The videogame market sits within the bigger entertainment market; movies, printed press, TV and music share some of the same features and dynamics. The global games market reached $137.9 billion in 2018, up by 13.3% compared to previous year. APAC accounted for 52% of the market. China alone accounts for one quarter of all global game revenue, reaching $37.9 billion. It thereby cements its place as the largest market in the world ahead of the US market sized $30.4 billion.
Source: © 2018 Newzoo
The videogame market is an ever-changing market, with a significant growth rate due to the technological turnover: gamers now play not only on traditional consoles – Sony PlayStation, Nintendo WiiU/3DS and Microsoft Xbox – but also on smartphones, tablets and PC.
The increasing diffusion of smartphones, across all ages and genres, led to the development of new products dedicated to a heterogeneous audience, with new type of games.
Source: © 2018 Newzoo
The total number of videogame players worldwide, based on recent estimation, is around 2.3 billion people – 45% women. The average players age is 34 years covering all age groups, with 70% represented by players older than 18 years. According to Newzoo’s report, videogames market reached $137.9 billion revenues in 2018; more than half of it ($70.3 billion) derive from mobile games (smartphone/tablet) followed by console videogames ($34.6 billion) and last PC videogames ($32.9 billion).
Source: ESA Entertainment Software Association/Newzoo
Success and Opportunities
Continuous evolution of the market allowed the change from retail distribution to digital distribution through marketplace platform like Steam, Sony PlayStation Network and Microsoft Xbox Live and through App Store and Google Play. At the end of 2017, 79% of videogames were sold through digital download. New platforms gave the possibility to develop new business models like the Free To Play model: videogames are available to the public free of charge on the main digital channels – console marketplaces, mobile and social platforms and in-App purchases are the main revenue stream. This business model is used today on PC, console and mobile platforms.
Source: ESA Entertainment Software Association