Video Game Industry Statistics, facts & Trends 2020
A 12000+ words blog post on video game industry statistics, future trends and amazing facts.
Video game industry. If you are judging with only the name, please stop for a while. We are talking about an industry bigger than film and music businesses, and we bet no one would dare to judge it for ‘just’ a time pass anymore. At least you don’t. Right? Because you are smart. So, how do I know that? Well, that’s why we are here. Right? Beating out the 2020 video game industry statistics, the ‘serious’ data-world out of the ‘fun thing’.
Ok, let’s come to the point of ‘gravity’. Start with the CAGR. It’s above 9% when we calculate it during 2018-2022. But if it’s predicted over the period 2020-2025, the expectation of the same becomes 12%. Better late than never. Business giants are competing over their gaming culture lately. Results? Money has started to flooding, and new opportunities too. Take a look again. Assume the gaming industry as a country, then it will surely be listed under the top 100 GDP holders in this world. No wonder, the statistics are so important today. The historical data, the present trend, and the future prediction, all of them.
Oh, one more thing. With the expression ‘video game’, if you are picturing an isolated boy playing on his console, you should be living in the ‘ancient’ era.
"Nobody knows what's gonna happen at the end of the line, so you might as well enjoy the trip." as said by our very own Manuel "Manny" Calavera from Grim Fandango.
TABLE OF CONTENTS
► Video Game Industry to exceed $300 billion in 2025.
► US gaming market revenue of $36.87 billion outran the all-time leading country China in January 2019.
► In 2018, more than 82% of US gaming revenue came from software sales.
► The standard age of a video game player is 33 years.
► Chinese Company Tencent tops on the gaming market with revenue of $4.64 billion.
► Currently, 46% of gamers are female.
► The largest gaming segment of 36% is accounted for smartphone games and the smallest segment of 2% is accounted for browser PC games.
► Gamer spend 7 hours and 7 minutes playing on an average per week.
► One-third of gamers play during work.
► Near-about 36% of gamers would resign from jobs if they can make a living on professional gaming.
Global Games Market Revenue was Expected to Reach $152.1 bn in 2019
Newzoo’s June 18th report on Global Games Market, 2019 predicts more than 9.6% year-on-year growth over the entire games industry to trigger the market revenue of $152.1 billion US dollar.
Though the increment is a bit lower than 2018 having 10% of the same, it still maintains the legacy. Though Newzoo’s 2019 October update reveals the total revenue as $148.8bn with an above 7.2% growth, we may have to wait for a while to have the last picture of the entire year.
These growth rates are riding on the innovative ideations of the mobile gaming and cloud gaming market. But, console games are running head-to-head with them too. (Newzoo, Forbes)
More than 2.7 billion active gamers are going to rule the world in 2021
According to Statista study published on August 9, 2019, the number of active video gamers is going to exceed 2.7 billion worldwide.
The previously mentioned Newzoo report claims the current gamer population to exceed 2.5 billion at the end of 2019.
Though most of these gamers are from the Asia-Pacific region, contributing 1.2 billion of them in 2018, the USA is also a noticeable contender here with 66% gamers out of their general population in the same year. (Statista, Newzoo)
Over 164 million US adults enjoy gaming
Entertainment Software Association (ESA) presented a report in May 2019, where they mentioned that over 164 million US adults are currently playing video games. Among these, 19% are active gamers.
China has reached the top based on its 29% of adults playing games frequently. Here, the Statista discussion reveals that the ongoing trend of smartphone gaming is increasing day-by-day. (TheESA, Statista)
In 2019, Console has grown faster than the other video game platforms
In 2018 and 2019, for the last two consecutive years, gaming consoles have been the fastest growing gaming platform outpacing the growth of mobile gaming. This revenue growth in the gaming console market witnessed over 13.4% growth to touch $47.9 billion in 2019. (Newzoo)
Though PC gaming is the root of all, it’s now the smallest segment, the growth of which is also the slowest
With the year-on-year growth rate of only a little more than 4%, PC gaming is earning only $35.7 billion.
The rapid growing prosperity of mobile gaming and the price difference between them is magnetizing people towards smaller devices. But still, without a PC, a game can’t be born. Without it, a mobile version can’t be made. So, the bedrock of gaming innovations is not going to change in the near future. (Newzoo)
Emerging markets are becoming the cause of growth in 2020
Like a full cup, mature markets are failing to drive astonishing growth towards this gaming market. It’s the emerging markets like the Middle East, North Africa, and India that are driving in gigantic growth rates into this market and 2020 will be an important year for them too. Infrastructure is going to play a big role here. (Newzoo)
The number of female game enthusiasts exceeds 1 billion worldwide
Female enthusiasts are pouring in the boy’s club with the full force of similar power. The total number of male and female game enthusiasts are almost the same.
Since the market has grown massive, there is no clear line between casual and core gamers. Therefore, Newzoo made their segmentation of eight personas based on consumer engagement. Based on all 30 market studies, Time Filler is the highest persona for women. Mobile gaming is the favorite time-pass for these people. One-third of women enthusiasts are grouped here. 36% of this group are women, while men are only 19%.
The top persona for men is Cloud Gamer, where a one-fifth portion of them are there. 17% female is here too, second criteria for them. These people love high-definition gaming but don’t want to spend much, only on hardware, if unavoidable. Google Stadia or Microsoft xCloud is the best place for them.
14% of women are Popcorn Gamers, enjoying gaming videos more than gaming. They roam through YouTube and Twitch mostly. (Newzoo)
Nearly three-quarters of the US parents believe that video games can be helpful for their children's education
Gradually, video games are gaining honor in mainstream American families. People are breaking out of stereo-typed mentalities. 74% of US parents have started to take video games as a healthy tool for child education. Among them, 57% (more than half) love to play games with their kids weekly and build better bonding in the child-parent relationship. (TheESA)
In 2020, the Worldwide Video game market will produce a bit more than $160 billion
A recent Update from Newzoo, published in December 2019, says that in 2020 the global video games market will create $160 billion. The growth will be around 7.3%, yearly.
Statistically, 2020 is going to see a dip in this niche but, at the end of the year Sony and Microsoft are going to launch their new gaming consoles and this will surely raise the market at a new height in terms of revenue. (Newzoo)
Video Game Industry to exceed $300bn in 2025.
April 2019 GlobalData research forecasts the gigantic grip of video games over the global entertainment industrialization. Games are going to earn more than $300 billion by 2025, whereas their revenue collection was only $130 billion up to 2018.
