largest overall, at $72.2bn which grew +7.6% year on year, now representing 47.4% of the global market. North America was second largest, up +11.7% to $39.6bn, with the EMEA third at $34.7bn, up +11.5%. Latin America was the smallest global region at $5.6bn, increasing 11.1%.
- However, for the first time since 2015, the U.S. will be the largest single market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.
- Of EMEA revenues, Western Europe was by far the biggest segment, growing +12.3% to $25.7bn, representing 16.9% of the global market. By comparison, Eastern Europe reached $4.2bn and the Middle East and Africa $4.8bn.
- Smartphone games were the largest platform in global terms, accounting for $54.9bn of revenues, up +11.6%. Console revenues saw a larger growth, increasing +13.4% to $47.9bn. PC games (downloaded or physical) also grew +6.6% to $32.2bn. The two smaller segments, tablet games and browser games reached $13.6bn and $3.5bn respectively.
- According to Superdata, the global games and interactive entertainment industry earned $120.1bn in 2019, up 4% on the previous year. (Superdata, Jan 2020)
- Mobile games again represented the largest global revenue stream, at $64.4bn, followed by PC games at $29.6bn and console games at $15.4bn.
- The rest of the market made up of game video content (GVC), growing to $6.5bn and XR, up to $6.3bn.
- The global games market is predicted to grow 4% to $124.8bn in 2020. (Superdata, Jan 2020)
- The top revenue earning game in 2019 was Fortnite for the second year in a row, generating an estimated $1.8bn. (Superdata, Jan 2020)
- Global digital game revenues reached $109.4bn in 2019, up 3% year-on-year. (Superdata, Jan 2020)
- Mobile revenues dominated digital revenues at $64.4bn, but free-to-play PC games ($21.1bn) and premium console revenues ($13.8bn) were also significant factors.
- 80% of global digital game revenues in 2019 were driven from free-to-play games ($87.1bn).
- Total digital premium game revenues declined 5% year-over-year to $18.9B.
- Free-to-play revenues are largely driven by the Asian game market, accounting for 62% of mobile spend ($39.7bn) and 55% of free-to-play PC revenues ($11.7). In premium games (purchase up-front), North America and Europe are dominant.
- 8,415 games were released on Steam in 2019, an increase on the 8,167 released in 2018 but overall a slowdown in the number of games released each year, which has increased by roughly 2,000 every year since 2014. (gamesindustry.biz / SteamSpy, Jan 2020)
- Since launching in December 2018, Epic Games Store has attracted 108 million customers (users who have obtained at least one product), generating $680 million (£523m) in revenue. (GameDaily.biz, Jan 2020)
- $251m (£192m) of that revenue was generated by third-parties sales, with the remaining $429m (£330m) was raised by Epic’s own first-party titles, including Fortnite.
- The most common languages for translations in game localisations are German (10.3%), French (9.8%), Japanese (9.7%), Russian (9.0% and Korean (8.9%), according to an analysis for 15 million translated words from 14,000 game orders. (Localize Direct, May 2020)
2019 Stats
- Games and interactive media industry grew to $119.6bn in 2018, up 13% on the previous year. (Superdata, Jan 2019)
- Mobile games made up the largest share of global revenues at $61.3bn, followed by PC at $35.7bn and console at $12.7bn.
- The rest of the total was made up of $6.6bn from XR (VR/AR) revenues and $5.2bn on game video content (Youtube/Twitch etc).
- Free-to-play titles earned $87.7bn in 2018, representing 80% of digital games revenue with 62% of free-to-play revenues coming from Asian mobile games,(Superdata, Jan 2019)
- Free-to-play titles earned $54.3billion in Asia, $14.8billion in North America, and $11billion in Europe in 2018. (Superdata, Jan 2019)
- Fortnite was the top free-to-play game by revenue in 2018, earning $2.4bn - nearly two times the amount generated by Dungeon Fighter Online, ranked second. Other titles in the F2P top ten include Candy Crush Saga at $1.1bn, Pokemon GO at $1.3bn and League of Legends at $1.4bn. (Superdata, Jan 2019)
- The rise of Fortnite greatly increased the visibility of free-to-play console games, causing their overall revenue to explode by +458% year on year. (Superdata, Jan 2019)
- Premium game revenues rose 10% to $17.8bn in 2018, with North America ($7.2bn) and Europe ($7.0bn) generated 80% of premium games revenue.
