According to Newzoo's Global Games Market Report, Gamers will spend about $137.9 billion this past year on games. They are expected to spend about $151.9 billion in 2019. If you look at previous years' gaming revenue, you will notice a trend:
It's important to note that online gaming is an incredibly complex topic to analyze, given not only the myriad of factors involved but the constantly changing nature of the market. Statistics from just a year ago can only tell a partial story, and consumer demands can turn on a dime. All of this being noted, the one constant is rapid growth other industries only dream of.
The second largest casino in the world is the Venetian Macao with 546,000 square feet. The Venetian Macao is situated in the coastal area of Macao, China. It has a floor space of more than 546,000 square feet of gambling area for the convenience of its guests. The casino area has 3,000 gaming machines, and 870 tables for card games and roulette. As of late 2015, William Hill remained the biggest betting company in the world. Of course, William Hill and the other giants such as Paddy Power, Betfair Group, and the Amaya Gaming Group are a merger away from losing their ranking on the list of top betting firms.
Gaming, much like other forms of entertainment, has become a huge industry. Here are a few statistics and fact to show you how far it's come since the days of the Atari and the NES:
According to information obtained ahead of the 2019 Games Developers' Conference, here is a rough divide on which platforms were being developed for alongside a few notes for each platform:
PC computers: 66 percent
Smartphones and Tablet Devices: 38 percent
PS4 Consoles: 31 percent
Xbox One Consoles: 28 percent
Mac Computers: 20 percent
Nintendo Switch: 18 percent
VR Headsets: 17 percent
Web Browsers: 13 percent
AR Headsets: 7 percent
It should also be noted that a game can be and very often is developed for more than one platform at once, hence the percentages totaling far more than 100.
Additionally, it should be noted that just because a game is developed doesn't mean a game is popular. While we would love to have more sales data that can provide a greater background of the industry, many developers and companies like to keep their sales numbers under wraps to keep an edge up over the competition.
According to the ESA 2018 Sales, Demographic, and Usage Data release, US households play games on the following platforms:
You might consider gaming in the Western context, but you should know that gamers are in countries all around the world, and the USA isn't even the top creator of game revenue. According to Filmora, the top 10 countries are as follows:
China is the greatest outlier here because many games that do well in America do not necessarily do so well in China. As mentioned earlier, this is due to the fact that China's gaming market is heavily focused on mobile revenues and microtransactions. Despite blocks on some games, in 2016 mobile games were responsible for more than 50 percent of all digital gaming revenue, and the trend has only risen from there. Newzoo suspects that by 2021 mobile revenue will make up a shocking 70 percent of gaming revenue in the country.
Japan, while the third largest market, spends the most money per person on games according to Newzoo (1.5 times the average North American gamer). The market grows about 15 percent each year and this comes as no surprise given the number of Japanese developers and publishers that have heavy footholds in the industry (recall that both Nintendo and Sony are Japanese companies).
The main other consideration to note is that the cost of gaming is often more expensive in Western countries outside of the US, so European countries might not have such a strong gaming culture or as large of a player base.
While you might think of the average gamer as a younger male, you might be surprised to learn about some of these statistics regarding gamer demographics:
According to Newzoo's report, in 2018 mobile games will generate 51 percent of revenue for the industry, or about $70.3 billion. They suspect that by 2021 that number will top $100 billion, especially as more people adopt smartphones and more advanced smartphones (which better graphics processing) come to market. This would be unheard of five or even a few years ago, even to those who knew that the market was climbing rapidly.
You've probably heard of Fortnite, and it's one of the few games that's universally caught on with kids for a few reasons. We would like you to consider these statistics in the scope of the larger market and would also like you to see it as an example rather than something special in itself. There will be other Fortnites, but these trends will repeat themselves:
It's noteworthy that Fortnite is a free-to-play game, albeit a high budget one. A nearly 70 percent conversion rate is absurd compared to the industry average of about 5 percent. And compared to the 'whale' model in which in most games where one percent of players spend by far the greatest amount of money on the game, Fortnite has a bit more even distribution.
The main takeaway we can expect from this is that game developers and publishers are going to try and emulate the features and successes of the titan in hopes of getting some of that market share, much like how the MMO market flooded with clones after the runaway success that was World of Warcraft.
More than most industries, online gaming is a market that can turn in a matter of months or even weeks, as gamers seek to find the hot new game or developer changes drive customers away towards newer markets and products. Overall, we generally ask that you don't consider the ups and downs of games and publishers individually but the industry as a whole. That will be the only way to truly understand where online gaming is headed beyond the next year and know what you can be exited and concerned about.
We also ask that if you game yourself or if you have family members that play video games, you consider their habits and health with gaming as well. The stats and details on gaming addiction aren't in yet (whether it exists is still up for debate), but some of these stats can be alarming and you should protect yourself and your family from potentially predatory practices that may be occurring or will occur.
We hope that you have all the information you need now, and we encourage you to share this post or ask questions if you want to know more.