The CAGR (compound annual growth rate) predicts an average 13% increment from 2018 to 2025. The matured 5G streaming paired with cloud services and mobile esports is pushing this industry more and more to penetrate most of the general population of this earth. (GlobalData)
The worldwide average age of a video game player is 33 years
The above mentioned ESA study has analyzed the average age of a gamer. Whereas the standard gamer is 33 years old, the male gamer’s average age is 32 years. Meanwhile, the standard age of a female gamer is 34 years. (TheESA)
In 2018, more than 82% of US gaming revenue came from software sales
2018 was a watershed moment for the US gaming industry as it saw an 18% increase in consumer spending, and that totaled somewhere over $43 billion. According to video game industry analysts both hardware (gaming console) and software revenues across physical and digital sales including subscriptions and in-game purchases spiked during 2018. (TheESA)
Mobile gaming stayed top of all segments in 2019 with 45% of global market share
Despite the fastest growth rate of the gaming consoles, in 2019 mobile gaming claimed the top spot with above 10.2% growth year-on-year and that totaled to $68.5 billion. Within this, $54.9 billion came from smartphone users and the rest from the tablet users. (Newzoo)
After 2019, the mobile gaming industry is to regain the award of the highest growing segment in 2020
It’s mobile gaming again which will reclaim the feather of the highest growing segment within the global video gaming sector with a staggering 11.6% year-on-year growth. There are mature markets like China, the USA, Japan, and West Europe. And, these markets injected this growth, mostly. (Newzoo)
The console gaming market has to suffer from the slowest growth rate since 2015
2020 will not be the paragon of year for the consoles. Since the happy time from 2015, this year is going to be a bit blurry for the consoles. But, there is hope as at the end of this year Sony and Microsoft are launching their next-gen consoles. So, fingers crossed. (Newzoo)
In 2017, 49% of mobile gamers were women
Finally, women in the battlefield over the male dynasty of mobile gamers (51%). The survey contemplated by Newzoo was commissioned by Google Play. Among 3,300 US respondents, 64% of females showed their love for mobile gaming over any other platform. (Google)
Consumer spending on games is expected to grow around $196.0 billion by 2022
Global games revenue was suspected to be $152.1 billion in 2019. And by 2022, it is going to be $196 billion with healthy growth in every segment of this industry. In 2019, there were 2.5 billion gamers worldwide and counting. (Newzoo)
The richest pro gamer earned over $4.1 million till October 2018
German pro gamer Kuro Takhasomi (nickname - KuroKy) garnered an unbelievable amount of $4,165,926 in award money, making him the richest among the professional players. The money came from one of the most-played PC games ever, Dota 2. (eSportsEarnings)
79% of gamer feel mental stimulation by playing games
The Entertainment Software Association surveyed over three-quarters of US gamers. And 79% of them believe that they get mental stimulation from video games, 78% also believe to feel relaxation and remedy for their stress management. (TheESA)
Region-based Market Statistics
In 2019, the Asia-Pacific is still ruling over the game’s world. China was in the leading position for a long time. But the US is giving them a tough fight too. The license freeze incident on the latest games for nine months has put China in an adverse condition. But they are recovering. Meanwhile, Japan, South Korea, and Germany are riding on the ladder to remain in the list of top five nations earning gaming money.
The US gaming market revenue of $36.87 billion outran the all-time leading country China in January 2019
September 2019 Statista report on a survey of January 2019 status of the gaming market reveals an interesting fact. The US gaming market revenue topped over China, the long-term crown-holder in the video game industry based on financial profits.
With their outstanding increment rate of nearly 14%, predominated by the console game market, the US earned $36.87 billion of money, leading them to the top-most position on the gaming industry. Though it’s pretty early to comment on the latest market trend since China has suffered from a nine-month of banned on license during the period before the survey. But, this current year is going to play a pretty fair ‘game’ in this industry. (Statista, Newzoo)
In 2019, the Asia-Pacific (APAC) region is expected to earn $72.2 billion from gaming, which accounts for 47% of the global gaming market share
The year-on-year growth percentage of nearly 8% in the gaming market was expected to produce $72.2 billion in money for only the Asia-Pacific region. This amount consumes the 47% share of the world total.
Despite facing some great difficulties due to license freeze, China is still the most important country for the gaming world. Not only China, but Japan and South Korea also took their share of hits out of the same incident.
But in the end, the wound is healing, and experts believe that the claim of the throne will again be honored to China. Meanwhile, India and Southeast Asia are also contributing the fastest growth to the Asian regime to make its hold stronger in this industry again. (Newzoo)
Asia led the mobile gaming market in 2018
Asia is the sole proprietor of the crown for the current gaming ecosystem. February 12th publish of the Statista data in 2019 surveyed from 2018 to 2019.
The numbers certify Asia to be the leader on the mobile game trades, immediately followed by North America. In 2018, Asia’s revenue of 41.5 billion US dollars made a big difference between them and their next competitor North America earning only $9.8 million in the same segment. (Statista)
60% of the North American people play mobile games
The latest Deconstructing report on Mobile and Tablet Gaming published by Sensor Tower says 60% of the American and Canadian people play video games on mobile devices. The survey was contemplated over 5,000 active mobile users from Canada and the US.
This report also states that 283.1 million people in the same region play mobile games, and this number shows a 5% year-on-year increment of gaming people. (Leftronic)
Japan is the second-largest gaming market in Asia-Pacific after China
Statista’s January 2019 study on leading gaming markets in Asia-Pacific shows that Japan holds the second-highest rank in this region, after China. Well-known companies like Nintendo, Namco Bandai are situated here. And the total revenue made by this country was $17.715 billion under the survey period.
Also, from the same graph, we can see that the third position is held by South Korea with an income of nearly 5.8 billion dollars. (Statista)
US customers spent $5.1 billion only on gaming hardware in 2018
Here in this July 2019 Statista publication, the research firm compared the expenditure of US customers on video game software, computer hardware, and gaming accessories under a time-period of 2010 to 2018.
Only the hardware expenditure of US consumers in 2018 was $5.1 billion. And if we come down to software, US people are prone to spend the highest on the action and shooter video games up to 2018. (Statista)
India among the top five mobile game markets
The top mobile video advertiser POKKT in South-East Asia, India, and MENA (Middle-East and North Africa) regions declared in 2017, that India has strengthened its place among the top five countries based on the number of mobile game users.
After the strategic entry of Reliance Jio Infocomm leading to an incredible amount of price reduction in the mobile app ecosystem in India, the number of mobile game users rose a steep height in 2017.
Ludo King, the most popular game in India crossed 10 million DAU (daily active users), whereas Subway Surfer touched the DAU of 5 million and Temple Run assembled 2.5 million users daily. Gaming giants like Tencent Games in Asia are taking interest to invest here. (EconomicTimes)
Most of US gamers love action games
The 2019 Statista graph measured the distribution of video game sales in the US based on game genres. In 2018, 26.9% of US gamers were interested in action games, making it the top genre in this country.
The shooter games got second place with 20.9% of users and role-playing games became third with 11.3% gamers. Sports genre came fourth with 11.1% of people. It looks like, US people are drawn to action rather than sports. (Statista)
In 2019, console occupied over 50% of the gross gaming revenue in the US
Whereas the console market is regaining its old glory worldwide, this segment is seeing an even greater increment in the US. The console market revenue of $18.5 billion is more than 50% of the total gaming market profit in this country. (Newzoo)
In 2018, there were more than 210 million mobile gamers in North America, and the number is increasing
In January 2019, Statista published a graph illustrating the mobile gaming population in the US and Canada in 2017 and 2018.
According to this study, 210.9 million mobile gamers were around the age of two and above in 2018. Also, this population was responsible for the five percent extra increment over the previous year. The source of this study has also predicted a total of 283.1 million mobile users in both countries. (Statista)
One-third of the world's population plays games and the number is going to be almost half by 2030
Newzoo expectation of over 2.5 billion gaming people in 2019 inhabits about one-third portion of the world population.
The rate of the new addition of active gamers is about 130 million per year. If they grow in such a way, The total number of them will be over 3 billion by 2023 to 2024 and the same count reaches 4 billion by 2030. That means the gamers are going to devour nearly half of the global population, estimated to be 8.5 billion by then. (Newzoo, NextBigFuture)
In 2019, the total digital game revenue in North America is to touch $10 billion
A January 2019 statistic presented in Statista shows us the revenue status of the digital games market of North America under the time-period of 2017 to 2019. The forecast suggests a 10 billion US dollar of profit in 2019 from the mobile gaming industry in this regime. (Statista)
The latest regulatory reforms in China are repelling the game developers away
Recent regulatory reforms made by this country has gone pretty hard on foreign developers. The proposed committee standards, through which a foreign company has to pass here to publish its games demand extra resources and higher investment. Also, there are domestic developers already holding their grip in the business. Therefore, small businesses can’t flourish here, even if the opportunity is highly lucrative. (Leftronic)
In 2018, video gamer spend 824 million US dollars in Brazil only on digital gaming
The Statista study on Brazillian gamers in 2018, published in December 2019 says Brazilian users expended $824 million only on digital games and $69 million on traditional games. Digital media is the bull’s eye here. These products are estimated to evoke a $1.46 billion of gaming trade in this country by 2023. (Statista)
In 2013, Asia-Pacific was third in the position based on the worldwide average monthly expenditure of each customer on mobile games
Though APAC (Asia-Pacific) is the topper on total revenue collection on mobile gaming, the per capita expenditure of this region stays behind North America and Western Europe.