- PlayUnknown’s Battleground’s was the top premium PC and console game by revenue in 2018, earning $1.028million. This was followed by FIFA 18, which generated $790million and Grand Theft Auto V which five years after its release still earned $628million. (Superdata, Jan 2019)
- The size of the European video games market was €20 billion in 2018 (ISFE, May 2019)
- The games market experienced a combined 18% growth in 2017 across the main European territories of UK, France, Germany and Spain, with average spend per player increasing from €79 in 2012 to €102 in 2017.
- In 2018, Netflix-like game subscriptions rose to prominence. The top three game subscription offerings - Xbox Game Pass, Playstation Now and the EA Origin Access - earned $273m worldwide in Q3 2018. (Superdata, Jan 2019)
- Games industry software/hardware combined revenue is predicted to drive well over $200 billion revenue by 2023. (Digi-Capital, Mar 2019)
- Investment in games companies reached a record $5.7 billion in 2018. (Digi-Capital / Venturebeat, Mar 2019)
- Epic Games’ $1.25 billion raise was the biggest round for a game company in 2018, and it was also the largest non-IPO games investment of all time.
- In 2018, the top 25 public companies by game revenues generated a combined $107.3 billion, up +16% from 2017. Together, these companies accounted for almost 80% of the $134.9 billion global games market. (Newzoo, Apr 2019)
- Combined, the top 10 companies' revenue grew +19% year on year.
- Console revenues showed particularly strong growth in 2018, accounting for 38% of revenues earned by the top 25 companies, up from 34% in 2017. Notably, five out of the top 10 companies earned most of their revenues from console gaming.
- Tencent was the world’s #1 public company by game revenues for the sixth year running, earning $19.7 billion in revenues and accounting for almost 15% of the entire games market.
- Sony (#2) generated revenues of $14.2 billion, a year-on-year growth of +41% — the highest in the top 10.
- Microsoft generated revenues of $9.8 billion in 2018, growing +32% from 2017, overtaking Apple as the third-largest company by game revenues.
- Nintendo (#9) also had a strong year, with revenues reaching $4.3 billion, up +36% from 2017, driven by the popularity of the Nintendo Switch.
- Activision Blizzard (#5) earned revenues of $6.9 billion, growing +6% over last year, making it the fifth largest company.
- Electronic Arts (#8) generated revenues of $5.3 billion in 2018 with year-on-year growth of +4%.
- Ubisoft (#13) produced $2.2 billion in revenues, growing +3% year on year.
- In the fiscal year to 31st March 2019, 118.55m units of software were sold for the Nintendo Switch, an 86.7% increase on the previous year (gamesindustry.biz, Apr 2019)
- 23 games sold more than on million units, including Mario Kart 8 Deluxe which sold 7.47m units worldwide.
- Full-game downloads on the Nintendo store almost doubled year-on-year to reach ¥118.8 billion ($1.1 billion).
- In the same period, 16.95 million units of the Switch were sold, an increase of 12.7% year-on-year, to a total since launch of 34.74m.
- Nintendo earned ¥1.2 trillion ($10.7 billion) in revenue in the fiscal year, a 13.7% increase on the previous year. It earned ¥194 billion ($1.7 billion) in profit, up 39% year-on-year.
