GITNUX MARKETDATA REPORT 2024

Game Industry Statistics

The game industry continues to rapidly grow with global revenue reaching billions of dollars yearly, fueled by the rising popularity of mobile gaming and eSports.

Highlights: Game Industry Statistics

  • As of October 2021, the video game industry's market value is expected to reach approximately 159.3 billion U.S. dollars.
  • 91% of Chinese internet users played online games in 2020.
  • The total number of active gaming companies in the US is estimated to be 2,457.
  • The video game industry could become a $300 billion industry by 2025.
  • India is the world’s fastest-growing mobile game market and will reach approximately $1 billion by 2021.
  • The video games industry in the UK reached a record $10bn in 2020.
  • The game industry in Korea accounted for about 1.3% of the country's GDP in 2019.
  • Japan stands as the third-largest game market in the world, after the United States and China.
  • The average age of a U.S. gamer is 35-44 years old.
  • VR and AR gaming markets are predicted to reach a combined value of $26.89 billion by 2023.
  • Roughly 26% of the global population, or 2 Billion people, regularly play video games.
  • 80% of gamers in the United States play on mobile devices.
  • 35% of all video gamers in America are over the age of 50.
  • eSports professional players can earn between $1,000 to $5,000 per month excluding bonuses.
  • Candy Crush Saga and Pokemon GO collectively earned $2 billion in 2020.

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The Latest Game Industry Statistics Explained

As of October 2021, the video game industry’s market value is expected to reach approximately 159.3 billion U.S. dollars.

This statistic indicates that as of October 2021, the video game industry is projected to have a market value of around 159.3 billion U.S. dollars. This figure reflects the total worth of the global video game market, encompassing various segments such as hardware, software, and services. The substantial market value highlights the industry’s significant presence in the global economy and its continued growth and popularity among consumers. Factors driving this valuation may include the increasing demand for gaming products and services, advancements in technology, and the rise of online gaming platforms. Additionally, the statistic suggests that the video game industry remains a lucrative and competitive market with ample opportunities for innovation and expansion.

91% of Chinese internet users played online games in 2020.

The statistic ‘91% of Chinese internet users played online games in 2020’ indicates that a substantial majority of internet users in China engaged in online gaming activities during that year. This high percentage suggests that online gaming is a popular form of entertainment and leisure among Chinese internet users. The statistic also highlights the widespread adoption and accessibility of online gaming platforms in China, potentially reflecting the country’s technological advancements and digital infrastructure. Additionally, this data point could be valuable for the gaming industry in understanding the market reach and potential consumer base in the Chinese online gaming market.

The total number of active gaming companies in the US is estimated to be 2,457.

The statistic “The total number of active gaming companies in the US is estimated to be 2,457” represents the calculated count of operational gaming companies in the United States at a specific point in time. This figure provides valuable insight into the gaming industry landscape within the country and highlights the substantial presence of gaming companies contributing to the national economy. By knowing the total number of active gaming companies, stakeholders such as investors, policymakers, and industry analysts can better understand the market competitiveness, growth potential, and overall impact of the gaming sector on the US economy. This statistic serves as a fundamental indicator in assessing the health and dynamics of the gaming industry, aiding in decision-making processes and strategic planning within the sector.

The video game industry could become a $300 billion industry by 2025.

This statistic implies that the revenue generated by the video game industry is projected to reach $300 billion by the year 2025. This forecast suggests significant growth in the industry, reflecting an increasing demand for video games globally. Factors contributing to this growth could include the rising popularity of gaming among a diverse range of age groups, advancements in technology leading to immersive gaming experiences, and the expansion of the gaming market into emerging regions. Such a substantial valuation indicates the economic importance and influence of the video game industry, highlighting its potential to continue thriving and evolving in the foreseeable future.

India is the world’s fastest-growing mobile game market and will reach approximately $1 billion by 2021.

The statistic indicates that India is experiencing rapid growth in the mobile game market, outpacing other countries around the world. This growth is projected to continue, with the market size expected to reach approximately $1 billion by the year 2021. The increasing popularity of mobile gaming in India is likely driven by factors such as the widespread availability of smartphones, improving internet connectivity, and a growing young population with disposable income. This trend presents significant opportunities for game developers and businesses operating in the mobile gaming industry to capitalize on the expanding market in India.

The video games industry in the UK reached a record $10bn in 2020.

The statistic that the video games industry in the UK achieved a record $10 billion in 2020 indicates significant growth and financial success within the sector. This figure represents the total revenue generated by the industry throughout the year, reflecting the increasing popularity and profitability of video games in the UK market. The record-breaking nature of this statistic suggests that the industry experienced substantial economic expansion and consumer demand, likely driven by factors such as technological advancements, changing consumer preferences, and the impact of global events such as the COVID-19 pandemic, which led to increased time spent at home and greater interest in entertainment options. Overall, this statistic underscores the importance and resilience of the video games industry within the UK economy.

The game industry in Korea accounted for about 1.3% of the country’s GDP in 2019.

The statistic stating that the game industry in Korea accounted for about 1.3% of the country’s GDP in 2019 indicates the significant economic contribution of the gaming sector to the overall economy of Korea. This figure highlights the scale and importance of the game industry within the country, showcasing its role as a significant driver of economic growth and employment. It suggests that the game industry is a key player in the Korean economy, with its output and revenue making a notable impact on the nation’s GDP. This statistic underscores the relevance and potential of the gaming sector as a key industry in Korea’s economic landscape.

