2018 Video Game Industry Statistics, Trends & Data

Looking for the latest video gaming stats and trends? We've got you covered.

Last Updated: May 2018

Our team has collectively spent hundreds of hours curating this list of the most recent stats and trends about the video game industry.

You can click on each statistic to see a visualized chart with even more data. Please feel free to use our images for personal or commercial use. Just make sure to use our attribution link to credit WePC.

Video Gaming Industry Overview

The video games market is expected to be worth over 90 billion U.S. dollars by 2020, from nearly 78.61 billion in 2017. (BestTheNews, 2016)

There are more than 2.5 billion video gamers from all over the world. (The European Mobile Game Market, 2016) ​​

80% of the total video game industry's 36 billion U.S dollars revenue in 2017 belongs to software sales. (Entertainment Software Association, NPD Group, 2017)​​

By investing heavily in game companies, Tencent made the most revenue from games with a revenue of 7.4 billion U.S. dollars during the first half of 2017. Riot, Activision, and Blizzard, are among the key investments they made. (NewZoo, 2017)​​

Asia Pacific reached a revenue of 51.2 billion U.S. dollars, making them the largest gaming market in 2017. (NewZoo, 2017)​

DLC market

DLC market

  • The package market took 80% of the market share in 2011 and decreased to 46% in 2017. (Capcom Annual Report, page 44, 2017)
  • The DLC market took 20% of the market share in 2011 and increased to 54% in 2017. (Capcom Annual Report, page 44, 2017)
  • The DLC market value increased by 121% in 7 years. (Capcom Annual Report, page 44, 2017)
  • A 12.5% increase in PC and console additional game content revenue is expected in 2018 from 2015. (Digital River, 2017)
  • A 20% increase in PC and console full game revenue is expected in 2018 from 2015. (Digital River, 2017)

Platforms

Platforms

  • Online PC games is expected to take up 47% of the global PC and console gaming revenues in 2019. (DigiWorld, 2016)
  • Smartphones and watches are expected to take up 34% of the worldwide revenue in 2019. (Newzoo, 2016)
  • TV/Console/VR is expected to take up 26% of the games market worldwide revenue in 2019. (NewZoo, 2016)
  • 76% of customers prefer to play games on mobile devices while 62% prefer playing on PC/Mac. (Applause , 2016)
  • 40% of customers opt to play games on online/social platforms while only 29% prefer using console. (Applause , 2016)
  • Smartphones and tablets are taking over the global games market, taking up 34% of the global games market share in 2015. (NewZoo, 2018)
  • Smartphones and tablets are expected to still take over the global games market in 2020, with an increase of 17% from 2015. (NewZoo, 2018)

Regions

Regions

  • China covers 41% of the video game market revenue worldwide, making them the first on the list as of October 2017. (NewZoo, 2017)
  • United States covers 32% of the worldwide gaming market revenue as of October 2017. (NewZoo, 2017)
  • 36% of the gamers are from the Asia Pacific. (The European Mobile Game Market, 2016)

Best Games

  • 27.5% of video games sold in United States in 2016 were shooter games. (Entertainment Software Association, 2017)
  • Overwatch is the most talked about game in 2016 with 75,000 online articles mentioning the game. (Statista, 2017)
  • With a metacritic score of 97/100, Super Mario Odyssey and The Legend of Zelda: Breath of the Wild, is recognized as the best games of 2017 . (MetaCritic, 2017)
  • With a 99/100 metacritic score according to critics, The Legend of Zelda: Ocarina of Time is the best game ever. (MetaCritic, 2017)
  • 52% of core PC gamers in China are playing PUBG. (Newzoo, 2018)
  • 29% of core PC gamers in France are playing Fortnite. (Newzoo, 2018)
  • Texas Holdem Poker has the most number of fans as of March 2018 with a count of 65.35 million fans. (Fan Page List, 2018)
  • Call of Duty: World at War, Modern Warfare 2, Call of Duty: Modern Warfare, and Call of Duty Black Ops have a fan count of 24.37 million as of March 2018. (Fan Page List, 2018)

53% game developers were developing games for PC and Mac.

38% game developers were developing games for Smartphones and Tablets

27% game developers were developing games for PS4 / Pro

24% game developers were developing games for VR Headsets

22% game developers were developing games for Xbox One/Scorpio

13% game developers were developing games for Web Browse

7% game developers were developing games for Linux

5% game developers were developing games for AR Headsets

4% game developers were developing games for Apple TV

3% game developers were developing games for Nintendo Switch

(Game Developers Conference, 2018)

PC Gaming

PC gaming industry was estimated to be worth 28.04 billion U.S. dollars in 2017 and is expected to reach 33.6 billion by 2020. (Video Gaming Africa, 2016)

The total revenue of the PC gaming hardware industry in 2017 is expected to reach 23.11 billion U.S. dollars. (Jon Peddie Research, 2014)

Steam game sales revenue reached 4.3 billion U.S. dollars in 2017, that's an 18.6% increase from 2015. (VG24/7, 2018)​​

The Sims 3 sold the most units and is recognized as the best selling PC games of all time around the world, with a total 7.95 million units sold as of January 2018. (VGChartz, 2018)

PC Hardware

PC Hardware

  • A 6% increase in PC gaming hardware revenue is expected in 2017 fom 2015. (Jon Peddie Research, 2014)
  • A 15% increase of the global gaming PC's computer graphics hardware market value is expected in 2018 from 2016. (Jon Peddie Research, 2017)

Steam

Steam

  • 34% of Steam sales revenue was attributed to North American according to Valve. (GeekWire, 2018)
  • 29% of Steam sales revenue was attributed to Western Europe according to Valve. (GeekWire, 2018)
  • PUBG had 550,000 players hourly, the highest hourly average number of players on Steam. (GitHyp, 2018)
  • DOTA 2 had an average of 532,000 players hourly on Steam. (GitHyp, 2018)
  • PUBG had 27.8 million units sold in 2017, making it the the highest paid game titles on Steam. (Medium , 2018)
  • CS:GO had an estimate of 12.54 million units sold in 2017, making it the second highest paid game titles on Steam. (Medium , 2018)
  • PUBG is listed as the leading paid game titles on Steam in 2017, with over 600 million U.S. dollars in revenue. (Medium , 2018)
  • The Witcher 3: Wild Hunt is ranked 6th as the leading paid game titles on Steam in 2017, with an estimated revenue of 38 million U.S. dollars. (Medium , 2018)
  • Steam had a peak of 18.5 million users in January 2018, that's 23% more concurrent users from January 2017. (Steam; IGN, 2018)
  • Steam had 7,672 games released in 2017, this is equivalent to 61% more games in 2017 from 2015. (Polygon.com, 2018)
  • Steam's user retention rate in 2016 was 13.35%, down from 13.79% in 2015. (Medium, 2018)
  • Steam had 62.76 million new users on Steam platform in 2017, equivalent to 3.9% more new users from 2016. (Medium, 2018)
  • As of August 2017, Valve reported that Steam had 67 million monthly active users and 33 million daily active users. (GeekWire, 2017)

PC Games

PC Games

  • World of Warcraft took the second place among the best selling PC games of all time around the world, with a total of 6.33 million units sold as of January 2018. (VGChartz, 2018)
  • Diablo III placed third among the list of the best selling PC games of all time worldwide, with 5.23 million units sold as of January 2018. (VGChartz, 2018)
  • League of Legends is the most popular core PC game worldwide as of March 2018, followed by PUBG and then Fortnite. (Newzoo, 2018)

43% of the worldwide gaming PC and accessory sales revenue are from high-end gaming PCs.

35% of the worldwide gaming PC and accessory sales revenue are from mid-range gaming PCs

22% of the worldwide gaming PC and accessory sales revenue are from entry-level gaming PCs.