- F2P titles amassed 80% of digital games revenue in 2018 but premium games still performed well in Western markets. Red Dead Redemption 2 earned $516m in Q4, helping grow premium games revenue 10% year on year (Superdata, Jan 2019)
- Cloud-based game content and cloud-based games PC services markets were worth a combined $387 million in 2018. This is forecast to grow to $2.5 billion in 2023. (IHS Markit, Apr 2019)
2018 Stats
- The global market for video games will reach $137.9bn in 2018, an increase of 13.3% on 2017. It is estimated to reach $180.1bn by 2021. (Newzoo, Jun 2018)
- There are more than 2.3 billion active game players in the world this year, of which 46%, or 1.1 billion, spend money on games. (Newzoo, Jun 2018)
- Console games will generate $34.6billion and capture 25% of the market by the end of 2018. (Newzoo, Jun 2018)
- The Asia-Pacific region leads the global market and the is fastest growing, increasing 16.8% year-on-year to $71.4bn, or 52% of the total global market. North America represents 23% of the global market, up 10% to $32.7bn. EMEA is 21% of the market, up 8.8% to $28.7bn and Latin America makes up the remaining 4%, up 13.5% to $5bn. (Newzoo, Jun 2018)
- Mobile revenues will be the largest segment of the global games market, representing over half of total global revenues for the first time, generating $70.3bn overall from $56.4bn of smartphone and $13.9bn of tablet revenues. Smartphone games are also the fastest growing segment, increasing 29% year-on-year. (Newzoo, Jun 2018)
- All segments of the games market are growing steadily. Console revenues will increase 4.1% to $34.6bn in 2018 and $39bn by 2021. PC games will reach $32.9bn in 2018, representing 24% of the global market. (Newzoo, Jun 2018)
- The interactive entertainment sector generated a record $108.4bn in 2017, with the three major games revenues split between mobile ($59.2bn), PC ($33bn) and console ($8.3bn). Wider interactive sector made up the rest of the revenues, XR (Extended / Mixed Reality - £4bn), game video content ($3.2bn) and esports ($0.8bn). (Superdata, Jan 2018)
- 2017’s $8.3bn global console game market was dominated by North American and Euopean markets, at $4.2bn and $3.1bn respectively. The Asian console market reached $0.2bn. (Superdata, Jan 2018)
- Consumers spent $14B more on mobile games in 2017 than in 2016. Games such as Arena of Valor and Fantasy Westward Journey from Asian publishers like Tencent and NetEase contributed to a 31% year-over-year growth for the worldwide mobile market. (Superdata, Jan 2018)
- The global video games market is set to grow considerably in the period to 2022. The largest segment will be social / casual games, generating over $80bn by 2022. (PwC, Jun 2018)
- Red Dead Redemption 2 generated $725 million in its first three days. It’s the second biggest opening for a product in entertainment history. (Gamesindustry.biz, 2018)
- According to Activision Blizzard, the Call of Duty franchise has generated more revenue than the Marvel Cinematic Universe in the box office, and double that of the cumulative box office of Star Wars. (MCV, Nov 2018)
- Global PC game revenue reached $33bn in 2017, of which free-to-play games contributed $15bn. (Superdata, Jan 2018)
- The top grossing free-to-play PC games in 2017 were League of Legends ($2.1bn), Dungeon Fighter Online ($1.6bn) and CrossFire ($1.4bn). (Superdata, Jan 2018)
- In 2017, 56% of the PC game market was comprised of RPGs (34%) and Shooters (22%). (Superdata, Jan 2018)
- Bluehole’s PlayerUnknown’s Battlegrounds was the largest grossing PC paid/premium game revenue, generating $714m or 12% of the sub-sector’s revenues. (Superdata, Jan 2018)
- According to Steamspy, 7,672 games were released on Valve’s Steam platform in 2017, an increase of 53% on 2016’s 5,006 games. (Steamspy / gamesindustry.biz, Jan 2018)
2017 Stats
- Approximately 2.2bn people play games worldwide (Newzoo, Apr 2017), although some estimates put this as high as 2.6bn. (Unity, Apr 2017)
- The global games market will be worth $116bn in 2017, growing by 10.7% on the previous year. With a projected CAGR of 8.2% over the coming years, it is expected to reach $143.5bn by 2020. (Newzoo, Nov 2017)
- The global mobile revenues will remain just short of half of the market (43%), worth $50.4bn in 2017. Current estimates see this growing to $72.3bn by 2020. (Newzoo, Nov 2017)
- The console market represents 29% of the current market, worth $33.3bn and the PC market a similar share at $32.3bn. (Newzoo, Nov 2017)