The larger population (243 million payers) of these regime balances the low individual spending on the total income, but the people here are more reluctant to spend money on games than the other two regions.
Whereas each North American user spent $6.21 (66 million payers), and a Western European user spent $4.95 (53 million payers), and APAC users spent only $4.17 on mobile game purchases. (Statista)
In 2014, a similar trend continued. Each of the total 485 million global mobile users spent $4.30/month this year to collect $25.0 billion of revenues.
In 2014, 64 million North American payers (49% of mobile gaming population in this region) spent $7.68 each month, totaling $5.9 billion of revenues. Though the number of spenders reduced a bit, the total revenue was a 51% increase over 2013. (Statista, Newzoo)
Almost 89% of game revenues in India were churned out from mobile games in 2018, and the percentage is ascending
The POKKT report claimed that in this nation, over 222 million active mobile gamers spend around 42 minutes daily on an average basis per user.
Rohit Sharma, the founder of POKKT said: “As much as 89% of all game revenues in India were generated by mobile games”. Around 40% of these users spend six hours or more a week playing games. (EconomicTimes)
Consumer Market Trend
This is the era of digital content. Gone are the days for physical instruments only. Therefore, despite experiencing a quick fall in the packaged content market, DLC deals are enhancing the digital gaming industry.
DLC market is making publishers rich. As people love to taste ‘Old wine in a new bottle’, they prefer DLC contents more than a full packaged deal.
The DLC market is making extra money from the contents which were available free with game packages before
The main idea behind it was to earn more revenue without creating more gaming content. The result? The video gaming industry split the game into two basic parts- essential and non-essential elements. Charge dollars for the extra content.
This is the birth of DLC or downloadable extra content. Things like extra game level, cheat codes, and better weapons are the standard example of DLC. These were not included in the standard version of any video game.
More DLC enhanced gaming experience means more revenue. It already made around $4.78 billion to the gaming industry within 2011. (MoneyBadger)
In 2019, 85% of US gamers bought downloadable content (DLC)
The cardinal issue that is attached with DLC is to enhance the gaming experience. It can range from finding new content to changing or upgrading players or aesthetic items. The 2019 Statista survey says that 85% of gamers bought downloadable content for popular games like Fortnight. (Statista)
The DLC market has seen 121% of growth within 7 years
It had to as the gaming industry is also growing at a breakneck speed. DLC took 54% of the market share in 2017 with a whopping 121% growth within 7 years. (Capcom (P-71), International Development Group, Capcom (P-44))
The new revenue system of ‘Games as a service’ is appreciated by both players and developers’ end
For the first time, the gaming world learned the concept of ‘Games-as-a-service’. The main reason behind this is the steady inflow of the revenue from the in-game or DLC contents.
It served both the gamers by enhancing their gaming experience and game developers by enhancing their revenue. (SuperData Digital River 2017)
Packaged market share changed from 80% to 26% from 2011 to 2020
In 2011, the DLC and packaged market revenue were $5.3 and $22.4 billion respectively, the packaged market occupying 80% of the total digital content market value.
But the 2020 forecast shows an opposite picture for them. In this year, DLC and packaged market share are predicted to become $24.6 and $8.7 billion respectively.
That means, only 26% of shares to go inside the bag of the packaged content industry. The WePC graph shows the details clearly. (International Development Group, Capcom (P-71), WePC)
The package market is going to shrink up to 8.7 billion US dollars in 2020
The expected revenue of the digital market in 2019 was $31.9 billion with a growth of 6.7% from the previous year. During that time the package market remain almost flat. But, it’s expected that the sales volume of the package market will shrink to $8.7 billion in 2020. (Capcom (P-71))
Device and Platform based Statistics
Right now as a gaming platform ‘mobile gaming’ is the leader if the market share is concerned. But, the highest growth rate is occupied by the console gaming market outpacing the mobile gaming market. But, this fast growth will slow down a bit from the mid of 2019 to 2021. PC gaming sector will earn $39.5 billion by the end of 2022 with a growth rate of 3.5% per year. Xbox and PlayStation users will invest their bucks heavily on gaming hardware. Mobile gaming revenue will outpace console gaming revenue within the near future. Browser gaming will hit a brick wall within this time period.
This is the list of the device and platform-based statistics of the video gaming industry. Let’s get to the actual data and try to understand what it says.
80% of gamer play in various devices
We are talking about cross-device compatibility here. Modern gamer tend to drop on other smart devices for playing the same video games and more than 80% of them are following this trend.
So, new age video game developers should design a game in such a way that it would offer a rich playing experience across devices like PC, console, and mobile. (Accenture (P-5))
PC Gaming Stats Overview
Downloaded or boxed PC games were predicted to conquer 39% of the total share of worldwide PC and console games market income in 2019
It was predicted that in 2019 TV, console and the VR unitedly will take over 30% of the entire gaming revenue. Within that, downloaded or boxed PC games will earn $37.3 billion with a growth of 5.4% by 2022 and that will be almost 39% of the total revenue share of the PC, console and the VR markets unitedly. (Newzoo)
66% of game makers are currently building games for PC
PC is still leading the way as a platform for game developers. According to a survey, around 66% of game developers are putting their efforts into development PC games where 38% said that they are developing games for smartphones/mobiles. Further, this number goes as 31% with PlayStation, 28% with Xbox One or Xbox one X. (GDC)
The most popular genres among PC gamers are Shooter and Role Playing Games (RPG)
This stat shows why games like DOTA 2 and Counter-Strike are spearheading the whole industry. Game genres that let users shoot bullets to destroy their enemies are the most popular ones. Role-playing and shooting game genres own the heart of 13% of global gamers each where puzzle games populate 11% in this niche. (EEDAR (P-44))
The PC gaming industry will experience a CAGR of +3.5% totaling to $39.5 billion in 2022
Every day more and more consumers are turning away from browser-based games in such a way that this segment will experience a steep downslope from 2018 to 2022. But, in this meantime downloaded or boxed games for PC will experience a steady rise of over 5.4% towards $37.3 billion within the same time frame.
Most of the browser PC gamers are shifting towards the latter direction. That’s why this platform has already experienced a similar trend in October 2019 with a growth rate of 5.2% to make a revenue of $31.8bn, whereas the browser market has collected only $3.5bn. The negative growth of the browser part being the downfall of the PC market, this entire segment is suffering from the growth of only around 3% in 2019, and this will reach up to 4% till 2022. (Newzoo)
Offline PC gaming incomes were estimated to fall around 600 million euros per year from 2015 to 2019
According to a Statista prediction report, published on Sep 12, 2017, where online gaming experienced an increased revenue between 2015 to 2019, offline games had seen an annual drop of 600 million euros every year till 2019. (Statista)
In 2016, mobile games surpassed PC games revenue for the first time
Back in 2016, mobile gaming earned a revenue of around $36.9 billion with a steep growth of 21.3%. This cancerous growth made mobile gaming to surpass the revenue of the PC gaming market for the first time in the history of gaming. (Newzoo)
PC gamers are more conscious than their console correlatives Based On spending money on games
The average price range of a PC based game was around $22, whereas the same for the console was around $49. Further, there are more options for the PC gamers to go with a low-priced or free game but for the console such options were thin. This trend made clear that console gamers are far more conscious of game spending. (SuperData Digital River 2017)
48% of game developers are currently working on VR/AR games
This shows the new dawn of the technology like Virtual and augmented reality, and almost half of the video game studios are developing games on these technologies. In this niche, almost 33% of developers chose HTC Vive to work with. Then comes, The famous Oculus Rift owns the hearts of 30% developers. Sony's PlayStation VR comes third on this list with a 13% share.