(Jon Peddie Research, 2017)

PUBG has the highest peak number of players, with 3 million players in one hour

DOTA 2's highest peak number of players only reached 1 million players in one hour

(GitHyp, 2018)

Console Gaming

The value of the global gaming market was estimated to be worth 28.5 million U.S. dollars in 2018, which is 4.9% more from 2016. (Xania News, 2016)

Wii Sports sold 82.65 million units globally, making it the all-time best-selling console game as of March 2018. (VGChartz, 2018)

PlayStation 2 sold 157.68 million units as of September 2017, making it the most popular video game console around the world. (VGChartz, 2017)​​

Overview

Overview

  • The value of the digital console games market around the world in 2017 is estimated to cover 23.2% of the share. (Xania News, 2016)
  • The value of the physical console games market worldwide in 2017 is estimated to cover the most of the share, taking up 66.3% of the share. (Xania News, 2016)
  • The value of the online microtransaction console market worldwide in 2017 is estimated to cover 10.5% of the shares. (Xania News, 2016)
  • The global revenue of the home console hardware market is estimated to reach 14.3 billion euros in 2016, and was estimated to go down by 23% in 2018. (IDATE DigiWorld, 2015)
  • The 2017 global revenue of the handheld consoles hardware market is estimated to reached 2.9 billion euros and also is estimated to go down by 27% in 2018. (IDATE DigiWorld, 2015)

Overview 2

  • Wii Sports sold 82.65 million units globally, making it the all-time best-selling console games as of March 2018. (VGChartz, 2018)
  • Super Mario Bros sold 40.24 million units around the world, taking the second place among the all-time best-selling console games as of March 2018. (VGChartz, 2018)

Overview 3

  • PlayStation 2 sold 157.68 million units as of September 2017, making it the most popular video game console around the world. (VGChartz, 2017)
  • Nintendo DS is the second most popular video game console as of September 2017, having sold a total of 154.88 million units globally. (VGChartz, 2017)

PlayStation

PlayStation

  • PS4 was Sony's best-seller from Q3 of 2013 to Q4 of 2016, with 9.7 million units sold in just the Q3 of 2016 alone. (Sony, 2017)
  • Sony's PS2 and PS3 combined sold the most units in Q3 2011, amounting to 7.4 million units sold. (Sony, 2017)
  • Sony's portable entertainment systems PSP, PS Vita, and PS TV, sold the most units in Q3 of 2012, which amounted to 2.7 million units sold. (Sony, 2017)
  • PlayStation Plus had 26.4 million subscribers in March of 2017. (Gamasutra, 2017)
  • In 2016, PlayStation 4 had an installed base of 50.61 million units while PlayStation 3 only had 36.53 million units. (Futuresource, 2016)
  • By 2020, it is estimated that PlayStation 4 will have 80.23 million units of installed base while PlayStation 3 is also estimated to have 1.02 million units of installed base. (Futuresource, 2016)
  • The best-selling PlayStation 4 video game title in 2016 was FIFA 17, which sold 10.03 million units. (VGChartz, 2017)
  • Uncharted 4: A Thief's End sold 8.36 million units in 2016, taking the second place among the best-selling PS4 video game titles in the said year. (VGChartz, 2017)
  • 77% of gamers in the U.S. have heard of PS4. (Nielsen, 2017)
  • 20% of PS4 users use the video game console to watch streamed movies or TV shows. (Nielsen, Microsoft, 2017)
  • 10% of PS4 users also use the video game console for watching DVDs and Blu-rays while 19% use it for purposes other than gaming. (Nielsen, Microsoft, 2017)

Nintendo

Nintendo

  • 50% of Nintendo's revenue in fiscal 2017 belonged to Nintendo 3DS. (Nintendo, 2017)
  • 22% of Nintendo's revenue in fiscal 2017 belonged to Nintendo Switch. (Nintendo, 2017)
  • 13% of Nintendo's revenue in fiscal 2017 belonged to Wii U. (Nintendo, 2017)
  • 21% of Nintendo's home console unit sales in fiscal 2017 belonged to Wii U. (Nintendo, 2018)
  • 78% of Nintendo's home console unit sales in fiscal 2017 belonged to Nintendo Switch. (Nintendo, 2018)
  • Nintendo Switch sold 4.8 million units in the first 10 months on the market in the U.S. alone. (Entertainment Software Association, 2018)
  • Throughout Nintendo's history, Nintendo Switch is the fastest-selling home video game console in the U.S., which also helped the game industry in the U.S. with its record-breaking achievement. (Entertainment Software Association, 2018)
  • Nintendo 3DS hardware sold the most number of units in 2013, with 13.95 million units sold. (Nintendo, 2018)

Nintendo 2

  • 41.7% of Nintendo's revenue in fiscal 2017 was from the Americas. (Nintendo, 2017)
  • 26.5% of Nintendo's revenue in fiscal 2017 was from Japan. (Nintendo, 2017)
  • 26.4% of Nintendo's revenue in fiscal 2017 was from Europe. (Nintendo, 2017)

Xbox

Xbox

  • COD: Infinite Warfare sold 3.96 million units in 2016, taking the second place among the best-selling Xbox One video game titles in 2016. (VGChartz, 2017)
  • 24% of Xbox One users use the video game console to watch streamed movies and TV shows. (Nielsen, Microsoft, 2017)
  • 9% of Xbox One users use the video game console to watch DVDs and Blue-rays while 15% of such users use it for purposes other than online and offline gaming. (Nielsen, Microsoft, 2017)
  • Xbox One had an estimated installed base of 46 million units in 2018 alone. (Bank of America, 2016)
  • Xbox One had an estimated installed base of 42 million units in 2017, up from 33 million in 2016. (Bank of America, 2016)
  • Xbox 360 had an estimated installed base of 4 million units in 2017, down from 25 million units sold in 2015. (Bank of America, 2016)
  • Microsoft Xbox Live had an estimate of 59 million monthly active users (MAU) in Q3 of 2018. (Microsoft, 2018)
  • Battlefield 1 sold 4.32 million units in 2016, making it the best-selling Xbox One video game title in the said year. (VGChartz, 2017)

41% of the global unit sales of current generation video game consoles goes to PlayStation 4 in 2017

25% of the global unit sales of current generation video game consoles goes to Nintendo Switch in 2017

17.5% of the global unit sales of current generation video game consoles goes to XBox One

(VGChartz, 2018)

GTA V (PS4) sold the most copies of console games globally in 2017, with a whopping 17.08 million units sold

Pokemon Sun/Moon (3DS) sold 14.95 million units worldwide in 2017

Call of Duty: WWII (PS4) sold 10.85 million units worldwide in 2017

(VGChartz, 2018)

Mobile Gaming

In 2017, the market value of the global mobile contents is 59.8 billion U.S. dollars and is expected to reach 74.4 billion in 2019. (Capcom, 2017)

United States was the top country for mobile game session shares, taking up 20% of the share, followed by India with 13% of shares. (Techcrunch, 2017)

In 2020, the number of mobile phone gamers in the U.S. is expected to grow by 9% from 2017's record of 192.2 million mobile phone gamers. (IAB (Trends), 2016)​​

72.3% of mobile users in the U.S. are mobile phone gamers. (IAB (Trends), 2016)

Overview

Overview

  • United States was the top country for mobile game session shares as of April 2017, taking up 20% of the share, followed by India with 13% of shares. (Techcrunch, 2017)
  • In 2017, the smartphone gaming revenue reached 16.5 billion euros and is expected to generate 26.3% more in 2021. (IDATE DigiWorld, 2017)
  • The Tablet gaming revenue is expected to generate 42.3% more in 2021 from 6 billion euros sold in 2017. (IDATE DigiWorld, 2017)
  • The revenue of mobile gaming app is expected to increase by 44% in 2020 from 41.5 billion U.S. dollars revenue in 2016. (VentureBeat, 2016)
  • Apple App Store had a gross mobile games revenue of 8 billion U.S. dollars in Q3 of 2017 compared to Google Play's 4.5 billion gross mobile games revenue in the same measured quarter and year. (eMarketer, 2017)
  • Netflix sits at the first place among the list of iOS games and Apps with the most revenues and downloads. (Newzoo, 2018)
  • Pandora Music sits at the second place among the iOS games and Apps with the most downloads and revenues in the United States. (Newzoo, 2018)
  • YouTube took the 3rd place among the iOS games and Apps with the most downloads and revenues. (Newzoo, 2018)
  • There were 164.9 million mobile phone gamers in the United States in 2015. (IAB (Trends), 2016)
  • 55.7% of the U.S. population were playing mobile games and the numbers is expected to grow and reach 63.7% in 2020. (IAB (Trends), 2016)
  • In 2020, it's expected that 77% of mobile users in the U.S. are mobile phone gamers. (IAB (Trends), 2016)
  • In 2017, there are 126.2 million tablet gamers in the U.S. and is expected to grow by 10% more in 2020. (eMarketer, 2016)