- Sony's PlayStation 4 console has shipped 82.2m units globally since launch in November 2013 and is projected to reach 90m units by March 2019. (gamasutra, Aug 2018)
- Sony’s PlayStation 4 console has sold 67.5m units to date and is projected to sell 79m by the end of March 2018. (GamesIndustry.biz, Oct 2017)
- The global games market is now worth over $100bn annually, reaching a total of $101.1bn in 2016. With a projected CAGR of 6.2%, it is expected to reach $108.9bn by the end of 2017 and $128.5bn by the end of 2020. (Newzoo, Apr 2017)
- 2017 is expected to be the year mobile revenues become the largest segment of the global market, growing by 19.3% YOY to reach $46.1bn or 32% of the global total. Digital game revenues will account for $94.4bn or 87% of the global market. (Newzoo, Apr 2017)
- The Asia-Pacific market will generate 47% ($51.2bn) of global revenues in 2017, with China accounting for $27.5bn of the total. In comparison, the US will account for $25.1bn and the EMEA will be make up $26.2bn. (Newzoo, Apr 2017)
- In January 6th 2017, Valve’s digital PC games platform Steam reached 18.5m concurrent users. (Gamasutra, Jan 2017)
- Valve’s Steam platform now counts 67 million monthly active players and 33 million daily active players, as of August 2017. At peak, this relates to 14 million concurrent users per day, up from 8.4 million in 2015. (Geekwire, Aug 2017)
- Of Steam sales in January-August 2017, 34% of sales were to North America, 29% Western Europe and 17% Asia, with the remaining split between other regions. (Geekwire, Aug 2017)
- Microsoft’s Xbox Live platform counts 53 million monthly active users, as of Q4 2016/17. They also a quarterly “gaming” revenue of $1.657bn for the same period. (Microsoft, Aug 2017)
- Valve’s Steam platform reported 125m total active lifetime users in 2015, estimated up to 150m by August 2017. (PC Games Insider, Aug 2017)
- For the first time, Ubisoft has reported that recurring player investment (e.g. the sale of in-game items, DLC, season passes and subscriptions) has outperformed digital full-game sales in Q1/2 2017. (Ubisoft, Oct 2017)
2016 Stats
- The top 25 public companies by game revenues generated $41.4 billion in the first half of 2017, increasing 20% compared to the same period in 2016. (Newzoo, Sept 2016)
- Mobile gaming accounted for 42% of all revenues generated by the top 10 companies ($31.4bn), up from 40% in the first half of last year. Tencent was once again the largest gaming company in the world with revenues of $7.4 billion. Sony grew by 25% year over year to take the #2 spot with revenues of $4.3 billion. (Newzoo, Sept 2016)
- The global video games market generated $91bn in 2016, with mobile sector making up the largest share ($40.6bn). PC accounted for $35.8bn and Console $6.6bn. Esports ($0.9bn), gaming videos ($4.4bn) and VR ($2.7bn) made up the remainder. (SuperData, Dec 2016)
- The top 25 Public Companies by Game Revenues generated $34.5 billion in the first half of 2016, an increase of 22% compared to the same period in 2015. (Newzoo, Oct 2016)
- According to Newzoo’s estimation, China has overtaken the US as the as world’s largest gaming market at $24.4bn, vs the US’s $23.6bn. With a larger population and gaming yet to reach a mature penetration, we can expect China’s lead to grow over time. (Newzoo, June 2016)
- China is now the largest national market for iOS App Store revenues overall, earning more than $1.7 billion in the Q3 2016, exceeding the US by around 15%. Games make up approximately 75% of that revenue, in which China has been leading since Q2 2016. (App Annie, October 2016, LINK)
- China is the no.1 national market for iOS App Store Games revenues, exceeding the US and Japan revenues in Q2 2016. (App Annie, Oct 2016)
- As of December 2016, the Sony PlayStation 4 has sold through over 50 million units worldwide. (including sales of the PlayStation 4 Pro) (GI.biz, Dec 2016)
- The Asia-Pacific region dominates the global revenues with 47% share ($46.6bn), North America and the EMEA make up approximately a quarter each (25%, $25.4bn and 24%, $23.5bn). Latin America is the smallest region, but also the fastest growing, up 20.1% yoy to $4.1bn (4%). (Newzoo, June 2016)
- Of all console gamers, 87% also plays games on a PC. (Newzoo, June 2016)
- As of Q3 2016, GTA V has sold-in (shipped to retailers) 70 million copies since launch. (GameSpot, Nov 2016)
- 4,727 games on the Steam platform were first released in 2016, making up just over 40% of the total games available on the platform (11,697 games). (SteamSpy, Dec 2016)
2015 Stats