Further, 34% of developers think that it's not the VR(19%) but the Augmented Reality games which will dominate the video gaming market within 5 years. (GDC (P-16))
PC is still the most intriguing platform for game developers
According to a March 2019 survey arranged on a Game Developers Conference of more than 4000 game developers, PC is still the most popular gaming platform for them. Not only that, the still-growing interest in PC game development is outpacing the attraction of building new games riding on mobiles and consoles.
56% of devs published their last game on the PC platform, whereas 15% released on Mac and 8% on Linux. The second-largest segment is mobile, where 33% of developers published their last creation. (PCGamers, GDC (P-12))
Console Gaming Data
32% of women want to play with consoles
In this entire world, more and more females are entering the video game ecosystem every day. Already 46% of the gaming world is occupied by them. Among this population, 32% of women gamers wish to play more on console devices than any other platform. Only 12% want to decrease their console gaming status. (Accenture (P-5))
The console gaming market is going to generate $61.1 billion within 2022 riding on an annual increment of nearly 10%
As predicted, the console gaming market will touch the revenue size of $61.1 billion in 2022. The expected CAGR is going to be more than 9.7%. This is a piece of important information as 2020 will experience a slight drop in revenue for the console gaming market. The big player in this revenue generation will be the new switch consoles and the already installed consoles. (Newzoo, SportsDestinations)
In 2013, 50% of Nintendo’s customers were female
Earlier, women were not so fond of console gaming. But the number is increasing every year. While in 2013, women occupied half of the Nintendo clientele, a 2015 Pew study claimed to find 42% of the US women having their consoles, whereas the number of males owning that was only 37%. (Wikipedia, GeekWire)
In 2019, 31% of developers were building games for Playstation 4/Pro, whereas 30% were working over Xbox gaming
Among the Xbox game-making studios, 28% were working on Xbox One/X, and the other 2% were dealing with Xbox 360. Meanwhile, more than 18% were busy with Nintendo Switch gaming. Though the same survey suggests that 32% of game makers expected to release their games on PS4/PS4 Pro and 22% mentioned Nintendo Switch. (Techjury, GDC (P-13))
64% of US adults greatly enjoy multiplayer console games as a way of building connections with people
On the same note of social playing, not only playing with friends, US gamers look for making new connections through gaming and according to them, ‘It makes gaming great’. (ADWeek, Unique News)
Nintendo Switch became the US favorite home video game system
Nintendo Switch has experienced the tag of the fastest-growing system to be liked by the US people. 5 million units of this device were sold in 2018, only within 10 months of time-period or less. Whereas, Nintendo Wii sold only 4 million copies within this period. 2018 was the company’s come-back year, and their growth rate had just gone crazy with their new devices. Nintendo market analysis declared a whopping 500% year-on-year rise this year. (Forbes)
45% of console purchaser wants to join online console communities for learning new methods
This is both good news and a challenge for the console game brands. Informed buyers are assets for any gaming brand but at the same time, they are hard to build. Groups or communities that are initiated by console gaming brands are the seedbeds of the ‘trust’ for the new game purchasers. 45% of console game buyers like to join a community or group to gain the trust for purchasing any particular console game. (ADWeek, Unique News)
In 2019, 50% of the US video game deals were packed in the bag of The Console gaming market
In 2019, Console gaming revenue populates the half of the entire US gaming market now and that totaled already $18.5 billion. Second, in place, China is still fighting with its licensing freeze for the two-third portion of this year. Statistically, it had a big impact on the global revenue for the console market. (Newzoo)
The free-to-play console games are losing their user base
After covering the digital games market share of 82% in 2017, and 80% in 2018, the revenue of the free-to-play console segment dropped 41% in November 2019, corresponding to the same period in 2018. The market shrinking led to $84.7 million in revenue. Despite their downfall after the golden year of 2018, Fortnite remained the base market for free-to-play games shares with 51% of revenue in 2019. in 2017, by the monetization model. (Statista, SuperData)
38% of Xbox gamers were women in 2013
In 2013, Xbox’s installation base was 76 million. Among these devices, 38% were used by females. Not only that, within this clientele, 51% were responsible mothers. And these people enriched the Xbox uses beyond gaming purposes. (GeekWire)
70% of US adults love to play new console games with friends and family
When you destroy your enemy you only look for the team to trust watch your back. Right? So, who you trust? It’s your family and your friends. This emotion is the linchpin behind this fact that 70% of US gamers aged between 18 to 34, love to play console games when with family and friends. It’s called social playing. (ADWeek, Unique News)
57% of adults in the US learn about new console games from Facebook
Applications that are housed by Facebook, along with other social media platforms, are helping the young and agile US gamers to discover new and upcoming console games. At least 57% of them think this way. (ADWeek, Unique News)
Social media is shaping the pattern of modern console gaming platform
Video gaming communities are shaping the way gamers feel that they are emotionally attached to a particular console game. 49% of mainstream US gamers believe that they would like to play a console game if they feel that they are part of a gaming community for that particular game. (ADWeek, Unique News)
69% of female buyers seek advice from known people before buying new console games
This is called somewhat ‘word of mouth’ marketing. 69% of female console game buyers seek advice for their dear and near ones before buying a new game. The same goes for 58% of female buyers who get influenced by online popularity of a game and 46% of them do the same by taking advice from online communities. (ADWeek, Unique News)
71% of women console game purchasers play games with other people in that room
This proves that most of the women love and trust their roommates. And, they love to play in the company. (ADWeek, Unique News)
Mobile Gaming Statistics
80% of the UK gaming market has gone digital
3rd January 2019 GameIndustry report says that the UK video gaming industry touched £3.864 billion in 2018 and out of that more than £3 billion came from the digital games.
That’s 80.1%. So, physical games are losing their user base where digital games are experiencing a meteoric rise in their popularity.
Statistically, where digital games experienced a year on year growth of 12.5% their physical games are seeing a 2.5% drop under the same parameters. (GameIndustry)
Most popular mobile game genre is matching puzzles
For avid action gamers around this planet, this particular stat may seem hard to consume. It’s not the PUBG mobile or Clash of Clans that most mobile gamers like. The prize winners are harmless puzzle games. Yes, most of them were busy matching colored candies. According to Techjury, 17% of mobile gamers paled matching puzzles where 11% of them loved brain puzzles. Only 7% did stick with the strategy games. (EEDAR, TechJury)
The largest gaming segment of 36% is accounted for smartphone games and the smallest segment of 2% is accounted for browser PC games
This is a picture of the global gaming when broken down to the various gaming platforms. Mobile gaming will consume 36% of the whole gaming ecosystem as a gaming platform and it’s the leader. The smallest impact as a gaming platform will stick to the browser gaming with a 2% mark. (Forbes)
In 2020, mobile gaming sees a 17% growth from 2015
The future of video gaming does look like a combination of the mobile and tablet. From 2015 to 2020 mobile gaming is expected to experience a mammoth 17% growth. (GameGavel)
The journey of the mobile gaming market from the smallest to the largest segment of the gaming industry between a decade
This decade of gaming has seen many watershed moments and the most important of them is mobile gaming. Back in 2012 mobile gaming started walking the path being the smallest segment of global gaming.
