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Video Gaming Industry Overview

Gaming industry overview

Gaming industry overview

The video games market is expected to be worth over 90 billion U.S. dollars by 2020, from nearly 78.61 billion in 2017. (BestTheNews, 2016) 

There are more than 2.5 billion video gamers from all over the world. (The European Mobile Game Market, 2016)

80% of the total video game industry’s 36 billion U.S dollars revenue in 2017 belongs to software sales. (Entertainment Software Association, NPD Group, 2017)​​ 

By investing heavily in game companies, Tencent made the most revenue from games with a revenue of 7.4 billion U.S. dollars during the first half of 2017. Riot, Activision, and Blizzard, are among the key investments they made. (NewZoo, 2017)​​ 

Asia Pacific reached a revenue of 51.2 billion U.S. dollars, making them the largest gaming market in 2017. (NewZoo, 2017) The package market took 80% of the market share in 2011 and decreased to 46% in 2017. (Capcom Annual Report, page 44, 2017)The package market took 80% of the market share in 2011 and decreased to 46% in 2017. (Capcom Annual Report, page 44, 2017)

The DLC market took 20% of the market share in 2011 and increased to 54% in 2017. (Capcom Annual Report, page 44, 2017)

The DLC market value increased by 121% in 7 years. (Capcom Annual Report, page 44, 2017)

A 12.5% increase in PC and console additional game content revenue is expected in 2018 from 2015. (Digital River, 2017)

A 20% increase in PC and console full game revenue is expected in 2018 from 2015. (Digital River, 2017)Online PC games is expected to take up 47% of the global PC and console gaming revenues in 2019. (DigiWorld, 2016)

Smartphones and watches are expected to take up 34% of the worldwide revenue in 2019. (Newzoo, 2016)

TV/Console/VR is expected to take up 26% of the games market worldwide revenue in 2019. (NewZoo, 2016)

76% of customers prefer to play games on mobile devices while 62% prefer playing on PC/Mac. (Applause , 2016)

40% of customers opt to play games on online/social platforms while only 29% prefer using console. (Applause , 2016)

Smartphones and tablets are taking over the global games market, taking up 34% of the global games market share in 2015. (NewZoo, 2018)

Smartphones and tablets are expected to still take over the global games market in 2020, with an increase of 17% from 2015. (NewZoo, 2018)

27.5% of video games sold in United States in 2016 were shooter games. (Entertainment Software Association, 2017)

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