Overview 2

  • Casual games are the most popular Android game apps worldwide, with 59% percent reach among Android mobile device users in September 2017. (Shared2you, 2017)
  • Puzzle games were recorded as the second most popular Android game apps globally, with 57.29% reach among Android mobile device users in September 2017. (Shared2you, 2017)
  • In July 2016, arcade games had 63.1 million downloads and is recognized as the most number of mobile game downloads in the U.S by game genre . (SurveyMonkey, 2016)
  • In July 2016, action games sits at the second place among the most number of mobile game downloads in the U.S. with 61.5 million downloads. (SurveyMonkey, 2016)
  • The most popular type of mobile games that is frequently played by gamers in the U.S are puzzle, board games, card games, and game shows. (Entertainment Software Association, 2016)
  • In July 2016, arcade games have the most monthly active users (MAU), reaching 80.7 million, followed by adventure and puzzle games with a monthly active user count of 69.8 million and 54.5 million, respectively. (SurveyMonkey, 2016)
  • The worldwide revenue of strategy and brain mobile games is expected to grow by 49% in 2023 from 6.7 million U.S. dollars revenue made in 2016. (BIS Research, 2017)
  • The global revenue of action/adventure mobile games is expected to grow by 46% in 2023 from 5.6 million U.S. dollars revenue made in 2016. (BIS Research, 2017)
  • In the United States, mobile gamers played an average of 1.3 games per day and 3.6 games monthly. (Verto Analytics, 2016)

Monetization

Monetization

  • 8.9% of the mobile downlad and in-app revenues in 2016 was covered by video downloads. (eMarketer, 2015)
  • In 2016, mobile gamers in the United States playing Game of War - Fire Age spent an average of 336 U.S. dollars on in-game purchases. (Slice Intelligence, 2017)
  • Mobile gamers in the U.S. who play Mobile Strike spent an average of 309 U.S. dollars on in-game purchases. (Slice Intelligence, 2017)
  • 58% of games on Google Play use Ads as a monetization model as of December 2016. (Appfigures, 2016)
  • The top grossing iPhone mobile gaming app in the U.S. as of April 2018 is Fortnite, generating a daily revenue of 1.92 million U.S. dollars. (Think Gaming, 2018)
  • Fortnite generated 32% more daily revenue than Candy Crush Saga as of April 2018. (Think Gaming, 2018)
  • 64% of the freemium mobile gamers claimed to have made at least one in-app purchase. (VentureBeat, 2016)
  • 6.5% of freemium mobile gamers stated that they have made more than 5 in-app purchases. (VentureBeat, 2016)
  • 19% of freemium mobile gamers claimed to have made 2 in-app purchase as of February 2016. (VentureBeat, 2016)
  • 54% of mobile gamers around the world stated that they'd rather watch video ads if this leads to in-game rewards. (Gamasutra, 2016)
  • 11% of mobile gamers worldwide prefer making in-app purchases for their games. (Gamasutra, 2016)
  • 18% of the world's mobile gamers said they would prefer to pay up front for their games. (Gamasutra, 2016)
  • In 2016, in-game mobile gaming revenue is estimated to grow by 8.5% more from 1.82 billion U.S. dollars revenue made in the previous year. (eMarketer, 2015)
  • 45.8% of digital revenues in 2016 is from E-book downloads. (eMarketer, 2015)
  • Games cover 31.7% of the digital revenues in 2016. (eMarketer, 2015)

Mobile game publishers

Mobile game publishers

  • 73.1% of game developers see competition as the largest threat to their mobile games business as of Fall 2017. (mobyaffiliates, 2017)
  • The rising UA costs as of Fall 2017, according to 63.2% of game developers worldwide is recognized as among the largest threat to their mobile games business. (mobyaffiliates, 2017)
  • 47.5% of game developers see the rising marketing costs as of Fall 2017 as one of the main threats to mobile game business. (mobyaffiliates, 2017)
  • Voodoo was the top publisher worldwide in iPad gaming app with the most downloads, having 4.9 million downloads in January 2018. (Priori Data, 2018)
  • Ketchapp had 4.35 million downloads, making its way to the second place among the leading iPad gaming app publisher with the most number of downloads globally in January 2018. (Priori Data, 2018)
  • King was the top publisher worldwide with the most revenue as of January 2018, with a revenue of 41.52 million U.S. dollars. (Priori Data, 2018)
  • King generated 48% more revenue compared to how much Tencent Mobile Games made as of January 2018. (Priori Data, 2018)
  • Ketchapp was the leading iPhone gaming app publisher worldwide, having 24.07 million downloads in January 2018. (Priori Data, 2018)
  • Ketchapp won the title as the leading iPhone gaming app publisher worldwide with an estimate of having 20,000 more downloads than Voodoo in January 2018. (Priori Data, 2018)
  • Tencent Mobiles Games was the top iPhone gaming app publisher with the most revenue around the world by having generated 236.47 million U.S. dollars revenue in January 2018.
  • NetEase Games took the second place among the leading iPhone gaming app publishers with the most revenue worldwide as it generated 99.98 million U.S. dollars of revenue in January 2018. (Priori Data, 2018)
  • King made a worldwide revenue of 87.56 million U.S. dollars, making its way as the top mobile gaming app publisher in the Google Play Store with the most revenue in January 2018. (Priori Data, 2018)
  • Supercell generated 44.19 million U.S. dollars in January 2018, taking the second place among the top mobile gaming app publishers with the most revenue in January 2018, followed by BANDAI NAMCO Entertainment Inc, with 338.94 million. (Priori Data, 2018)
  • ELECTRONIC ARTS was the top publisher with the most number of downloads in January of 2018, with 25.02 million downloads. (Priori Data, 2018)
  • Outfit7 made its way to the second place in the leading mobile gaming app publishers in the Google Play Store with the most number of downloads in January 2018, having 24.31 million downloads globally. (Priori Data, 2018)

Children & Mobile Gaming

Children & Mobile Gaming

  • 69% of the mobile game industry revenue generated by premium children's games in the United States is from upfront purchases. (SuperData Research, 2015)
  • 30% of the mobile game industry revenue generated by premium children's games in the U.S. is from in-app purchases. (SuperData Research, 2015)
  • Children's' free-to-play (F2P) mobile games was estimated to generate 7.8% more revenue in 2017 from 317 million U.S. dollars revenue made in 2016. (SuperData Research, 2015)
  • It is estimated that 60% of children in the U.S. play games on a console. (NPD Group, 2015)
  • 63% of children in the United States claimed that they play games on a mobile device. (NPD Group, 2015)
  • Kid's mobile gaming revenue in the U.S. is expected to generate 5% more revenue in 2017 from 478 million U.S. dollars revenue made in 2016. (SuperData Research, 2015)

39% of consumers of consoles said they would most certainly play mobile versions of PlayStation games if they were made available

35.5% of Xbox consumers would likely play mobile versions of games on Xbox if they were made available

(AYTM, 2016)

23% of U.S. gamers who owns smartphones or tablets said they have an average of 3-5 paid games on their devices

18% of U.S. gamers who owns a tablet or smartphone said they have 6-10 paid games on their devices.

21% of U.S. gamers who owns a tablet or smartphone claimed they have 1-2 paid games on their devices.

(Statista, 2017)

92% of games that are available on Google Play were free to download games

23% of games that are available on Google Play used in-app purchases as a monetization model

(Appfigures, 2016)

29% of game developers sees app store promotion as the most important when it comes to growing their game audience

2.9% of game developers sees traditional display advertising as the least important method to growing game audience.

(mobyaffiliates, 2017)

Online Gaming

The worth of the global PC online game market in 2018 is expected to reach 32.6 billion U.S. dollars. (Capcom, 2017)

74% of all the video games and computer sales were sold in digital format form. (Entertainment Software Association, 2017)

There are 55.2 million online console gamers in the U.S. and it's expected to grow by 3% in 2020. (eMarketer, 2016)​​

Worldwide online gaming traffic reached 915 petabytes per month in 2016 and is expected to grow by 79% more in 2019. (Cisco Systems, 2017)

Overview

Overview

  • The revenue of digital games industry in the United States generated by mobile alone covered 39.9% of the overall generated revenue in 2016. (SuperData Research, 2016)
  • The revenue of digital games industry in the United States generated by consoles covered 18.9% of the overall generated revenue in 2016. (SuperData Research, 2016)
  • The worth of the global PC online game market in 2015 was 25.1 billion U.S. dollars. (Capcom, 2017)
  • The worth of the global PC online game market is expected to increase by 25% in 2019 from 2015. (Capcom, 2017)
  • Tencent generated 10.2 billion U.S. dollars revenue in fiscal 2016, leading the list of public companies that made the most revenue in 2016. (Newzoo, 2017)
  • Sony generated 7.8 billion U.S. dollars revenue in 2016, making its way as the second public company that made the most revenue in 2016. (Newzoo, 2017)

Overview 2

  • 22% of PC gamers spent between 61%-80% of their time playing multiplayer online games. (Statista, 2017)
  • 26% of home console gamers say they spent between 61%-80% of their time playing multiplayer online games. (Statista, 2017)
  • In the United States, 59% of gamers with ages 50 and over play online games. (AARP (Research), 2016)