In 2019 it has already become the biggest force in this niche and in 2021 it is going to be a $100 billion industry without losing its leadership crown. The chief factors behind this paradigm shift are 5G network, Cloud gaming, and virtual reality. (Newzoo, Globaldata)
In-game micropayments are churning out money from 68.8% of gamer
27th September 2018 GamerHash article published in medium.com reports that more than 68% video game players used micropayments and the average of that was $84.67 per user. These users are heavy gamers and they spend around 6 to 10 hours a day playing video games.
The strongest example is the iOS version of the Fortnite. Within the first 90 days of its launching Fortnite was downloaded 11 million times and earned a revenue of around $100 million as micropayments. (GamerHash)
Mobile games collected 76% of the share of the total mobile app revenues in 2019
Global mobile market report of 2018 stated that global mobile users would spend around $92.1 billion on mobile applications and more than 76% of this revenue would come from mobile games. At the end of 2018, it was found out that 77% of the total global mobile app revenue came from mobile games. This figure was 82% at the end of 2017.
Mobile game expenditure grew 11.3% for the first half of 2019 to $29.6 billion across app stores. Further, app store revenue grew 7.8% during the same time frame and earned $17.6 billion and Google play store grew around 16.8% touching $12 billion. (SensorTower, Newzoo)
50% of the 5G data traffic could be occupied by cloud gaming by 2022
On 12 April 2019, Capacity media published a report which said that ‘the existing global mobile network service providers, currently around 50, are seeing the advent of the new mobile network standard namely, 5G and they believe that 25% to 50% of the mobile gaming data traffic may fall under this new 5G network within 2022’. The main reason behind this shift will get inspired by the growing market of cloud gaming. (CapacityMedia)
Tablet games were predicted to earn $13.6 billion in 2019
A Statista report published on Sep 25, 2019, says that in 2019 as a gaming platform tablets will populate 9% of the global market share and it will generate revenue of around $13.6 billion. (Statista)
Around 38% of people were working on mobile device gaming during 2019
Among the current developers, 30% believes that in 2020, mobile gaming platform will become the most exciting place for gaming. (GDC (P-13), GameGavel)
Up to the end of 2020, the total number of mobile gaming population will be 2.4 billion worldwide
in 2020, mobile gamers are going to be 2.3 billion and it’s expected that by the end of this year they will be 2.4 billion, globally, in size. Yes. It’s one-third of the World’s population and there is no denying that. (GameGavel)
By 2021, mobile games will generate A 59% share of the total gaming industry revenues
Mobile gaming the only segment as a gaming platform that experienced double-digit growth for the last 10 years and it will be the largest gaming revenue force for the coming years. By 2021 for the first time in gaming history, mobile gaming will draw in more than half of all global gaming revenue. 80% of it will come from the smartphone section and the remaining 20% will come from the tablet. (Newzoo)
Android OS is the most preferred environment for mobile game development
53% of the global mobile game developers worked on Android games where the same stat for iOS games is around 50%. Android is the preferred mobile game development environment for mobile game developers. (GDC, TechJury)
VooDoo is in the top-most position among the iPhone and iPad gaming app publishers
In 2019, VooDoo was crowned to be the top iPhone and iPad game publisher based on the number of downloads surveyed throughout the month of January in the same year.
Around 28.12 million times the VooDoo games were downloaded onto iPhones across the globe, whereas the number of downloads was near-about 12.15 million times in the case of iPads all over the world. (Statista)
Tencent is the king among all video game publishers all over the world
Since 2010, Tencent earned $92.4 billion. In 2018, this company alone occupied the 13% market share of the entire gaming industry. Still, they are not a common name in North American countries due to their confinement, mostly in China. Although it’s hard to not recognize the famous games like League of Legends or Honor of Kings, launched by this giant game publisher. (GameRant)
In 2018, Tencent, NetEase, and King occupied the first three respective positions for mobile game publishers in the global revenue-based ranking (SensorTower)
51% of game developers earn 50% or less from publisher-owned storefronts, whereas only 36% earn 75% or more revenue from similar storefronts (GDC (P- 3, 4))
55% of devs say that 75-100% of their sales revenue comes from Valve’s storefront (GDC (P- 3, 4))
In Canada, VooDoo is also leading the Android game publishing market as well
In January 2019, VooDoo games were downloaded nearly 632 thousand times in Android devices across the Canadian market, making it the top game publisher of this segment there. (Statista)
Sony is right behind Tencent in the list of major game publishers
Based on revenue, Nintendo comes third in line. Microsoft and Activision Blizzard got the fourth
and fifth positions respectively, whereas Apple booked the sixth seat in this order. Electronic Arts (EA) is just after them. Google is one step down from NetEase, and Bandai Namco got the tenth position here. (GameRant)
47% of game developers sell their games on Steam, whereas only 18% prefer publisher-owned storefront (GDC (P- 3, 4))
19% of game development companies have over 500 employees, whereas 19% of the devs work alone (GDC (P- 8, 9))
The second-largest portion of 15% of game companies has only 2-5 employees, after the giants and mid-size companies sharing 19% of the market, a similar share as of independent publishers (GDC (P- 8, 9))
In 2019, Steam indie sales have experienced a 70% downfall with a revenue reduction of 47% on average (Screenrant)
Key-reselling fraudulence in gray-market sites is badly affecting all sizes of game publishers recently (DigitalRiver)
ESports! One of the leading trends of 2020. Why? People are going crazy about this competitive field. They feel the same adrenalin rush here as they experience in the physical sports ground. Although, some stats show even bigger results. The arena, which is drawing more people to its reign. Let’s see what’s the craze is all about.
In 2017, Esports earned $78.1 million only from the five top game titles that year
Video gaming is not about playing only. And, this stat proves that strongly. Gamers want to live, eat and sleep games whether they play it or they watch it on TV. back in 2014, 27 million people watched the final of the ‘League of Legends’ online and the same was broadcasted on 40 TV channels too. (CareerAddict)
In 2019, only within two months, mobile Esports generated 10 times more viewership period than 2018
This 10 fold growth between September to November 2018 to the same months of 2019 has generated 50 million live view hours. (Newzoo)
Digital and direct-to-consumer products will increase more live match and shoulder contents in eSports viewership
In 2020, organizations are experimenting with direct-to-consumer products and in-game cosmetics. the value of digital and direct-to-consumer products. Over-the-top viewerships are going to offer post-gaming podcasts and player screen footage to enhance the experience of eSports fans. (Newzoo)
Leagues and franchises are reaching their hands towards esports sponsorships
Business giants and eSports franchises are taking great interest in closed league systems. Also, they are buying high-priced slots for drawing as much as viewers possible. (Newzoo)
In 2019, the esports market revenue was almost $1.1 billion
In 2018 it was around $865 million and in 2017, it was around $655 million. (Statista)
Sponsorships and media rights are the leading segments responsible to push the Esports revenue to a skyscraper
These two areas have generated around $103.7 million in revenue for eSports in 2019, globally. (Statista)
Lite apps for mobile esports have drawn 1 million potential game-lovers in Brazil
The speed of the internet and the advancement of smartphones are not the same on every corner of this planet. So, for the Medium and entry-level smartphones with ‘not that fast’ internet connection lite version of the popular gaming apps are just a lifesaver. Markets like South-Asia, South America and India, they have drawn in more than 1 million potential gamers through these lite gaming apps. (Newzoo)
PC esports are more popular in mature market
Mobile eSports are more popular in developing gaming markets like Middle East, Africa and India. (Newzoo)
In 2020, the new trend of tourist attraction in cities Is Esports matches
Like physical sports bidding, more cities are fighting for the opportunity of becoming the Host city for eSports matches. (Newzoo)
Esports is going to generate over 1bn euros in 2020
With a 22.3% CAGR, this same figure is expected to reach $1.8 billion by 2022. (SportsNewsInstant)
Youtube channels of eSports challengers are drawing millions of subscribers to lead a 90% growth of Youtube Esports watching time
The main game players here are Nadeshot and Scumperjumper. Behind the scene videos are making a new mark in this particular trend. (ThinkWithGoogle)
China led the 2019 Esports market
It was expected that in 2019 eSports would consume China’s 19% Gaming market share. ( Statista)
Red Bull has opened its own Esports channel on Youtube
Co-branding is one of the most important factors of marketing in the Video gaming industry. (ThinkWithGoogle)
Digital Distribution Services Statistics
In the digital era of the video game market, game distribution services are one of the primary factors of this industry.