- The global digital games market has reached $5.5bn, a +7% year-on-year increase. All segments except P2P MMO have grown. Digital PC revenues rose to $622m (+6%), driven by Asia spending, while digital console revenues rose to $375m (+14%). (Superdata, Oct 2015, LINK)
- In terms of monthly active users, this was up +13% totalling 2.3bn in October, the average spending is slowing, which shows in the revenue growing by +7% to $2.1bn. (Superdata, Oct 2015, LINK)
- The most common global digital payment methods are eWallet (32%), credit/debit cards (25%) and mobile (14%), although this varies by region – eWallets are more popular in the Asia/Pacific region and credit/debit cards more popular in North America, for instance. (Superdata, Apr 2016)
- There are currently more than 700 games that entered Early Access since 2013, and 150 (21%) of them got released since. On average, games that use the Early Access spend 14 months in it. (Steam Spy, Oct 2015)
- The average game will sell 8,000 copies during Early Access stage if it manages to stay around until release, and another 3,600 in the first month after launch. (Steam Spy, Oct 2015)
- 15m Steam players (11% of all Steam players) own at least one paid Early Access game, and people from Germany and France are more likely to own Early Access games, while less so in Poland. (Steam Spy, Oct 2015)
- 1% of Steam gamers own 33% of all copies of games on Steam. 20% of Steam gamers own 88%. To be in the 1% group you need to own 107 games or more. To be in the 20% you need to own 4 games or more. (Steam Spy, August 2015)
- Valve is estimated to have had over $730m revenues in 2014. Their own titles like DOTA 2, Team Fortress 2 and CS:GO accounted for $400m, the remaining $330m coming from royalties from third-party titles. Valve has not released its own figures. (Superdata, July 2015)
- Most popular games on Steam: in 2014 the Nbr 1 title was Unturned, with 12.2m owners and “only” 9.1m players. Average daily sales on Steam: Unturned, is also Nbr1 with 52.5 daily sales, followed by Dead Island: Epidemic (40.2 daily sales) and Robocraft (23 daily sales). In terms of hours played, Football Manager 2015 has reached highest number of mean hours per owner, with an impressive 152.6. It’s followed by Dark Souls II (73.1) and Panzer Corps (71.7). (Ars Technica wasn’t able to retrieve data for DOTA 2 or Team Fortress 2, which are in the Top3 most played games on Steam). (Ars Technica, Mar 2015)
- In the last 18 months, Steam has seen as many new games added as its first 10 years combined. (Ars Technica, Mar 2015)
- Steam has exceeded 9m concurrent users in March 2015, and there are currently 125m accounts on the platform, more than Mexico’s whole population, close to Japan’s. (TechnoBuffalo, Mar 2015)
- Digital console sales: the Top10 US titles by worldwide revenues in Jan 2015 have been published. GTA V is king at $31.8m, followed by CoD: Advanced Warfare ($23.5m) and Destiny at $14.2m. Dying Light ranked a surprise 4th place at à12m. In terms of console revenue shares between Playstation and Xbox (Gen7 and Gen8 combined), PS leads at 63%. Gen8 consoles grossed 70% more revenues than Gen7. (Superdata, Feb 2015)
- The total for worldwide digital console for 2014 was $2.98bn. The best-selling month since February 2013 was December 2014, at $363m. (Superdata, Feb 2015)
- The worldwide digital console games market was worth $233m in February 2015, slightly down compared to February 2014 (-3.7%). (Superdata, Feb 2015)
- Valve shared that it paid content creators who crafted in-game items for Team Fortress 2, Dota 2 and CG:GO $57m in 2014. This amount was shared by 1,500 contributors from 75 countries. Valve has now expanded the Workshop service to non-Valve games like Dungeon Defenders: Eternity and Chivalry: Medieval Warfare. (IGN, Jan 2015)
- Console players could spend more than PC players in free-to-play games: the MMO DC Universe PS4 version has been making more than 3 times what the PC version has as of Jan 2015. (MCV, Jan 2015)
- In 2014 the global digital market was worth $49bn, with high growth in percentage terms in the Latin America region (+13%) and Digital Consoles (+24%). (Superdata, Dec 2014)
2014 Stats
- When looking at the Top 20 Entertainment Products of 2013 in the UK, Grand Theft Auto V was the leader with 3.67m units sold, ahead of Skyfall (2.96m units on DVD and Blu-ray). The third product in units sold was FIFA 14 (2.66m units sold) ahead of The Hobbit DVD and Blu-ray (2.07m units) (MCV, Jan 2014)
2013 Stats
- GTA V made $1bn worldwide in 3 days in 2013, faster than any other entertainment product including movies. (MCV, Sept 2013)