GITNUX MARKETDATA REPORT 2024

Online Gaming Industry Statistics

The online gaming industry continues to experience significant growth globally, with revenues exceeding $160 billion in 2020 and an estimated 2.7 billion gamers worldwide.

Highlights: Online Gaming Industry Statistics

  • The global online gaming market was worth $173.70 billion in 2020.
  • It is predicted to grow at a compound annual growth rate (CAGR) of 11.5% from 2021 to 2028.
  • As of January 2021, there were approximately 2.8 billion video gamers worldwide.
  • The eSports market is predicted to generate more than $1.79 billion in annual revenue by 2023.
  • The most popular video game in the world is PlayerUnknown's Battlegrounds (PUBG) with over 70 million units sold across all platforms (as of July 2020).
  • As of August 2021, Fortnite, a popular online gaming platform, had about 350 million registered users.
  • In January 2021, the gaming platform Roblox had over 159 million active users worldwide.
  • The revenue of gaming companies Tencent and Sony in 2020 stood at approximately $20 billion and $18 billion respectively.
  • About 32% of U.S. gamers prefer the smartphone for gaming.
  • 42% of the U.S. online population are gamers, playing an average of 6 hours per week.
  • Game streaming platform Twitch boasts over 140 million monthly active users.
  • The most purchased video game as of 2020 was Minecraft, with over 200 million copies sold across all platforms.
  • The revenues from the digital games market in the United States alone were $36.9 billion in 2019.
  • The U.S. games industry was expected to reach $60.4 billion in annual revenue by 2021.

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The Latest Online Gaming Industry Statistics Explained

The global online gaming market was worth $173.70 billion in 2020.

The statistic “The global online gaming market was worth $173.70 billion in 2020” represents the total monetary value generated by the online gaming industry worldwide in the year 2020. This figure includes revenue generated from various forms of online gaming such as mobile games, PC games, and console games, as well as additional revenue streams like in-game purchases, subscriptions, and advertising. The size of the online gaming market highlights the significant growth and popularity of the industry, driven by factors such as technological advancements, increasing internet accessibility, and changing consumer preferences towards interactive and digital entertainment experiences. This statistic not only quantifies the economic impact of online gaming but also underscores its importance as a major sector within the global entertainment and technology landscape.

It is predicted to grow at a compound annual growth rate (CAGR) of 11.5% from 2021 to 2028.

This statistic indicates that the data point in question is projected to increase steadily over the period from 2021 to 2028 at a compound annual growth rate (CAGR) of 11.5%. The CAGR takes into account the compounding effect of annual growth over multiple years, providing a smoothed out representation of the growth trajectory. In this case, the 11.5% CAGR suggests a relatively strong growth trend over the forecasted period, indicating a consistent increase year over year. By considering potential fluctuations in growth rates in individual years, the CAGR offers a more reliable measure of the overall growth pattern, allowing for more informed decision-making and strategic planning.

As of January 2021, there were approximately 2.8 billion video gamers worldwide.

The statistic stating that as of January 2021, there were approximately 2.8 billion video gamers worldwide indicates the widespread and rapidly growing popularity of video games on a global scale. This figure encompasses a diverse range of individuals who engage in video gaming across various platforms, including console, PC, and mobile devices. The statistic underscores the significant impact of the gaming industry, not only as a form of entertainment but also as a cultural phenomenon that transcends geographic and demographic boundaries. With advancements in technology and increasing accessibility to gaming platforms, the number of video gamers is likely to continue to rise, shaping the future landscape of interactive entertainment and digital media consumption.

The eSports market is predicted to generate more than $1.79 billion in annual revenue by 2023.

The statistic stating that the eSports market is predicted to generate more than $1.79 billion in annual revenue by 2023 highlights the significant growth and potential of the eSports industry in the coming years. This prediction indicates a substantial increase in revenue compared to current levels, showcasing the escalating popularity and commercial viability of eSports as a form of entertainment and competitive gaming. The projected revenue figures underscore the lucrative opportunities for investments, sponsorships, advertising, and partnerships within the eSports ecosystem, emphasizing the industry’s ability to attract a diverse range of stakeholders, including brands, media companies, and technology firms seeking to capitalize on the expanding global audience and engagement with eSports content and events.

The most popular video game in the world is PlayerUnknown’s Battlegrounds (PUBG) with over 70 million units sold across all platforms (as of July 2020).

The statistic that PlayerUnknown’s Battlegrounds (PUBG) is the most popular video game in the world, with over 70 million units sold across all platforms as of July 2020, indicates the significant impact and widespread appeal of the game within the gaming community. This statistic reflects the game’s immense popularity and success in attracting a large player base globally. By selling over 70 million units, PUBG has established itself as a dominant force in the gaming industry, appealing to a broad audience and demonstrating the game’s ability to engage players across various platforms. The statistic highlights PUBG’s success as a top-selling and highly influential video game title within the gaming market.

As of August 2021, Fortnite, a popular online gaming platform, had about 350 million registered users.