Starting with only 7 games in 2004, Steam launched 9050 new games in 2018
Right now, Steam’s database is housing around 28,977 games. (Statista)
PUBG is the most popular game in PC dominant distribution service Steam
This was the status during 2018. The Battle Royale and DOTA 2 are in second and third places respectively. (Statista)
Steam produced $4.3 billion in revenue in 2017
In 2014 the same figure was around $1.5 billion. (Statista)
In 2020, the average cost of a game published on Steam was $8.99
It was $8.29 in 2018 and this slight increase in 2020 is noteworthy if the number of published games is to take under consideration. Further, there are free-to-play games, and those have increased in numbers too. (SteamSpy, EasyPC)
Windows 10 is the most popular OS among Steam users
76.23% of Steam users are happy with Windows 10. This report came in October 2019. (Statista)
Game Video Content Stats
In 2018, the gaming videos generated $5.2 billion of market revenue
This stat proves the bright future of the gaming videos on any video sharing platform. (Superdata, TechJury)
82% of Twitch users think that sponsorship are good for the video game industry
Gamer don’t bother about branding. They are okay with a specific gamer or group branding. It is just that the sponsorship is needed for money-making. As long as professional gaming earns a huge income, sponsorship is good for any player. (Brand24, TechJury)
1.76 million active users streamed on Twitch in 2018
This happened in the last quarter of 2018. (Statista)
87.3 million hours streamed on Twitch only in the third quarter of 2019
Twitch permits its users to enjoy some of the Esports games live online. The sum of the streaming time of games was 87.3 million hours only in the third quarter of 2019, and the same is growing. (Statista)
200 million people enjoy watching gaming videos on YouTube regularly
Back in 2018, 200 million gamer logged-in to YouTube for watching 50 billion hours of gaming videos. It's double the size of the 2018 Super Bowl Annual Championship Game of the national football league. (ThinkWithGoogle)
73% of YouTube gamer love to watch others playing on YouTube
Absolute learning comes from within but when it comes to gaming, learning by watching other people is the main mantra. It's a gamer 'how to' thing. The chief reason for watching others play games is the improvement of techniques and designing better strategies. And, YouTube is the best place to do it all. (ThinkWithGoogle)
66% of female gamers watch gaming videos on YouTube to get connected with similar-minded people
For female gamers, their game playing stages have been a bit typical. Launch YouTube. Find other similar minded women. Connect with them. Learn to play together. They want to hear from other women with whom they can share their gaming ideas and can relate to them. (ThinkWithGoogle)
74% of YouTube gamer learn gaming skills on YouTube
YouTube is the best place to learn fresh gaming skills and 74% of hardcore gamers agreed to that. (ThinkWithGoogle)
48% of gamers spend more on watching games on YouTube than playing
Even when they are not playing gamers find real pleasure to their sole by watching YouTube videos of their favorite games. It's a real chance for the big gaming brands to penetrate the hearts of the gamers by creating rich videos of actual game playing sessions on YouTube. (ThinkWithGoogle)
More than 1K gaming channels on YouTube have acquired over 1 million subscribers
Video games have no religion, belief, barrier, and nationality. They simply scratch million hearts with their awesomeness. And gaming videos are not a new thing to gamers. So, being the most influential video platform YouTube had to shape this gaming video issue and it had done it gracefully. Results? 1K gaming channels and more than 1 million subscribers. (ThinkWithGoogle)
Leading Companies Statistics
The video game industry is flooding in from all over the world. The player base spread in diverse areas of the global population. Yet, the industrial corners are still not so symmetrical as it should be. Mostly, the leading five companies amass the biggest chunk of 43% revenues from the video games market. Among them, Chinese giant Tencent acquired $19.733 million in gaming revenue in 2018, and they are still maintaining the leading position.
In 2019, Chinese Company Tencent has topped on the gaming market with revenue of $4.64 billion only from games
Tencent is the world’s largest game publisher as a company and it should top the game revenue list too. And, it has $4.64 billion in 2019. The list is followed by Sony and Microsoft and their earned revenue is $4.41 billion and $3.39 billion respectively. (Newzoo, PCGamer, Medium)
Google Stadia service is not just trying to be a ‘Netflix for games’
Stadia is a bit different story than XCloud. It’s defined by its director of product, “Unlike Netflix, Stadia sells the content it streams. Pro subscribers will get free games periodically but Stadia follows the you-buy-we-stream model, not the Netflix model.” Further, Stadia is offering you games on any kind of device that runs Google Chrome browser or a
Have access to a Chromecast device. (Forbes)
In 2018, Nintendo’s largest revenue came from Americans
Among the total revenue of $9.96 billion in 2018, $4.2 billion income of Nintendo just came from America. According to Nintendo’s market statistics, America provides them the most valuable market. The company’s total revenue increased to $10.91 billion in 2019. (Leftronic, Statista)
Microsoft is building the trend of ‘Netflix for games’
We are talking about XCloud. It’s coined as ‘Netflix for Games’ which is Microsoft’s next venture and it will stream games to the players who would have purchased games from it. It’s just like Netflix but XCloud will only stream games without other content. XCloud will stream games to the PC and Xbox consoles worldwide, from Microsoft's data centers. Google has launched a product on the same concept, namely, Stadia. (Forbes)
Nintendo is looking for more women to get involved in their world
In 2013, Nintendo launched its 3DS game Animal Crossing: New Leaf. the intriguing fact is that almost 50% of the game developers involved in it were women. Also, it was a different approach to build a game for both genders. And it worked. In 2014, 7.38 million copies were sold globally.
Guess what, within the first three weeks after the launch, the largest group of buyers were women aged between 19-24. (Wired)
Electronic Arts think that cloud gaming services will bring the revolution of attracting one billion new gamers
According to EA, project Atlas is their dream as cloud gaming is the future of global gaming. Within 2020 this cloud gaming market will get healthier because of the competition between service providers. For a billion new players they want to be on the edge of the gaming evolution. (Mashable)
Social Media Gaming Stats Overview
Yes, social media. It’s changing the shape of the gaming world. When there is a way to connect with the maximum number of people online, why wouldn’t a gamer be interested in fierce competition? After all, they love it. Because that’s the Game! And so is the way of the modern trend on gaming, that is eSports.