Online Gaming Platform

Online Gaming Platform

  • 42% of the gamers in the U.S. aren't subscribed to any gaming services and platform. (Statista, 2017)
  • 39% of gamers in the U.S. are subscribed to PlayStation Plus. (Statista, 2017)
  • 33% of gamers in the United States are subscribed to Xbox Live Gold. (Statista, 2017)
  • Microsoft's Xbox Live had 39 million monthly users in the first quarter of 2016. (Microsoft, 2018)
  • The number of monthly active users (MAU) Xbox Live will have in the Q3 of 2018 is expected to increase by 33% from Q1 of 2016. (Microsoft, 2018)
  • In January 2015, PlayStation Plus had 10.8 million subscribers. (Gamasutra, 2017)
  • The number of subscribers PlayStation Plus will have in March 2018 is expected to grow by 22.8%, up from 26.4 million subscribers in March 2017. (Gamasutra, 2017)
  • In April 2017, Steam had 11.83 million simultaneous users at peak time. (Steam; IGN, 2018)
  • In January 2018, the number of peak concurrent Steam users grew by 4%, up from 17.68 million users in November of 2017. (Steam; IGN, 2018)
  • As of August 2017, Valve reported that Steam had a worldwide count of 67 million monthly active users (MAU) (GeekWire, 2017)
  • Valve reported that as of August 2017, Steam had a worldwide count of 33 million daily active users (DAU). (GeekWire, 2017)

Leading Games

Leading Games

  • 67% of the global F2P PC games revenue was from Asia. (Various sources (DVD and Beyond), 2017)
  • 11.8% of the global F2P PC games revenue was from North America. (Various sources (DVD and Beyond), 2017)
  • Asia covered most of the worldwide revenue generated by both F2P and P2P MMO games, taking up 63% of the global share. (gamesindustry.biz, 2016)
  • Europe covered the second most largest revenue generated by both F2P and P2P MMO games, covering 17.8% of the shares worldwide. (gamesindustry.biz, 2016)
  • North America covered the third most largest revenue generated by both F2P and P2P MMO games, covering 12.4% of the shares worldwide. (gamesindustry.biz, 2016)
  • Latin America covered 5% of the revenue generated by both F2P and P2P MMO games worldwide and the rest of the world covered only 1.3% of the shares. (gamesindustry.biz, 2016)
  • 88% of the generated revenue in Asia goes to F2P MMO games and only 12% goes to P2P MMO games. (gamesindustry.biz, 2016)
  • 81.8% of the generated revenue in Europe goes to F2P MMO games and only 18% goes to P2P MMO games. (gamesindustry.biz, 2016)
  • 76.6% of the generated revenue in North America goes to F2P MMO games and only 23.3% goes to P2P MMO games. (gamesindustry.biz, 2016)
  • In 2016, the free-to-play PC game market generated 19 billion U.S. dollars. (SuperData Research, 2017)
  • The F2P games market revenue is expected to grow by 12% in 2022 from 22 billion U.S. dollars revenue made in 2018. (SuperData Research, 2017)
  • In 2016, the worldwide F2P (free-to-play) PC games revenue is estimated to have amounted a 18.6 billion U.S. dollars. (Various sources (DVD and Beyond), 2017)

Leading Games 2

  • PUBG took the first place as the leading paid game titles on Steam with an estimate number of 27.795 million units sold. (Medium , 2018)
  • Taking the second place among the leading paid game titles on Steam is CS:GO, with an estimated 12.54 million units sold. (Medium , 2018)
  • PUBG is the leading paid game titles on Steam in 2017 by having generated 600 million U.S. dollars revenue from sales on Steam. (Medium, 2018)
  • CS:GO, which generated 120 million U.S. dollars revenue from sales on steam placed second among the leading paid game titles on Steam in 2017. (Medium, 2018)

Social Gaming

Social Gaming

  • In 2018, the social online gaming market value was estimated to be worth 2.25 million U.S. dollars. (PwC;VentureBeat, 2016)
  • The app-based online gaming market is estimated to cover 81.5% of the social online gaming market value. (PwC;VentureBeat, 2016)
  • The browser-based online gaming market is estimated to cover 18.4% of the social online gaming market value. (PwC;VentureBeat, 2016)
  • Mobile games market is estimated to cover the most revenue generated in the digital games industry in the U.S., covering generate 39.9% of the share. (SuperData Research, 2016)
  • PC games market is estimated to cover 12% of the generated digital games industry revenue in the U.S..(SuperData Research, 2016)
  • In 2015, social gaming accounted for 2.9% of the United States social advertising expendistures and is expected to go down to 1.6% in 2018. (eMarketer, 2016)
  • Candy Crush Saga had an approximate number of 10 million DAU (daily active users) on Facebook, making them the most popular Facebook games as of January 2018. (GameHunters.Club, 2018)
  • Clash of Clans, 8 Ball Pool, and Farm Heroes Saga comes in second on the list among the most popular Facebook games as of January 2018, with 5 million daily active users (DAU). (GameHunters.Club, 2018)
  • Candy Crush Saga had an approximate number of 50 million monthly active users (MAU) on Facebook, making them the most popular Facebook games as of January 2018. (GameHunters.Club, 2018)
  • Texas Holdem Poker, Clash of Clans, 8 Ball Pool, and Farm Heroes Saga comes in second in the second among the list of the most popular Facebook games as of January 2018 as they all had 10 million monthly active users (MAU). (GameHunters.Club, 2018)
  • 31% of social casino gamers in the United States play slots. (Newzoo, 2017)
  • 20% of social casino gamers in the U.S. play poker. (Newzoo, 2017)
  • 18% of social casino gamers in the United States play blackjack. (Newzoo, 2017)
  • In 2017, mobile social casino generated 3.2 billion U.S. dollars and is expected to grow by 21% in 2020. (Eilers & Krejcik, 2017)
  • Playtika/CIE is leading the market share of leading social casino publishers globally, taking up 26% of the global shares. (SuperData Research, 2016)
  • 11% of the market share is covered by IGT, making its way as the second on the list among the leading social casino puiblishers around the world. (SuperData Research, 2016)
  • Zynga, covering 10% of the market share during the same measured period is third on the list of the leading social casino publishers globally. (SuperData Research, 2016)

37% of the male gamers in the U.S. play MMO games often

22% of female gamers in the U.S. who play MMO games often

16% of female gamers do play MMO regularly

(Statista, 2017)

43% of gamers in the U.S. between the ages 30 to 39 said they play MMO regularly

40% of gamers between the ages 18 to 29 in the U.S. play MMO regularly

(Statista, 2017)

In 2017, League of Legends generated the most revenue for the F2P MMO games category, amounting to 2.1 billion U.S. dollars

Dungeon Fighter Online took the second place in the most revenue for the F2P MMO games category, which amounts to 1.6 billion U.S. dollars

(Various sources (Verdict), 2018)

Gamers Demographic

64% of the general U.S. population are gamers. (Nielsen, 2017)

The average male gamer is 33 years old. (Entertainment Software Association, 2017)

The average female gamer is 37 years old. (Entertainment Software Association, 2017)​​

Sub - Gamers Demographic 1

Sub - Gamers Demographic 1

  • The largest 14.1% of male is motivated to play competition, followed by 11.9% of male who plays for destruction. (Quanticfoundry, 2016)
  • Only 10.2% of male play for completion while 9% of male play for fantasy and the remaining 8.8% play for the community. (Quanticfoundry, 2016)
  • The largest 17% of female is motivated to play for completion, followed by 16.2% of female who plays for fantasy. (Quanticfoundry, 2016)
  • Only 14.5% of female play for the design while 9.5% of female play for the community and 8.5% play for the story. (Quanticfoundry, 2016)
  • 27% of gamers favored playing on a PC using a Windows OS while 31% preferred PlayStation as their platform for video gaming. (Forbes, 2016)
  • It is estimated that 80% of the consumer spending on gaming in the U.S. goes to content. (Entertainment Software Association, 2017)
  • 12% of the estimated consumer spending on gaming in the U.S. goes to hardware and only 7% goes to gaming accessories. (Entertainment Software Association, 2017)

Sub - Gamers Demographic 2

Sub - Gamers Demographic 2

  • Consumers between the ages 15 to 19 spent an average of 44 minutes playing games or leisure on weekdays and an average of 81 minutes on weekends and holidays. (Bureau of Labor Statistics, 2017)
  • On weekends, men spend an average of 31 minutes playing on a computer or for leisure while female spend only 25 minutes. (Bureau of Labor Statistics, 2017)
  • Asia consumers spend the most minutes gaming or leisure on a computer during weekeneds and holidays, with an average use of 32 minutes. (Bureau of Labor Statistics, 2017)
  • White shows the most minutes spend gaming or leisure on a computer during weekdays, with an average use of 24 minutes. (Bureau of Labor Statistics, 2017)
  • Records show that 24% of men play video games on PC often while 23% play sometimes. (Pewresearch, 2017)
  • Only 19% of women play video games often while 21% of women play video games sometimes. (Pewresearch, 2017)
  • 13% of male and 13% of female at the age of 50 and up in the United States play video games. (Entertainment Software Association, 2017)
  • 17% of male and 10% of female between ages 18 -35 in the U.S. play video games. (Entertainment Software Association, 2017)

