Investor Shelf

Gaming Industry - Facts, Figures and Trends (Clairfield International)

Save
ReportClairfield InternationalJanuary 201882 pages123 min readOriginal source
Key number
$30.3 billion USD
Total gaming deal volume in 2016 p.3
Largest segment
47.0%
Asia-Pacific share of global games market p.10
What changed
77.0%
Gaming M&A activity growth vs 2014 record p.3

Summary

  • The global video game market size is projected to reach $90.1 billion in 2020, up from $78.6 billion in 2017.p.3
  • In 2016, gaming deals reached $30.3 billion total volume, with mergers and acquisitions accounting for 94.0% of the volume.p.3
  • Hardcore gamers represent 70 - 80% of sales volume in the gaming industry, spending between €1,100 - 1,400 per year on gaming equipment.p.4
  • Global Free2Play revenues totaled roughly $17.1 billion as of June 2016, overshadowing Pay-to-Play revenues of approximately $2.8 billion.p.5
  • Germany generated €2.8 billion in gaming sales in 2015, home to Europe's largest gaming population with close to 35.0 million active gamers.p.14

Key insights

  1. Roughly 85% of the total gaming M&A deal value in 2016 was associated with the mobile gaming sector.p.3
  2. Gaming M&A transaction activity in 2016 surpassed its previous record set in 2014 by 77.0%.p.3
  3. Asia-Pacific represented 47.0% of the global games market in 2016, driven heavily by mobile phone games.p.10
  4. German domestic game development companies account for only 6.5% of total gaming revenues in Germany due to a lack of public funding.p.16
  5. In Germany, smartphone gamers increased by 14.0% over two years as PC and console usage stagnated.p.14
  6. Sponsorship is the primary eSports revenue stream globally, generating $266.3 million in 2017.p.19
  7. Worldwide sales of virtual reality headsets are projected to reach 67.1 million units in 2021.p.28

Funders mentioned

Topics and entities

Summary and figures generated from the document and checked automatically: every number shown appears on the cited page. The full document is available from the publisher. Publishers can request removal.