Social Media Is The Most Popular Way To Follow Competitive Games Like Esports
Gamers love to stay informed about their favorite games and social media is the largest platform for them to stay updated. Where 45% of gamers get gaming information from the social media sites there 43% followed up their favorite games through online video clips. Further, for cable TV and streaming, the same goes around 40% and 38% respectively. (GameIndustry)
Facebook claims that over 700 million people join gaming groups, enjoy gaming videos, or play games on this platform per month
At the Electronic Entertainment Expo (E3), one of the biggest game trade shows in Los Angeles, Facebook announced that around 18 million Facebook users around the globe were interested in E3 and more than 65 million people were pretty vocal about the games that were published there. Interestingly, 41% of them were women. (VentureBeat)
In 2018, Facebook declared its Level Up program for new game developers
Facebook’s so-called ‘Level Up’ program is for the game creators to build their own game streaming communities and earn a living. Right now this service is available in more than 40 countries and they are expanding rapidly. (VentureBeat)
Facebook has taken interest in game developers for special purposes
The products of this initiative are Social Cipher and Gameheads. Social Cipher is dedicated to the children who are suffering from autism and it offers them a place to practice their social skills. Gameheads offer non-profit training to the financially challenged first generation of students aged between 15 to 24, to learn video game design and developments and earn a living for their future. (VentureBeat, Social Cipher, Gameheads, Salaam)
In March 2019 Facebook has started rolling out its personalized gaming tab
It’s the ‘game’ everywhere. Yes. A dedicated gaming tab from Facebook. All personalized and in one single place. This tab is sire to integrate the video gamers who love to do it with their favorite social media presence. It’s an opportunity for professional gamers to earn a living for what they do best - video gaming. (VentureBeat, Facebook Gaming)
Facebook’s playable ads are now open for Audience Network
It’s a new gaming monetization feature for professional advertisers on Facebook. (VentureBeat)
Game developers are reaching out for Facebook from other platforms
Facebook gaming has experienced a growth of 236% since 2018 and it turned heads of 153,000 active game video streamers in 2019. They are attracting new video streamers across the globe. (StreamLabs)
Age and Gender of Gamer Stats
The average age of a woman gamer is 34, whereas the same for men is 32 (TheESA (P-7))
60% of US people are regular video gamers. (TheESA)
63% of gamers of age range 25-34 play VR games
VR games are the newest play in this video gaming arena. So, the young and the agile are to get attracted first. Only 2% of video gamers who are over 45 years of age play VR games. (EEDAR (P-40))
21% of US gamer are more than 50 years old (Statista, TheESA (P-13))
In 2018 to 2019, 56% of video game players play multiplayer games at least once per week
It is because they believe that it helps them to connect with their playmates and friends. 50% of people falling under this category believe that it helps them to spend more quality time with their family members. (TheESA)
Time spent on Gaming Statistics
Video gamers play for 7 hours and 7 more minutes a week on an average standard
It increased by 19.3% from last year. 34% of them are playing for 7 hours a week where 19.6% of them are playing it for more than 12 hours a week. Germany is leading this list with 8 hours a week and South Korea is at the bottom line with 6.69 hours. (LimeLight Networks)
The average game playing time for a continuation is 1.37 hours
For Singapore, it’s 1.56 hours which is leading in this and Italy has the shortest time range which is around 1.09 hours. (LimeLight Networks)
Recently, people have drastically enhanced their playtime per week
The topmost age band is 26 to 35 years with a 26.5% increase. People who belong to 18 to 25 years of age band saw an increase of 9.9% and the people who are 60 years of age or above increased the same around 14%. (Forbes)
Impact On Education
Video games are clearly not an IQ booster for students. Still, students who play video games for a few hours in a week, are well-informed about their strengths and weaknesses from those students who never played video games. At the same time, students who spend most of their academic time in the video game playing perform poorly in their exams and daily school workarounds.
A 2014 Stanford study states that video games help students to master statistics and build better perception for formal environments (Stanford)
Educational digital games navigate the students better on future learning through discovery-based experiences rather than traditional teaching methods (Stanford)
2020 is going to see a 68% growth in the education gamification industry worldwide (TechNavio, BusinessWire)
A 2020 Statista report shows that 75% of the US parents are worried about their child’s security during online gaming, whereas 87% of the parents also believe that video games are educational for their kids. (Statista)
The collective studies since the 1980s show that video games prepare students better for future struggles in life and career.
Learning from the game simulation is a fun-raising stress-free tool accepted by all students around the globe. When there is no fear of marks reduction due to mistakes, kids literally play through their lessons.
Different studies also revealed that:
- The motor coordination and visual perception of gamers are better than non-gamers.
- Children suffering from difficulties even in basic learning can acquire a better understanding through gamification.
- Children earn adaptability and better control by playing video games.
- As video games demand concentration, kids become used to of that nature.
- The instant feedback from the games breeds curiosity which in turn lead them to be a better learner.
- Video gaming teaches critical awareness and cooperation among students.
AFSIM (Armed Forces Simulation Institute For Medicine) is using games to teach both hospital and battlefield patient care to reduce medical mistakes as much as possible. (TechThought)
Harvard Medical School Researcher Dr. Bryan Bergeron has created health-care-related games, now played by Harvard students and other medical aspirants across the country for a better understanding of practical situations in an enjoyable but cost-reducing environment. (TechThought, AAMC)
Universities and colleges are offering attractive scholarships to their varsity eSports team players at an average amount of around $7,600. (InsideHigherEd)
Games in the same genre of Animal Crossing are enjoyable tools for enhancing skills like time management, payment planning, materialistic understanding, and other day-by-day activities. (Wikipedia, The Rhetoric of Video Games)
After graduation, the percentage of game purchases decrease with time as the aspirants rise further in their career. (Earnest)
Africa has the highest growth of 60.1% in Game-based learning during 2018-2023 (FinancesOnline, Metaari, SlideShare)
89% of US employees believe that gamification encourages them towards better productivity. (TalentLMS)
Companies are experiencing around 7X conversion rates by implementing gamification. (Neil Patel)
The current CAGR of the worldwide game-based learning industry based on five-year data analysis during 2019-2024 is 33.2%. (Metaari (P-20, 21))
Bristol University professor Paul Howard-Jones uses TWIG (teaching with immersive gaming) process to teach his graduate-level neuroscience courses. (TechThought, NYTimes)
MIT is carving a wide path for alternative gaming methods to teach science lessons.
MIT's Education Arcade group is developing interactive games to enhance the acceptability of science in an environment where students can afford the ‘freedom to fail’.
Besides, their Sloan School of Business is encouraging MBA students to face future challenges by playing simulation games like Platform Wars created for the specific purpose. (TechThought, MITNews, MIT Sloan)
Games like Semideus make math lessons fun for kids.