26% of PC gamers in the U.S. spend 1-2 hours playing games on a desktop computer weekly

21% home video game console gamers in the U.S. spend more than 10 hours playing games weekly

27% of who used to play games on a portable/handheld video game console spend 6-10 hours playing games weekly

(Statista, 2017)

56% of gamers in the U.S. stated they bought games in AppStore/PlayStore

43% of gamers in the U.S. bought their games on Online retailers such as Amazon, Ebay, etc

(Statista, 2017)

Gaming Video Content Market

In 2017, the revenue of the gaming video content (GVC) reached 5 billion U.S. dollars and is estimated to grow by 7% in 2018. (Various sources, 2017)

The number of gaming video content viewers globally reached 666 million in 2017. (SuperData Research, 2017)

Twitch is the leading platform for viewing gaming video content worldwide, accounting 54% of the gaming video content platform revenue in 2017

YouTube has the most share of gaming video content viewers, taking up 44% of gaming video content viewers in 2017. (Wccftech, 2017)

Overview

Overview

  • Advertising is estimated to be where most of the gaming video content (GVC) market revenue worldwide goes, taking up 61% of the share. (SuperData Research, 2017)
  • Donations is estimated to cover 17% of the gaming video content (GVC) market revenue worldwide. (SuperData Research, 2017)
  • Subscriptions is estimated to take up 13% of the gaming video content (GVC) market revenue worldwide. (SuperData Research, 2017)
  • Sponsorships is estimated to cover 7% of the gaming video content (GVC) market revenue worldwide. (SuperData Research, 2017)
  • The number of gaming video content viewers globally reached 666 million in 2017. (SuperData Research, 2017)
  • The number of gaming video content (GVC) viewers around the world is expected to grow by 10% in 2019. (SuperData Research, 2017)
  • The largest 37% of the gamers watching gaming video content are from Asia, followed by 25% from Europe. (Various sources, 2017)
  • North America covers 22% of the worldwide online gaming video content viewers. (Various sources, 2017)
  • In 2017, the number of gaming video content viewers in the U.S. is expected to grow by 18% from the expected 147 million viewers in 2016. (Quartz, 2015)

Overview 2

  • As of March 2018, League of Legends is taking the lead as the most watched games on Twitch with 88.3 million total hours. (Newzoo, 2018)
  • Taking the second on the list of the most watched games on Twitch is Overwatch with 31.9 million total hours. (Newzoo, 2018)
  • Ranked as first on the list of the most watched games on YouTube is League of Legends, still, with 16.3 million total hours. (Newzoo, 2018)
  • Taking the second place on the list of the most watched games on YouTube is DOTA 2 with 3.3 million total hours. (Newzoo, 2018)
  • 54% of the accounted share or distribution of gaming video content viewers in the U.S were male.
  • 30% of gamers in the U.S. say they watch Let's Play live streams and Let's Play gaming videos regularly as of December 2016. (Statista, 2017)
  • 68% of adult gamers in the U.S. said that they use YouTube to watch gaming related content. (gamesindustry.biz, 2016)
  • 22% of the U.S. adult gamers said they use GameSpot to watch gaming related content. (gamesindustry.biz, 2016)
  • 20% of the adult gamers in the United States use IGN to watch content related to gaming. (gamesindustry.biz, 2016)

Overview 3

  • YouTube has the most share of gaming video content viewers, taking up 44% of gaming video content viewers in 2017. (Wccftech, 2017)
  • 16% of gaming video content viewers accessed gaming video content videos on Twitch in 2017. (Wccftech, 2017)
  • 40% of gaming video content viewers accessed gaming video content videos from other sources in 2017. (Wccftech, 2017)
  • YouTube is leading the list among the sources for viewing gaming related content as of April 2016. (gamesindustry.biz, 2016)
  • 80% of teen gamers in the U.S. use YouTube as a source for viewing gaming related content. (gamesindustry.biz, 2016)
  • 21% of teen gamers in the U.S. use Steam as a source for viewing gaming related content. (gamesindustry.biz, 2016)
  • Twitch is the leading platform for viewing gaming video content worldwide, accounting 54% of the gaming video content platform revenue in 2017. (SuperData Research, 2018)
  • YouTube had an estimated 653 million viewers of content related to gaming videos. (Wccftech, 2017)
  • Twitch had an estimate of 212 million viewers of content related to gaming videos. (Wccftech, 2017)
  • Twitch had an average of 6% more viewers in Q4 of 2017 from 736.7 thousand viewers in Q3 of 2017. (Streamlabs, 2018)
  • YouTube Gaming Live had 8.7% more viewers in the Q4 of 2017 from 281.2 thousand viewers in Q3 of 2017. (Streamlabs, 2018

Streaming & Tipping

Streaming & Tipping

  • YouTube Gaming Live only had 9.3 thousand concurrent streamers in Q2 of 2017 compared to Twitch's 15 thousand concurrent streamers in the same measured period. (Streamlabs, 2018)
  • In Q4 of 2017, YouTube Gaming Live only had 7 thousand concurrent streamers, down from 8.2 thousand in Q3 of 2017. (Streamlabs, 2018)
  • In Q4 of 2017, Twitch had 27 thousand concurrent streamers, up from 25 thousand in Q3 of 2017. (Streamlabs, 2018)
  • 93% of tips to Twitch streamers were processed via PayPal based on the data as of December 2016. (Streamlabs, 2018)
  • The records show that in Q1 of 2017, there were 22.55 million instances of tipping on Twitch. (Streamlabs, 2017)
  • In Q1 of 2017, there were 8% more tipping instances on Twitch from the 20.58 million tipping instances recorded in Q4 of 2016. (Streamlabs, 2017)
  • There are 101 million tipping instances recorded in 2017, that's a 20% increase from the recorded tipping instances in 2016. (Techcrunch, 2018)
  • Partnered streamers via streamlabs earned 29.8 cents per each follower in 2016, up from 17.3 cents in the previous year. (Streamlabs, 2017)
  • Non-partnered streamers via Streamlabs earned 19.1 cents per each follower in 2016, up from 9.9 cents in 2015. (Streamlabs, 2017)

Youtube Gaming

Youtube Gaming

  • As of March 2018, Fernanfloo was leading the list as the most popular YouTube gaming channel, with a subscriber count of 26.69 million. (Social Blade, 2018)
  • As of March 2018, JuegaGerman took the second place among the the list of the most popular YouTube gaming channel, with 24.98 million subscriber counts. (Social Blade, 2018)
  • Video contents related to Minecraft were viewed 4.1 billion times on YouTube, making it the gaming franchise with the most number of monthly views in May 2015. (Limelight Networks, 2015)
  • In May 2015, video contents related to the Grand Theft Auto franchise were viewed 1.7 billion times on YouTube. (Limelight Networks, 2015)
  • 68% of users who used YouTube Gaming were male. (Statista, 2016)
  • 27% of YouTube users from Latin America use YouTube to watch game trailers as of Q4 of 2016. (GlobalWebIndex, 2017)
  • 24% of YouTube users from Asia Pacific use YouTube to watch game trailers as of Q4 of 2016. (GlobalWebIndex, 2017)
  • 19% of YouTube users from North America use YouTube to watch game trailers as of Q4 of 2016. (GlobalWebIndex, 2017)
  • Daniel Middleton (Dan TDM) is YouTube's highest paid stars of 2017, with16.5 million U.S. dollars earnings. (Forbes, 2017)
  • Evan Fong (VanossGaming), is YouTube's second highest paid stars of 2017, with 15.5 million U.S. dollars earnings. (Forbes, 2017)
  • Dude Perfect is YouTube's third highest paid stars of 2017, with 14 million U.S. dollars earnings. (Forbes, 2017)