Japan stands as the third-largest game market in the world, after the United States and China.

The statistic that Japan is the third-largest game market in the world, following the United States and China, highlights the significant contribution of the Japanese gaming industry to the global market. Japan’s prominence in the gaming sector can be attributed to its rich history of gaming culture, innovation, and high consumer demand for video games. The popularity of Japanese game developers and iconic franchises, such as Nintendo, Sony, and Sega, have solidified Japan’s position as a key player in the global gaming landscape. This statistic underscores the importance of Japan as a major market for game developers and serves as a testament to the enduring appeal of Japanese gaming content worldwide.

The average age of a U.S. gamer is 35-44 years old.

This statistic indicates that the typical age range of gamers in the United States falls between 35 and 44 years old, suggesting that individuals within this age group are the most prevalent among video game players. This highlights a shift in the demographic composition of gamers, challenging the commonly held stereotype that gaming is primarily a leisure activity for younger generations. The data implies that a significant portion of the gaming population consists of adults in their mid to late thirties and early forties, indicating a broadening appeal and engagement with video games across various age groups within the U.S. gaming community.

VR and AR gaming markets are predicted to reach a combined value of $26.89 billion by 2023.

This statistic refers to the projected total value of the virtual reality (VR) and augmented reality (AR) gaming markets by the year 2023, estimated to be $26.89 billion. VR and AR technologies are increasingly being integrated into the gaming industry, offering immersive experiences and interactive gameplay for users. The growth of these markets is driven by advancements in technology, increasing consumer interest in virtual and augmented reality experiences, and the continuous development of new gaming applications and content. The projected value serves as an indicator of the expanding market opportunities and potential for revenue generation within the VR and AR gaming sectors in the upcoming years.

Roughly 26% of the global population, or 2 Billion people, regularly play video games.

The statistic that roughly 26% of the global population, equivalent to 2 billion individuals, regularly play video games highlights the widespread and increasingly prevalent nature of gaming as a recreational activity. This statistic reflects a significant portion of the world’s population engaging in video game play, indicating that gaming has become a mainstream form of entertainment enjoyed by a diverse range of individuals across various age groups and backgrounds. The large number of people involved in gaming underscores its cultural impact and social relevance in contemporary society, with implications for industries such as technology, entertainment, and education as they continue to evolve to meet the needs and interests of gamers worldwide.

80% of gamers in the United States play on mobile devices.

The statistic “80% of gamers in the United States play on mobile devices” indicates that a significant majority of gamers in the U.S. prefer to play video games on mobile platforms such as smartphones and tablets. This statistic suggests that mobile gaming has become increasingly popular and prevalent among gamers, potentially due to the convenience and accessibility of mobile devices. It implies that traditional gaming platforms like consoles and PCs may be facing competition from mobile devices in the gaming industry. The statistic highlights the importance of mobile gaming as a significant segment within the gaming market in the United States.

35% of all video gamers in America are over the age of 50.

The statistic indicates that 35% of all video gamers in America belong to the age group of 50 and above. This suggests that a significant proportion of the video gaming population in America consists of older individuals. This is noteworthy as the stereotype of video gamers being predominantly young individuals is challenged by this statistic, highlighting the diverse demographics engaging in video gaming activities. The presence of a substantial number of older gamers might reflect the increasing popularity and accessibility of video games across different age groups, showcasing a shift in the demographics of the gaming community in America.

eSports professional players can earn between $1,000 to $5,000 per month excluding bonuses.

This statistic suggests that eSports professional players have the potential to earn a monthly income ranging from $1,000 to $5,000, without factoring in any additional bonuses or prize money. This wide range reflects the variability in earnings among eSports players, influenced by factors such as individual skill level, popularity, sponsorships, and team success. While some players may earn closer to the lower end of the range, others at the top of their game or with lucrative contracts can command higher monthly incomes. It highlights the growing financial opportunities within the eSports industry and the potential for skilled players to make a sustainable living from competitive gaming.

Candy Crush Saga and Pokemon GO collectively earned $2 billion in 2020.

The statistic indicates that the mobile games Candy Crush Saga and Pokemon GO generated a total revenue of $2 billion in the year 2020. This showcases the immense popularity and financial success of these games within the gaming industry. Both Candy Crush Saga and Pokemon GO have large player bases and are known for their engaging gameplay and strong monetization strategies through in-app purchases. The significant revenue earned by these games highlights the profitable nature of the mobile gaming market and the ability of successful titles to generate substantial income through various means such as microtransactions, advertising, and in-game purchases.

References

0. – https://www.edition.cnn.com

1. – https://www.www.statista.com

2. – https://www.www.npd.com

3. – https://www.en.yna.co.kr

4. – https://www.www.gamasutra.com

5. – https://www.time.com

6. – https://www.www.cnbc.com

7. – https://www.www.businessinsider.com

8. – https://www.www.gamesindustry.biz

9. – https://www.www.lifewire.com

10. – https://www.sensortower.com

11. – https://www.www.internetworldstats.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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