![]() ![]() ![]() The relatively mature Japanese gaming market continues to grow, reaching almost $19 billion in revenue for 2020. Japan, the Republic of Korea, and Germany complete the top 5 biggest gaming markets. The figures vary depending on the source and demographics counted but it is estimated that 3 out of 4 Americans play video games on various consoles with more than half playing on mobile phones. The US trails China with over 244 million gamers (NPD Group, 2020). Although the 2018 license freeze slowed down the YoY growth rate, the Chinese gaming market was still able to post a modest from $36.5 billion in 2019 (Newzoo, 2020). This translated to $40.85 billion in revenue for 2020. Nonetheless, in 2020, the total number of gamers in China continued to increase to remain as the top gaming market worldwide, reaching 655 million (Statista, 2020).Īs earlier mentioned, China has 665 million gamers in 2020, the biggest number of gamers in the APAC region and the world (Statista, 2020). Since 2015, a year after the game console ban was lifted, China has earned more gaming revenue than the US, with the figures reaching a record high in 2016 and then slowing down in 2018, when another government measure saw new games licenses being frozen due to renewed fears of gaming addiction among the youth. PC-based gameplay soon gave way to microtransactions, and then social network games like the once overly popular Farmville, and eventually, mobile games in the vein of League of Legends. However, the Chinese PC games market, not included in the ban, flourished. The Chinese government actually enforced a 14-year ban on game console imports and sales amidst fears of the youth developing gaming addictions (Culture Trip, 2019). Leading the global market in the number of gamers and revenue is China, followed closely by the United States.Ĭhina, despite being a late starter in the gaming space and an initially small market, zoomed into the top of the gaming world. Two of every 5 people across the world is a gamer. Nonetheless, gaming vendors will definitely search high and low to keep their clients engaged in their game offerings, which is among the major challenges for industry players once the health outbreak is through. ![]() However, it will likely be difficult to replicate the level of growth achieved during the pandemic, as it would take another similar global crisis to achieve it. Industry observers expect that as more people become engaged in gaming, more revenues, particularly those for the long-term, will likely be generated. As businesses everywhere stopped their operations and economies were suffering recession-like losses, the gaming industry continued with its busy streak. ![]() This article explores the number of video gamers, the biggest gaming markets, and other aspects of the gaming industry, including the impact of COVID-19, by digging deep into the categories below:Īs almost the entire world was brought to a standstill because of COVID-19, almost half of the world’s population had become more engaged in games. Gamers, on the other hand, can earn from tournaments and streams from their social media channels. Independent game developers can develop and launch their games without the need for a game publishing company. The rise of subscription gaming services and cloud gaming has opened income opportunities beyond the sales of game titles and gear. Growth in APAC was driven by demand from its 1.5 billion gamers. Games revenues for 2020 reached over $159.3 billion with almost half of market earnings generated by the Asia Pacific region. 2021 figures are forecast to reach 2.81 billion gamers that will earn the global games market an estimated $189.3 billion. Growth has been steady with an average of 5.6% year-on-year (YoY) increase. Newzoo reports there were 2.69 billion gamers in the world by the end of 2020. Gamers are not the minority as TV and film paint them out to be. ![]()
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