Twitch

Twitch

  • The most popular game among Twitch viewers is League of Legends since its introduction in 2009 (Gamoloco, 2018)
  • summit1g is the most popular Twitch channels as of February 2018, with 2.78 million subscribers. (Social Blade, 2018)
  • riotgames comes in second on the list among the most popular Twitch channels as of February 2018, with 2.73 million subscribers. (Social Blade, 2018)
  • syndicate places third among the list of the most popular Twitch channels as of February 2018, with 2.5 million counts of subscribers. (Social Blade, 2018)
  • In Q1 of 2017, the number of tipping instances on Twitch grew to 22.55 million, up from 20.58 million in Q4 2016. (Streamlabs, 2017)
  • 65% of users on Twitch using the platform for streaming were male. (Statista, 2016)
  • In October of 2016, Twitch had 216.63 thousand monthly active streamers. (Streamlabs, 2018)
  • In December 2017, the number of monthly active streamers grew by 56% from 498.4 thousand monthly active streamers in the previous year. (Streamlabs, 2018)
  • Twitch viewers spent 355 billion hours watching videos on the platform in 2017, that's 32% more from 241 billion hours in 2015. (Banyan Hill, 2018)
  • Fortnite is ranked as the first on the list as the leading gaming content on Twitch as of February 2018, with 118.14 million hours viewed on average of 8,151 channels. (Gamoloco, 2018)
  • League of Legends comes in second among the list of the leading gaming content on Twitch as of February 2018, with 88.45 million hours viewed. (Gamoloco, 2018)

36% of teen gamers and 31% of adult gamers watch video game trailers/previews/reviews

24% of teens in the U.S. and 18% of adult gamers watch instructional videos

11% of adult gamers and 21% of teen gamers in the U.S. watch gaming-related shows/webisodes

(gamesindustry.biz, 2016)

37% of YouTube Gaming users aged between 16 to 24 years

36% of YouTube Gaming users aged between 25 to 34 years

18% of YouTube Gaming users aged between 35 to 41 years

9% of YouTube Gaming users aged between 45 to 64 years

(Statista, 2016)

37% of Twitch users were aged between 16 to 24 years

34% of Twitch users were aged between 25 to 34 years

19% of Twitch users were aged between 35 to 41 years

10% of Twitch users were aged between 45 to 64 years

(Statista, 2016)

Video Game Monetization

Asia covered most of the worldwide revenue generated by both F2P and P2P MMO games, taking up 63% of the global share. (gamesindustry.biz, 2016)

The full game content monetization revenue covered 61% of the global revenue. (SuperData Research, 2017)

82% of the digital games market revenue goes to F2P games. (Digital River, 2017)

Overview

Overview

  • The additional game content monetization revenue covered 39% of the global revenue in 2017. (SuperData Research, 2017)
  • Europe covered the second most largest revenue generated by both F2P and P2P MMO games, covering 17.8% of the shares worldwide. (gamesindustry.biz, 2016)
  • North America covered the third most largest revenue generated by both F2P and P2P MMO games, covering 12.4% of the shares worldwide. (gamesindustry.biz, 2016)
  • Latin America covered 5% of the revenue generated by both F2P and P2P MMO games worldwide and the rest of the world covered only 1.3% of the shares. (gamesindustry.biz, 2016)
  • 88% of the generated revenue in Asia goes to F2P MMO games and only 12% goes to P2P MMO games. (gamesindustry.biz, 2016)
  • 81.8% of the generated revenue in Europe goes to F2P MMO games and only 18% goes to P2P MMO games. (gamesindustry.biz, 2016)
  • 76.6% of the generated revenue in North America goes to F2P MMO games and only 23.3% goes to P2P MMO games. (gamesindustry.biz, 2016)
  • 82% of the digital games market revenue goes to F2P games. (Digital River, 2017)
  • Premium-driven games only cover 14% of the digital games market revenue. (Digital River, 2017)
  • 28% of the consumers of video game content in the U.S were found to have purchased additional gaming content in the three months. (NPD Group, 2016)
  • 16% of the consumers of video game content in the U.S. purchased downloadable content (DLC) in the three months. (NPD Group, 2016)
  • 23% of the consumers of video game content in the U.S. purchased microtransactions in the three months. (NPD Group, 2016)

Overview 2

  • Mobile games was estimated to generate the most revenue in the digital games industry in the U.S., taking up 39.9% of the shares. (SuperData Research, 2016)
  • Console games was estimated to cover the second largest revenue in the digital games industry in the U.S., covering 18.9% of the shares, followed by F2P MMO, taking up 12.9% of the shares. (SuperData Research, 2016)
  • 43% of gaming ad revenues were generated through IAP & m-commerce, covering the largest share of gaming ad revenues. (AdColony, 2017)
  • 31% of gaming ad revenues were generated through video ads, taking up the second largest share of the gaming ad revenues. (AdColony, 2017)
  • 92% of games you can download on Google Play Store are free and only 8% are paid. (Appfigures, 2016)

Monetization Methods

Monetization Methods

  • The mobile app store covered 35.6% of the worldwide in-app advertising and app store revenues of mobile apps and games. (Applause, 2016)
  • Google's AdMob was the most used software development kit (SDK) in Android games in 1st half 2017, taking up 46.04% of gaming apps. (StartApp, 2017)
  • Chartboost was the second most used software development kit (SDK) in Android games in 1st half 2017, covering 34.37% of gaming apps. (StartApp, 2017)
  • Unity ADS comes in 3rd on the list of the most used software development kit (SDK) in Android games in 1st half 2017, covering 23.48% of gaming apps. (StartApp, 2017)
  • 79% of ad format from January to November 2017 are banners, making them the highest share of in-app impressions from around the world. (mobyaffiliates, 2017)
  • 14% of ad format from January 20 November 2017 are rich interstitial, taking the second place among the highest share of in-app impressions globally. (mobyaffiliates, 2017)
  • As of May 2016, iOS device owners spent an average of 10.96 U.S. dollars of in-app gaming purchases monthly, compared to 5.53 U.S. dollars spent by Android device owners. (gamesindustry.biz, 2016)
  • Gamers in the U.S. spend the most in-game purchase on Game of War - Fire Age, with an average of 336 U.S. dollars spent annually. (Slice Intelligence 2017)
  • Gamers in the United States are found to spend an average of 75 U.S. dollars annually on Clash of Clans in-game purchase. (Slice Intelligence 2017)
  • 67% of games on Google Play Store that you can download for free uses ads as a monetization model. (Appfigures, 2016)
  • 23% of games on Google Play Store that you can download for free uses in-app purchases as a monetization model. (Appfigures, 2016)
  • 58% of Android games use ads as a monetization model, making it the most popular type of monetization model in December 2016. (Appfigures, 2016)
  • 22% of Android games in December 2016 are not monetizing. (Appfigures, 2016)
  • 15% of Android games in December 2016 use in-app purchases as a monetization model. (Appfigures, 2016)
  • 54% of Android and 59% of iOS top grossing games contain in-app ads as of August 2016. (Statista, 2017)
  • 46% of Android and 41% of iOS top grossing games don't contain ads as of August 2016. (Statista, 2017)
  • 70.7% of Android gaming apps and 80.38% of iOS gaming apps contain ads, making it the most popular mobile gaming app monetization method used by mobile gaming apps worldwide as of September 2017. (LinkedIn (Mobbo), 2017)
  • 6.96% of Android gaming apps and 17.3% of iOS gaming apps use paid apps as a mobile gaming app monetization method as of September 2017. (LinkedIn (Mobbo), 2017)
  • 21.5% of Android gaming apps and 11.4% of iOS gaming apps contain in-app purchases and use it as a mobile gaming app monetization method as of September 2017. (LinkedIn (Mobbo), 2017)
  • The mobile in-app advertising covered 30% of the worldwide in-app advertising and app store revenues of mobile apps and games. (Applause, 2016)

Paid Games

Paid Games

  • 30% of U.S. gamers said they don't own any paid games on their tablets and their smartphones. (Statista, 2017)
  • PUBG is the leading paid game titles on Steam platform in 2017, with 27.80 million units sold. (Medium 2018)
  • CS:GO, with 12.5 million sold units in the 2017, placed second among the paid game titles on Steam platform in 2017. (Medium, 2018)
  • Video game software covers 34.5% of the average annual expenditure on video games per consumer unit in the U.S. while video game hardware and accessories covers the rest of the 65.5% of the share. (Bureau of Labor Statistics, 2017)
  • 22% of gamers in the United States purchased video games through Steam. (Statista, 2017)
  • 43% of gamers in the U.S. said they bought the games on online retailers like Ebay and Amazon. (Statista, 2017)
  • 56% of gamers in the United States purchased video games through Play Store and AppStore. (Statista, 2017)
  • 40.1% of gamers choose Paypal as their top choice of payment method for console gaming content in 2017. (SuperData Research, 2017)
  • Only 1.8% of gamers choose Amazon payments as their choice of payment method for console gaming content in 2017. (SuperData Research, 2017)
  • 20% of U.S. gamers said they regularly pre-order video games. (Statista, 2017)
  • 29% of U.S. gamers said they pre-order video games ocassionally. (Statista, 2017)
  • 32% of U.S. gamers stated that they own 6 to 10 paid home console games. (Statista, 2017)
  • 24% of gamers in the U.S. said they own 3 to 5 paid home console games. (Statista, 2017)
  • 12% of U.S. gamers own 1 to 2 paid home console games. (Statista, 2017)
  • Only 4% of the U.S. gamers claim to not own any paid home console games. (Statista, 2017)
  • 23% of gamers in the U.S. stated that they have about 3 to 5 paid games on their smartphones and tablets. (Statista, 2017)
  • 21% of U.S. gamers who own tablets and smartphone have 1 to 2 paid games on their devices. (Statista, 2017)

