Global Gaming Study: More Gamers Spending More Money During Covid Lockdowns, Which Publishers Will Win (Simon-Kucher)
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- The study found a permanent 21 percent increase in monthly spend by gamers, an 11 percent increase in time spent gaming, and a 42 percent increase in video game streaming.§1
- Prior to COVID, experts forecasted that 2020's global games market would generate revenues of $159.3 billion, year-on-year growth of 9.3 percent.§1
- In May and June of 2020, Simon-Kucher surveyed more than 13,000 representative consumers, identifying nearly 5,000 gamers.§2
- There was a 39 percent increase in the amount consumers spent monthly on games during May and June versus pre-COVID-19, expected to stay elevated at 21 percent.§3
- The share of gamers and serious gamers among all gamers went from 49 percent to 64 percent, and is expected to settle at 58 percent.§3
- 60 percent of all gamers surveyed said they are playing different game types during lockdown, and 60 percent said they are playing more multiplayer games.§4
- 81 percent of respondents are watching more gaming streams during lockdowns, and 23 percent began to stream for the first time.§5
Key insights
- Experts expect the global games market to exceed $200 billion by the end of 2023.§1
- 17 percent of non-gamers and casual gamers became gamers or serious gamers during May and June.§3
- Publishers that best use microtransactions and subscriptions are the most obvious beneficiaries of higher playing time and spend.§3
- The biggest increases were in Multiplayer Online Battle Arena games like League of Legends and Battle Royale games such as Fortnite.§4
- Twitch users watched five billion hours in total from April to June 2020, an increase of 63 percent from the first quarter.§5
- The biggest group of streaming users in the study was the age group 25-44.§5
- Publishers need to balance acquisition, monetization and retention to become future leaders of the gaming industry.§6
Topics and entities
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