The statistic stating that Fortnite, a popular online gaming platform, had approximately 350 million registered users as of August 2021 represents a significant measure of the game’s widespread popularity and reach among players globally. This figure indicates the sheer scale of the game’s user base and highlights its impact on the gaming industry. The number of registered users serves as a key metric for assessing the game’s success and influence in the competitive online gaming market. Additionally, it showcases the community of players that engage with Fortnite regularly, contributing to its status as one of the most well-known and widely-played games of its time.

In January 2021, the gaming platform Roblox had over 159 million active users worldwide.

The statistic states that in January 2021, the gaming platform Roblox had a total of 159 million active users worldwide. This figure represents the number of unique individuals who engaged with the platform in some capacity during that month. Active users typically include anyone who logged into the platform, played games, interacted with other users, or participated in any other activities offered by Roblox. This statistic indicates the widespread popularity and reach of Roblox as a global entertainment platform, highlighting its ability to attract and retain a substantial user base at a specific point in time.

The revenue of gaming companies Tencent and Sony in 2020 stood at approximately $20 billion and $18 billion respectively.

The statistic states that in 2020, the revenue generated by gaming companies Tencent and Sony was approximately $20 billion and $18 billion, respectively. This indicates that Tencent generated more revenue than Sony within the gaming sector during that year. Revenue reflects the total income generated by a company through its products or services, in this case, through gaming-related activities. These figures provide insight into the financial performance and market standing of the two companies in the gaming industry, showcasing Tencent’s higher revenue generation compared to Sony in 2020.

About 32% of U.S. gamers prefer the smartphone for gaming.

The statistic indicates that approximately one-third of gamers in the United States favor using smartphones as their device of choice for gaming activities. This suggests a significant portion of the gaming population finds smartphones to be a convenient and enjoyable platform for gaming, likely due to their portability and accessibility. The preference for smartphone gaming may also be influenced by the wide variety of games available on mobile app stores and the increasingly advanced graphics and features that modern smartphones offer. Overall, this statistic highlights the popularity and appeal of smartphone gaming among U.S. gamers.

42% of the U.S. online population are gamers, playing an average of 6 hours per week.

The statistic shows that 42% of the U.S. online population are gamers, meaning they actively participate in playing games over the internet. On average, these gamers spend 6 hours per week engaging in online gaming activities. This data indicates a significant portion of the U.S. online population is involved in gaming, highlighting the popularity and prevalence of gaming as a pastime. The statistic further emphasizes the extent to which online gaming has become a common form of entertainment and recreation for a substantial number of individuals in the United States.

Game streaming platform Twitch boasts over 140 million monthly active users.

The statistic that the game streaming platform Twitch boasts over 140 million monthly active users indicates the significant reach and popularity of the platform among gamers and viewers. This large user base reflects the platform’s success in attracting and retaining a substantial audience interested in live-streamed gaming content. Twitch’s ability to engage over 140 million active users on a monthly basis suggests that it is a prominent player in the game streaming industry, providing a platform for gamers to showcase their skills, interact with audiences, and build communities around shared interests. This statistic underscores the platform’s influence and relevance within the gaming community and highlights its potential as a lucrative space for gaming-related content and advertising.

The most purchased video game as of 2020 was Minecraft, with over 200 million copies sold across all platforms.

The statistic indicates that as of 2020, Minecraft holds the title of being the most purchased video game across all platforms, with a staggering number of over 200 million copies sold. This highlights the immense popularity and widespread appeal of the game, showcasing its success in attracting a large and diverse player base. The significant number of sales reflects the game’s enduring popularity since its initial release, cementing its position as a leading title in the video game industry.

The revenues from the digital games market in the United States alone were $36.9 billion in 2019.

The statistic that the revenues from the digital games market in the United States alone were $36.9 billion in 2019 highlights the significant economic impact of the gaming industry in the country. This statistic represents the total amount of money generated from sales of digital games, including purchases of game software, in-game purchases, and other related services. The substantial revenue figure indicates the growing popularity of digital gaming and the increasing consumer spending in this sector. Additionally, the large financial contribution from the digital games market underscores its importance as a key industry in the entertainment sector and as a significant driver of economic growth and innovation in the United States.

The U.S. games industry was expected to reach $60.4 billion in annual revenue by 2021.

The statistic that the U.S. games industry was expected to reach $60.4 billion in annual revenue by 2021 indicates the projected financial scope of the gaming sector within the United States for that year. This figure encompasses the total estimated earnings generated by various components of the industry, including video game sales, downloadable content, in-game purchases, gaming hardware, and related services. The statistic highlights the significant economic value of the gaming industry, showcasing its growth and importance as a major contributor to the overall economy. The predicted revenue figure also suggests the continued expansion and profitability of the sector, reflecting a high demand for gaming products and services among consumers.

Conclusion

With the continuous growth in the online gaming industry, fueled by factors such as advancements in technology and increasing global connectivity, the statistics paint a promising future for this lucrative sector. From the rising number of gamers and game revenues to the expanding reach of esports and mobile gaming, it is clear that the online gaming industry is here to stay and will only continue to evolve and thrive in the years to come.

References

0. – https://www.www.businessofapps.com

1. – https://www.www.statista.com

2. – https://www.www.npd.com

3. – https://www.www.nielsen.com

4. – https://www.www.grandviewresearch.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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