F2P Games

F2P Games

  • League of Legends generated a revenue of 2.1 billion U.S. dollars in 2017, leading the list of the leading F2P MMO games that made the most revenue worldwide in 2017. (Various sources, 2018)
  • Dungeon Fighter Online generated a revenue of 1.6 billion U.S. dollars in 2017, placing second among the list of the leading F2P MMO games that made the most revenue globally in 2017. (Various sources, 2018)
  • CrossFire generated a revenue of 1.4 billion U.S. dollars in 2017, taking up the third place among the list of the leading F2P MMO games that made the most revenue globally in 2017. (Various sources, 2018)
  • 23% of U.S. gamers stated that they spent between 1 to 20 U.S. dollars on in-game purchases. (Statista 2017)
  • 18% of U.S. gamers spent 21 to 50 U.S. dollars. on in -game purchases. (Statista, 2017)
  • 11% of gamers in the United States stated that they have spent more than 250 US$ on in-game purchases. (Statista, 2017)
  • The 2015 in-game mobile gaming revenue in the U.S. generated 1.82 billion U.S. dollars. (eMarketer, 2015)
  • Asia had the highest reported F2P PC game revenue around the world, covering 67% of the reported revenue in 2016. (Various sources, 2017)
  • Europe covers the second largest share of the reported F2P PC game revenue in 2016 globally, covering 15% of the share. (Various sources, 2017)
  • North America took up 11.8% of the shares among the global F2P PC games revenue in 2016. (Various sources, 2017)
  • The F2P PC game market is expected to generate 12% more revenue worldwide or 25 billion U.S. dollars by end of 2022, up from 2017's estimated 22 billion. (SuperData Research, 2017)
  • In 2020, the global in-game spending is estimated to reach 32 billion U.S. dollars, up from 2015's 22 billion. (CNET, 2016)

3.2% of Android users are found to have made in-game purchases on a monthly basis

4.1% of iOS users are found to have made in-game purchases on a monthly basis

3.4% of mobile users, regardless the device, made in-game purchases on a monthly basis

(gamesindustry.biz, 2016)

23% of U.S. gamers stated that they spent between 1 to 20 U.S. dollars on in-game purchases

18% of U.S. gamers spent 21 to 50 U.S. dollars. on in -game purchases

11% of gamers in the United States stated that they have spent more than 250 US$ on in-game purchases

(Statista, 2017)

20% of the U.S. gamers said they have 1 to 2 paid PC games

20% of gamers in the U.S. also said they have 3 to 5 paid PC games

20% of gamers in the United States said they own 6 to 10 paid PC games

9% of the U.S. gamers owned 11 to 20 paid PC games

28% of gamers in the United States don't own any paid PC games

(Statista, 2017)

Esport

The market revenue of the eSports market in 2017 amounted to 655 million U.S. dollars. (esportsbets.com, 2018)

Asia took the largest share of the worldwide eSports market revenue in 2017, covering 36% of the shares. (Medium, 2017)

In 2017, the annual combined eSports prize pools around the world reached 121.1 million. (Various sources (investmentbank.com), 2018)

DOTA 2 accumulated 38 million U.S. dollars prize pool worldwide in 2017, making it the leading eSports game that accumulated the most prize pool. (esports-betting.pro, 2018)

​DOTA 2's The International 2017 ranked first among the leading eSports tournaments worldwide, with a total prize pool of 24.69 million U.S. dollars. (e-Sports Earnings, 2017)

Overview

Overview

  • North America took the second largest share of the worldwide eSports market revenue in 2017, covering 34% of the shares. (Medium, 2017)
  • Europe covered the third largest share of the worldwide eSports market revenue in 2017, taking up 26% of the shares. (Medium, 2017)
  • The eSports industry revenue is expected to grow by 27.7% in 2018 from 2017. (esportsbets.com), 2018)
  • The United States generated the most sales revenue in the eSports markets worldwide, taking up 32% of the shares. (PwC, 2017)
  • South Korea placed second among the leading eSports market with the most sales revenue globally, covering 30% of the shares. (PwC, 2017)
  • China took up the third largest share among the leading eSports market with the most sales revenue around the world, covering 17% of the shares. (PwC, 2017)
  • In 2016, eSports generated a total of 493 million U.S. dollars with a total audience count of 323 million. (Newzoo, 2017)
  • By 2020, the eSports revenue is expected to reach 1.49 billion, up from 696 million in 2017, and 589 million audiences, up from 385 million in 2017. (Newzoo, 2017)

Overview 2

  • Sponsorship and advertising covers the largest eSports market revenue share around the world in 2017, taking up 74.5% of the generated revenue in 2017. (SuperData Research, 2017)
  • Prize pools generated the second largest revenue in the eSports market worldwide in 2017, covering 9% of the shares. (SuperData Research, 2017)
  • eSports betting and fantasy sites generated the third largest revenue in the eSports market worldwide in 2017, covering 5% of the shares. (SuperData Research, 2017)
  • Out of the 424 eSports events made worldwide in 2016, 28% of the global major eSports events was held in North America. (Newzoo, 2017)
  • Western Europe hosted 26% of the 424 eSports events made worldwide in 2016. (Newzoo, 2017)
  • 13% of the 424 eSports events made globally in 2016 was hosted in the Eastern Europe. (Newzoo, 2017)
  • In 2016, a total of 32 million U.S. dollars revenue was generated via eSports events ticket sales worldwide. (Newzoo, 2017)
  • In 2016, North Americal took up the most shares and accounted 44% of the generated revenue from major eSports events ticket around the world. (Newzoo, 2017)
  • Western Europe accounted 29% of the generated revenue from major eSports events ticket globally. (Newzoo, 2017)
  • In 2017, the annual combined eSports prize pools around the world reached 121.1 million. (Various sources (investmentbank.com), 2018)
  • As of November 2017, The International 7 covered 24.69 million U.S. dollars of the 121.1 million U.S. dollars eSports prize pool, that's 20% of the overall prize pool. (Various sources (investmentbank.com), 2018)
  • Intel Extreme Masters Katowice was held in Poland, with a recorded of 46 million unique viewers, making it the most watched eSports event in 2017. (eSports Marketing Blog, 2018)
  • Lol World Championship (2016) reached a number of 43 million unique viewers, making it the most viewed eSports event in 2016. (eSports Marketing Blog, 2018)
  • In 2017, it was expected that there were 143 million frequent viewers/enthusiasts of eSports audience and 192 million of occasional viewers. (Newzoo, 2018)
  • In 2019, the number of frequent viewers/enthusiasts of eSports audience is expected to grow by 33%, while the occassional viewers of eSports is expected to grow by 9% in the same measured year. (Newzoo, 2018)

Overview 3

  • 34% of male around the world spend less than an hour daily watching eSports while 55% of them spend an average of 1-4 hours daily, and only 11% spend more than 5 hours daily. (Research Now, 2017)
  • 24% of female around the world spend less than an hour daily watching eSports while 65% of them spend an average of 1-4 hours daily, and only 12% spend more than 5 hours daily. (Research Now, 2017)
  • 17% of U.S. gamers said they regularly watch eSports videos regularly, 22% said they watch it occasionally, and 10% of them said they watch it rarely. (Statista, 2017)
  • 19% of U.S. gamers said they regularly watch eSports live streams regularly, 19% said they watch it occasionally, and 9% of them said they watch it rarely. (Statista, 2017)
  • Chasing The Cup: Injustice 2 on CW is the most viewed eSports related program on television in the U.S., accounting 405 thousand viewers in 2017. (TNL Media, 2017)
  • H1Z1 Fight for the Crown is the second most viewed eSports related prgrams on televisionon in the U.S., with 378 thousand viewers in 2017. (TNL Media, 2017)
  • 85% of eSports viewers in the U.S. in 2017 are male, while 15% are female. (SuperData Research, 2017)
  • 12% of eSports fans in the United States are black while Hispanics accounted 17% of the eSports fans. (Magid Associates, 2016)
  • The Whites accounted the most eSports fans in the U.S, covering 65% of the fans in the U.S.. (Magid Associates, 2016)
  • By 2020, it is expected that an average eSports fans will spend 5.2 U.S. dollars on eSports content, up from the estimated 3.64 U.S. dollars per eSports fans in 2017.
  • Taking up the largest distribution of the viewers are from Asia Pacific, taking up over half of the world's frequent eSports viewers. (Newzoo, 2017)
  • 18% of the world's frequent eSports viewers are in Europe and another 18% are from the rest of the world. (Newzoo, 2017)
  • 13% of the world's frequent eSports viewers are found in North America. (Newzoo, 2017)
  • In 2018, it is expected that 6.6 billion hours will be spent worldwide on watching eSports video, up from 2.4 billion in 2013. (IHS; eMarketer, 2014)
  • There are 26% viewers of eSports events or programs in the United States in 2016. (Magid Associates, 2016)

