GITNUX MARKETDATA REPORT 2024

Global Video Game Industry Statistics

The global video game industry is expected to reach a value of over $200 billion by 2023, driven by the increasing popularity of mobile gaming and esports.

Highlights: Global Video Game Industry Statistics

  • The global video game industry was worth approximately $152 billion in 2019.
  • The Asia Pacific region represents the largest video game market, accounting for nearly 50% of global revenues in 2020.
  • As of August 2020, there were 3.1 billion gamers across the world.
  • 27.5% of all smartphone users played mobile games regularly in 2020.
  • 43% of android or iOS games were opened by women in 2020.
  • Video game sales surged by 35% in March 2020 as lockdown measures were introduced.
  • The global eSports market revenue was valued at $947.1 million in 2020.
  • 21% of gamers in the United States purchased video games to connect with friends during the COVID-19 pandemic.
  • 2020 saw the release of 296 video games on Steam each month, on average.
  • As of August 2020, Minecraft had over 200 million copies sold across all platforms.
  • The average age of a video game player in 2021 is 35-44 years.
  • The number of active virtual reality (VR) users worldwide was predicted to reach 171 million in 2020.
  • The largest age group in the video game player base in the US in 2020 was 35-44 years old, making up 21% of the players.
  • In 2021, cloud gaming is expected to generate $1 billion in revenue.
  • The Consumer VR software market was expected to grow from $2.2 billion in 2019 to $19.0 billion in 2025.
  • As of February 2021, Among Us, a mobile game, had a peak of 2.8 million concurrent players.

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The Latest Global Video Game Industry Statistics Explained

The global video game industry was worth approximately $152 billion in 2019.

The statistic “The global video game industry was worth approximately $152 billion in 2019” quantifies the total market value of the video game industry worldwide during the year 2019. This figure reflects the combined revenues generated by video game sales, in-game purchases, subscriptions, and other related sources of income within the industry. The substantial amount highlights the significant economic impact and growth potential of the video game industry, demonstrating its importance as a major player in the global entertainment and technology markets. This statistic serves as a crucial indicator for investors, developers, and stakeholders in understanding the scale and reach of the video game industry’s financial footprint within the broader economy.

The Asia Pacific region represents the largest video game market, accounting for nearly 50% of global revenues in 2020.

The statistic indicates that the Asia Pacific region held a dominant position in the global video game market in 2020, generating almost half of the total revenues worldwide. This highlights the significant economic impact of the video game industry in the region, encompassing countries such as China, Japan, and South Korea, among others. The data suggests that consumer demand and market growth in the Asia Pacific region exceeded that of other regions, reinforcing its status as a key player in the global video game market. This statistic underscores the importance of understanding and catering to the preferences of gamers in the Asia Pacific region for companies operating in the video game industry to capitalize on this lucrative market segment.

As of August 2020, there were 3.1 billion gamers across the world.

The statistic that as of August 2020, there were 3.1 billion gamers across the world indicates the significant and widespread influence of gaming in the global population. This figure represents the total number of individuals who engage in playing video games on various platforms such as consoles, personal computers, and mobile devices. With advancements in technology and the increasing accessibility of gaming platforms, the number of gamers has seen a substantial rise over the years. This statistic underscores the cultural and economic impact of the gaming industry on a global scale, highlighting the importance of understanding and catering to the needs and preferences of this vast and diverse audience.

27.5% of all smartphone users played mobile games regularly in 2020.

The statistic ‘27.5% of all smartphone users played mobile games regularly in 2020’ indicates that over a quarter of smartphone users engaged in playing mobile games on a consistent basis throughout the year 2020. This suggests a significant portion of smartphone users dedicated a portion of their time to playing games on their mobile devices. The statistic reflects the popularity and widespread appeal of mobile gaming as a form of entertainment and leisure activity among smartphone users during the specified period.

43% of android or iOS games were opened by women in 2020.

The statistic “43% of android or iOS games were opened by women in 2020” indicates the proportion of game app usage on mobile devices that was initiated by female users during the year. This statistic implies that nearly half of the total game app engagement came from women, highlighting the significant presence and engagement of female players in the mobile gaming industry. The data is useful for game developers and marketers to understand the demographics of their audience and tailor their products and marketing strategies to appeal to this sizable female gaming market segment.

Video game sales surged by 35% in March 2020 as lockdown measures were introduced.

The statistical statement “Video game sales surged by 35% in March 2020 as lockdown measures were introduced” indicates that there was a significant increase in the sales of video games during the specified time period. The surge of 35% suggests a substantial rise in consumer purchases of video games during March 2020 when compared to previous months or the same period in the previous year. The correlation with the introduction of lockdown measures implies that the increase in video game sales could be attributed to people spending more time at home due to restrictions on outdoor activities, leading to increased demand for entertainment and gaming products. This statistic highlights a notable trend in consumer behavior during a unique and challenging period characterized by the COVID-19 pandemic and associated lockdown measures.

The global eSports market revenue was valued at $947.1 million in 2020.

The statistic that the global eSports market revenue was valued at $947.1 million in 2020 signifies the significant economic impact and growth of the eSports industry that year. This figure represents the total revenue generated by eSports events, sponsorships, advertising, media rights, and merchandise sales. The steady rise in revenue highlights the increasing popularity of eSports globally and the diverse revenue streams that contribute to the industry’s overall financial success. As a result, this statistic demonstrates the lucrative opportunities that the eSports market offers for both businesses and investors looking to capitalize on the growth and potential of this rapidly expanding industry.

21% of gamers in the United States purchased video games to connect with friends during the COVID-19 pandemic.