A 2015 study showed that games having well-integrated math problems implanted in them built a better understanding level for general math skills than traditional ways. This study also suggests the involvement of teachers in those games for better results. (Wikipedia, SeriousGameSociety)
Active Educational Video Games (AVGs) are better than traditional video games for encouraging students in physical activity and motivation. (ScienceDirect)
Games like Portal 2, Papers, Please, Gone Home, and Borderlands 2 help to develop adaptability, communication, and resourcefulness in undergraduate students. (ScienceDirect)
More than 2 million college students in the US are addicted to video games. (AccreditedOnlineSchools)
Video games are indirectly affecting emotional perception in kids.(Wikipedia, ScienceDirect)
A 2018 study on the distribution of video gamers based on their education level states that 36.7% of US gamers had graduate degrees. (Statista)
A 2018 Earnest statistics on the educational level of gamers reveal that high school diploma holders are most prone to buy video games.(Earnest)
Video Gaming and Career Stats
A third of The players play mostly during work
Everyone needs a break and one-third of the global workforce who loves video games play their favorite games at work. (LimeLight Networks)
Younger players prefer to watch others play online more than the actual playing
It’s called learning by seeing what others are doing. It’s the most common trend both for casual and hardcore video gamers. The main urge is to learn new skills and new follow the new game playing strategies. (LimeLight Networks)
Half of the millennials want to be a pro gamer (LimeLight Networks)
Men millennials are likely to be pro more than others
Millennials, who are the younger workforce aged between 18 to 35, 56% of them are willing to quit their previous jobs and work for the gaming industry. The male workforce who is aged 46 and above, less than 33% of them are willing to do the same. (LimeLight Networks)
Animators and multimedia designers are on high demand in the video game industry
Multimedia designers and Animators are the backbones for the development of modern high-end games and they are most wanted in the video gaming industry. (MarketWatch)
Game teasers are on demand. Similar requirements with lesser qualifications
This is a great opportunity for video game addicts who have an eye for details. The bottom line for this job profile is that you will have to play games for more than 8 hours a day. (MarketWatch)
Most people who play at work are aged between 26-35
It’s the most common age band for the current global workforce and they love to play games at work. (LimeLight Networks)
Nearly 36% of players would resign from their jobs if they can make a living on professional gaming
It’s a serious trend in the video gaming industry. Most of the tech-savvy and skilled workforce is ready to leave their 9 to 5 jobs if they get a chance to do something in the gaming industry as professionals. (LimeLight Networks)
Males are more drawn to pro gaming than females
41.2% of men are ready to be a professional gamer where only 29.1% of women want the same. (LimeLight Networks)
No wonder game developers get a huge salary in The video game market
It's a lucrative job opportunity as the average salary for a game developer is around $105,590 per year. This job profile is projected to grow by 24% up to 2026. (MarketWatch)
The next demanding career awaiting in The gaming industry are for composers and audio engineers
Game sound is the second most important thing after the visual effects. So, composers and Audio engineers are in second place on the ‘most wanted’ professionals for the gaming industry. (MarketWatch, CRAS)
For industry, this big, customer support is such a crucial factor
Where there are customers, customer support is a ‘must-have’ factor. The key recruiting factors are multiple languages speaking ability and detailed knowledge of different gaming devices. (MarketWatch)
Popular Games Statistics Data
Single-player casual games are the most popular genre
The 'most popular game' tag is hard to attach to any particular game as there are many genres of video games. Further, there are many 'most popular, games. So, it's better if we breakdown the whole thing into several layers.
- The most popular video games are single-player games like Candy Crush, Angry Birds, and Spider Solitaire.
- The second most popular games are the first-person shooter games like Call of Duty, Destiny 2, and Overwatch.
- Third place for the most popular video games is for single player role-playing games like The Elder Scrolls Online
- Then comes the Casual Multiplayer games like Words With Friends,
- Followingly there are some popular Battle Royale games like Fortnite and PUBG.
- The most popular online battle arena games are League of Legends and DOTA 2
- The most popular online multiplayer online role-playing game is World of Warcraft.
Minecraft is the top-ranked in the 2020s Most popular video games list (WealthyGorilla)
Pac-Man Doodle got the place of the most played game as per Wikipedia statistics (Wikipedia)
Finally, the most popular PC game award goes to - League of Legends. Or, the award is shared
It’s hard to tell the exact thing but surely League of Legends has some fascinating data to support the fact that it is the most popular PC game to date.
- League of Legends has more than 8 million active players a day.
- League of Legends had 80 million monthly players in 2018.
- League of Legends is the topmost game that is watched on Twitch.
- The closest opponent of the League of Legends is Crossfire which is very popular in Asia pacific. (InvenGlobal, PCGamer, WealthyGorilla, ThinkWithGoogle)
Mother nature has always been the inspiration for the creators, inventors, thinkers, and designers for a lifetime. This list is kind of similar one. And, it’s full of inspiration for sure.
The idea of Pokemon came from butterflies
When he was a little kid, the Pokemon series creator Satoshi Tajiri was an attentive watcher of the life cycle of butterflies. He used to gather caterpillars to see how they grow. Later, he mentioned that the inspiration behind this game was those butterflies. (TechloMedia)
Diablo cares for your well-being
What is the exact opposite of ‘Eat your vegetables and brush after every meal.’? The answer is the exact thing that his boss said incomprehensibly in the final battle of Diablo 1. (Useless Gaming, TechJury)
Doom 2 pays respect to Kurt Cobain
The famous video game Doom 2 featured a map namely, ‘Nirvana’ just after Kurt Cobain killed himself. (Did You Know Gaming, TechJury)
Earlier, the blocks in Super Mario were human
Really? Then what happened to those people? Well, unfortunately, the Koopa turtles made them such blocks when they inhabited the mushroom kingdom. Sad, isn’t it? I can’t believe how many blocks, I mean people I smashed. Didn’t you? (Didyouknowgaming, TechJury)
Lara Croft replaced Laura Cruz
The South American female named Laura Cruz was replaced as the core game developer team member wanted a British name. Thus, Lara Croft. (GameInformer)
Video games as a seer
Can a video game foresee international events? What the heck? Yes. they did. We bet this list of the intriguing happenings will make your day if you love video games.
Deus EX foresaw the 9/11 attacks
The famous and mournful 9/11 attack was predicted by the Deus EX game. The game not exactly predicted the accident but within the game territories New York was there but the WTC twin towers weren’t there. It’s more of a conspiracy than a prediction though. (GotGame, TechJury)
Power Politics predicted Bill Clinton as the US President
A video game predicted the USA president! How funny is that? But, Randy Chase's strategy game Power Politics predicted the same back in 1992. (Vice)
In 2015, EA games predicted the result of the Super Bowl
Probably the best Super Bowl prediction for a game, namely, Madden NFL, for the betting world which happened in 2015. The match was between the Seattle Seahawks and the New England Patriots. EA games predicted the result before the match that New England Patriots will win and the result will be 28: 24. And it was an exact match. (Cnet, TechJury)
Tom Clancy’s Ghost Recon foretold the crisis between Georgia and Russia
The famous crisis Between Russia and Georgia that took place in 2008 is an important international history. Astonishingly, the game Ghost Recon was published in 2001 and it was plotted in the same way. (Gamespot, History, TechJury)
Homefront foresaw the rise of Kim Jong-Un
Homefront, the first-person shooting game was launched in 2011. This game was plotted in such a way that it predicted the rise of Kim Jong-un right after the death of his father and former president of North Korea Kim Jong-il. (TheGamer)
Let's face it. Video gaming industry revenue is the biggest one among all other entertainment sectors. It will continue to be on the leading edge as more souls are finding pleasures in the virtual world. It can be rightly quoted as ' Gamer's trigger finger is getting more itchy to spray bullets'.
The hard truth of this century is video games and their continued and cancerous growth. It has slipped into every sphere of our lives. Gym, workout, Hollywood, social ranking, social interaction, and God knows what others, game playing has reshaped everything. Having said this, whether this change is pushing towards good or bad is always debatable.
New words are being coined like 'gamified'. Even in pop music, they are following popular game music and breeding a whole new trend of gamified tunes. Yes. It's the new ‘Sonic Boom’.
The most interesting about video gaming is that game developers are developing video games depending upon different human mental qualities and situations. And this basic idea behind the birth of a video game is getting infused with the different cultures of people. Some love to solve puzzles. Some love that pink puff of blood when a bullet hits the enemy's head. Some are born runners. Some love to explore the world of cooking. Some like to come out of the challenges that posed upon them. So, as you can understand there is a world of human mentality, thus different games.
Lastly, video games create a virtual world for gamers who want to live within that. They scream. They sob. They cry. They laugh. They bang their heads in agony. These parade of emotions gobble them up when they touch the joystick. So, as preached by the Half-Life 2, 'Be wise. Be safe. Be aware.'