Market Leaders

Market Leaders

  • Miracle (Amer Barqawi) placed second in the list of leading eSports player with the most earnings worldwide as of January 2018, with an overall earning of 3.06 million U.S. dollars. (e-Sports Earnings 2018)
  • UNiVeRsE (Saahil Arora) is one of the leading eSports player worldwide with the most earnings worldwide as of January 2018, with an overall earning of 2.9 million U.S. dollars. (e-Sports Earnings 2018)
  • DOTA 2 accounted the most distribution of annual prize pool, covering 34.3% of the total eSports prize pool worldwide. (e27; ValuePenguin, 2017)
  • CS:GO reached the second place among the most distribution of annual prize pool in eSports, covering 17.35% of the share. (e27; ValuePenguin, 2017)
  • League of Legends coverd 10.84% of the distribution of annual prize pool in eSports worldwide. (e27; ValuePenguin, 2017)
  • DOTA 2's The International 2017 ranked first among the leading eSports tournaments worldwide, with a total prize pool of 24.69 million U.S. dollars. (e-Sports Earnings, 2017)
  • DOTA 2's The International 2016 ranked second among the leading eSports tournaments worldwide, with a total prize pool of 20.77 million U.S. dollars. (e-Sports Earnings, 2017)
  • DOTA 2's The International 2015 had a total prize pool of 18.43 million U.S. dollars. (e-Sports Earnings, 2017)
  • DOTA 2's The International 2014 had a total prize pool of 10.93 million U.S. dollars. (e-Sports Earnings, 2017)
  • League of Legends had 100 million players as of August 2017, leading the list among the eSports games with the most number of players. (SuperData Research, 2017)
  • Call of Duty placed second among the list of eSports games with the most number of players as of August 2017, with 28.1 million players. (SuperData Research, 2017)
  • DOTA 2 had 12.6 million players as of August 2017. (SuperData Research, 2017)
  • League of Legends reached 11.8% of all platform gamers and eSports viewers around the world, the highest reach in the rank. (Newzoo 2017)
  • CS:GO had the second highest reach in the rank, with a reach of 9.6%, followed by Ovrewatch with 9.4% reach. (Newzoo 2017)
  • Scarlett (Sasha Hostyn) is the leading female eSports player worldwide as of January 2018, with an overall earning of 200.69 thousand U.S. dollars. (e-Sports Earnings 2018)
  • Mystik (Katherine Gunn) is second in the leading female eSports player worldwide as of January 2018, with an overall earning of 22 thousand U.S. dollars. (e-Sports Earnings 2018)
  • Ricki Ortiz (Ricki Ortiz) had an overall earning of 80.78 thousand U.S. dollars as of January 2018. (e-Sports Earnings 2018)
  • KuroKy (Kuro Takhasomi) is the leading eSports player with the most earnings worldwide as of January 2018, with an overall earning of 3.48 million U.S. dollars. (e-Sports Earnings 2018)

Marketing & Advertising

Marketing & Advertising

  • IT/computer industries in the U.S. have the most number of eSports sponsorships between January 2016 and August 2017, with an approximate 360 instances in the said industry alone. (Cynopsis Media, 2018)
  • There were approximately 60 instances of eSports sponsorships among online services in the U.S. between January 2016 and August 2017. (Cynopsis Media, 2018)
  • There were approximately 100 instances of eSports sponsorships among retail in the U.S. between January 2016 and August 2017. (Cynopsis Media, 2018)
  • 37% of eSports fan in the U.S. wish to see brands and companies giving away prizes for competitions and various eSports related events. (eSports Ad Bureau, 2017)
  • 38% of eSports fans in the United States stated that they would like to see fun and humorous, or exciting content. (eSports Ad Bureau, 2017)
  • 32% of the eSports fans as of May 2017 said that they would definitely try products shown during eSports games while 31% said they would somewhat agree with the statement. (Research Now, 2017)
  • 33% of the eSports fans as of May 2017 said that they don't like in-game ad placements by brands while 30% somewhat agree with this statement. (Research Now, 2017)
  • 47% of eSports viewers are interest in receiving a free sample, free swag, or free merchandise at a live eSports event as of March 2017. (eSports Ad Bureau, 2017)
  • 41% of eSports viewers are very interested in trying out a new product at a live eSports event as of March 2017. (eSports Ad Bureau, 2017)
  • 41% of eSports viewers are interested in playing a game demo/showcase at a live eSports event as of March 2017. (eSports Ad Bureau, 2017)
  • In 2016, Microsoft brand was mentioned 3,320 times by the top influencers within eSports community, up from 2,190 in 2015. (eSports Ad Bureau, 2017)
  • Nintendo was mention 2,350 times by the same influencers in the community, up from 1,190 in the previous year. (eSports Ad Bureau, 2017)

Esport Betting

Esport Betting

  • Leading the distribution of the eSportsbook total amount wagered worldwide in 2016 is League of Legends, covering 38% of the shares. (eSportsBettingReport, 2016)
  • CS:GO takes the second largest share of the eSportsbook total amount wagered worldwide in 2016, taking up 29% of the share. (eSportsBettingReport, 2016)
  • In 2020, the estimated amount wagered for in-game activities of video gamers globally is expected to grow 12% from 7% in the 2017. (Activate, 2016)
  • The total bets of eSportsbook betting were expected to cover 92.6% of the estimated total amount wagered on eSports on cash gambling sites around the world in 2016. (eSports Betting Report, Narus Advisors, 2016)
  • 38% of the total eSportsbook amount wagered was attributed to bets placed on League of Legends since LoL was the most popular eSports game on the gambling market in 2016. (eSports Betting Report, Narus Advisors, 2016)
  • The eSports betting revenue in 2020 is expected to reach 1.8 billion U.S. dollars. (GeekWire, 2015)
  • In 2020, the eSports betting total amount wagered worldwide is expected to reach 23.5 billion U.S. dollars. (GeekWire, 2015)

Esport Startup Funding

Esport Startup Funding

  • The leading eSports-related startups in the United States in 2017 is Discord, with a venture capital of 50 thousand U.S. dollars. (TNL Media, 2018)
  • Skills took the second place among the leading eSports-related startups in the United States in 2017, with a venture capital of 25 thousand U.S. dollars. (TNL Media, 2018)
  • 136 investment deals was estimated to be made in eSports companies from around the world in 2017, up from the actual 83 investment deals made in the previous year. (CB Insights, 2017)
  • The investment in eSports companies around the world in 2017 is estimated to grow by 18.8% from 1.508 million U.S. dollars in 2016. (CB Insights, 2017)

45% of League of Legends fans watched most of eSports content on Twitch.TV, while 40% preferred to watch it on YouTube Gaming

51% of Counter Strike fans watched most of eSports content on Twitch.TV, while 38% preferred to watch it on YouTube Gaming

16% of Call of Duty fans watched most of eSports content on Twitch.TV, while 52% preferred to watch it on YouTube Gaming

17% of Minecraft fans watched most of eSports content on Twitch.TV, while 64% preferred to watch it on YouTube Gaming

(Research Now, 2017)

26% of the U.S. eSports viewers in 2017 are millenials between the ages 18 and 24 years

35% of the U.S. eSports viewers in 2017 are adults between 25 and 32 years accounted

10% of the U.S. eSports viewers in 2017 are children between the ages 13 and 17 years

(Cynopsis Media, 2017)

DOTA 2 accumulated 38 million U.S. dollars prize pool worldwide in 2017, making it the leading eSports game that accumulated the most prize pool in 2017

CS:GO accumulated a prize pool of 19 million worldwide in 2017, taking the second place among the leading eSports games that accumulated the most prize pool in 2017

League of Legends accumulated 12.02 million U.S. dollars prize pool worldwide in 2017

(esports-betting.pro, 2018)