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Total global video games revenue, by segment (USSbr) Ml Socia/casuel gaming lM PC games. ll Console games Integrated video games advertising 2999 2784 2574 31 2357 Es 2142 ad 196.9 Ey) 1924 as 139.2 1704 wey Md Er) cand wo 8 rr ro) or 2 E 2017 2018 ©2019-2000 2021-2022 2023 204 0252028 i Note: 2021 isthe latest avalabe data. 2022-2028 values are forecasts ‘Source: PwC's Global Enertainment & Media Outeek 2022-2026, Oma Cashing in on Free-to-Play Games Worldwide revenue generated with free-to-play video games in 2019, by platform $64.4b Free-to-play games allow players access to a significant portion of a game without paying, but often require payment for additional content (freemium model). Mobile PC Console Source: Superdata ©@OO statista% Esports Audience Growth unterotompoyoss inte ace gues nat nts Unt Siem 01010 COVID-19 Crisis Propels Video Game Sales to Decade High Video game industry sales in the United States in March 2008-2020" $2.0b Ey $1.5b $1.0b $0.5b $0.0b ‘08 09 10 11 12 13 14 15 16 17 18 19 ‘20 + incl. video games hardware, PC & video games software, accessories and game cards Source: NPD Group ©@O statista% A NATION OF GAMERS. WHO WE ARE Value of global video games market (in USD billion) a A? re ow , © pe © Ao? ® i] i xv > xo nb aS + *£ + $ a Source: Newzoo 2018 (includes projections) opw Global Video Gaming Industr $300 Billion in Revenue by Segment Stoae 8 ‘Gown a 15.5% [RR] noun we 8 Cian) crated es =1.2 BILLION Ce tk aL} Number of gamers worldwide oa $6.1 BILLION ea cel) Cae Ea penn aoe nr = Canes GAMER DANGERS “The global videogaffie market is crowing and gaming related threats are rowing along witht Gea THE NOTORIOUS FIVE E eee meee er AZY% taterup ry consoles, tlloned Ca nore) Eu) Minecraft © Deeg Paps ct eres en Cee Ala ™ oS Tae POL Ty Esports Audience Growth Pi, Slobal| For 2020, 2021 2022 ae 2024

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