Gaming Industry - Facts, Figures and Trends (Clairfield International)
SaveSummary
- 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
- Roughly 85% of the total gaming M&A deal value in 2016 was associated with the mobile gaming sector.p.3
- Gaming M&A transaction activity in 2016 surpassed its previous record set in 2014 by 77.0%.p.3
- Asia-Pacific represented 47.0% of the global games market in 2016, driven heavily by mobile phone games.p.10
- 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
- In Germany, smartphone gamers increased by 14.0% over two years as PC and console usage stagnated.p.14
- Sponsorship is the primary eSports revenue stream globally, generating $266.3 million in 2017.p.19
- 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.