The statistic that 21% of gamers in the United States purchased video games to connect with friends during the COVID-19 pandemic indicates a notable increase in the use of gaming as a social platform during a period of physical distancing. This finding suggests that a significant portion of gamers sought to maintain social connections and combat feelings of isolation by engaging in online gaming activities with friends. The statistic highlights the important role that video games played in facilitating social interactions and maintaining relationships during the pandemic, underscoring the ability of gaming to serve as a means of connectivity and community building in times of crisis.

2020 saw the release of 296 video games on Steam each month, on average.

The statistic indicates that in the year 2020, there was an average of 296 video games released on the popular digital distribution platform Steam each month. This data point provides insight into the frequency and volume of new game releases within the gaming industry during that year. The consistent monthly average of game releases suggests a steady flow of new content being made available to consumers, potentially highlighting a vibrant and active gaming market on the Steam platform. This statistic could be valuable for industry analysts, game developers, and gamers interested in tracking trends and dynamics within the video game market.

As of August 2020, Minecraft had over 200 million copies sold across all platforms.

The statistic that “As of August 2020, Minecraft had over 200 million copies sold across all platforms” indicates the significant popularity and widespread adoption of the video game. This statistic suggests that Minecraft has achieved immense commercial success, affirming its status as one of the best-selling video games of all time. The figure underscores the game’s broad appeal and enduring popularity among players globally, transcending age groups and gaming preferences. It also reflects the game’s ability to maintain a strong player base over the years since its initial release, solidifying its position as a cultural phenomenon in the world of gaming.

The average age of a video game player in 2021 is 35-44 years.

The statistic that the average age of a video game player in 2021 is 35-44 years indicates that, on average, individuals within this age range represent a significant portion of the overall video game-playing population. This suggests that video gaming is not limited to younger demographics but also appeals to older individuals in their mid-30s to mid-40s. The data points to a shift in the typical perception of video gamers being primarily teenagers or young adults, highlighting the diversity in age groups engaging in this form of entertainment. The statistic provides valuable insight into the demographic makeup of the gaming community and emphasizes the widespread appeal of video games across different age groups.

The number of active virtual reality (VR) users worldwide was predicted to reach 171 million in 2020.

The statistic indicates that the global number of active virtual reality (VR) users was projected to reach 171 million by the year 2020. This suggests a significant growth in the adoption and usage of VR technology worldwide. The increasing popularity of VR can be attributed to advancements in technology, the availability of more affordable VR devices, and the rising interest in immersive digital experiences across various industries such as gaming, entertainment, education, and healthcare. The predicted figure of 171 million active VR users highlights the expanding reach and potential impact of VR technology in transforming how individuals interact with digital content and engage in virtual environments.

The largest age group in the video game player base in the US in 2020 was 35-44 years old, making up 21% of the players.

The statistic indicates that the largest age group among video game players in the US in 2020 was individuals aged 35-44 years old, accounting for 21% of the player base. This finding suggests that a significant portion of the video game player population falls within this age range, highlighting the increasing popularity of video games among adults in their mid to late thirties and early forties. The data implies that individuals in this age group are actively engaging with video games, possibly due to a combination of factors such as the growth of the gaming industry, improved access to technology, and changing perceptions of gaming as a form of entertainment suitable for adults.

In 2021, cloud gaming is expected to generate $1 billion in revenue.

The statistic “In 2021, cloud gaming is expected to generate $1 billion in revenue” indicates the estimated total amount of revenue that is forecasted to be generated by the cloud gaming industry for the year 2021. This figure represents the financial contribution made by cloud gaming platforms through various sources such as subscriptions, in-game purchases, and advertisements. The $1 billion revenue projection showcases the growing significance and profitability of cloud gaming services as more players shift towards online gaming platforms that offer convenience, accessibility, and enhanced gaming experiences. This statistic suggests that the cloud gaming market is expected to continue expanding and becoming an increasingly important sector within the gaming industry.

The Consumer VR software market was expected to grow from $2.2 billion in 2019 to $19.0 billion in 2025.

The statistic states that the Consumer VR software market was predicted to experience a substantial growth from $2.2 billion in 2019 to $19.0 billion by 2025. This implies an impressive leap indicating an expansion of the market by nearly nine times its initial value over a span of six years. The significant growth forecast suggests a rising trend in the demand for virtual reality software among consumers. This projection could be attributed to advancements in technology, increasing adoption rates, and a growing interest in immersive and interactive experiences. This data provides insight into the potential opportunities and market size for companies operating in the consumer VR software industry.

As of February 2021, Among Us, a mobile game, had a peak of 2.8 million concurrent players.

As of February 2021, Among Us, a popular mobile game, reached a peak of 2.8 million concurrent players, highlighting its widespread popularity and success. This statistic indicates the number of players actively playing the game at the same time, showcasing the game’s ability to attract a large and engaged player base. The peak number of concurrent players signifies the game’s appeal and ability to capture the attention of a significant audience, cementing its status as a significant player in the gaming industry during that time.

Conclusion

The global video game industry continues to experience exponential growth, driven by advancements in technology, the popularity of eSports, and the increasing accessibility of gaming platforms. From the rising revenue figures to the expanding player base, the statistics paint a clear picture of an industry that shows no signs of slowing down. As game developers innovate and gamers embrace new gaming experiences, it’s evident that the future of the video game industry is filled with endless possibilities.

References

0. – https://www.www.statista.com

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

4. – https://www.www.pcgamesn.com

5. – https://www.www.wepc.com

6. – https://www.www.gamasutra.com

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8. – https://www.www.emarketer.com

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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.

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