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DIGITAL
&
TRENDSOnlinegamingCHAPTER
01OverviewDigitalvideogamerevenueworldwidefrom2017to2027,bysegment(inbillionU.S.dollars)Digitalvideogamerevenuesworldwide2017-2027,bysegmentMobileGamesOnlineGamesDownloadGamesGamingNetworks300250200150100500201720182019202020212022202320242025202620274Description:Overthelasttwoobservations,therevenueisforecasttosignificantlyincreaseinallsegments.EspeciallynotableistheremarkablyrobustgrowthobservedintheMobileGamessegmentasweapproachtheendoftheforecastperiod.Thisvalue,reaching8.9billionU.S.dollars,standsoutsignificantlycomparedtotheaveragechanges,whichareestimatedat3.025billionU.S.dollars.ReadmoreNote(s):Worldwide;2017to2027;allvaluesareestimatesSource(s):DigitalMarketInsightsNumberofdigitalvideogameusersworldwidefrom2017to2027,bysegment(inbillions)Numberofdigitalgamersworldwide2017-2027,bysegmentMobileGamesDownloadGamesOnlineGamesGamingNetworks2.52.01.51.00.50.0201720182019202020212022202320242025202620275Description:Significantfluctuationsareestimatedforallsegmentsovertheforecastperiodforthenumberofusers.Overall,theindicatorappearstofollowapositivetrend,astherearemoreincreasingvaluesthandecreasingvaluesexpectedintheindividualsegmentsuntil2027.Amongthem,thesegmentMobileGamesachievestherelativelyhighestvaluethroughouttheentireperiod,reaching2.32billionusers.ReadmoreNote(s):Worldwide;2017to2027;allvaluesareestimatesSource(s):DigitalMarketInsightsDigitalvideogameaveragerevenueperuser(ARPU)worldwidefrom2017to2027,bysegment(inU.S.dollars)DigitalgamingARPUworldwide2017-2027,bysegmentMobileGamesGamingNetworksOnlineGamesDownloadGames1059585756555453525155201720182019202020212022202320242025202620276Description:Overthelasttwoobservations,thearpuisforecasttosignificantlyincreaseinallsegments.Aspartofthepositivetrend,theindicatorreachesthemaximumvalueforallfourdifferentsegmentsattheendofthecomparisonperiod.ParticularlynoteworthyisthesegmentMobileGames,whichhasthehighestvalueof95.82U.S.dollars.ReadmoreNote(s):Worldwide;2017to2027Source(s):DigitalMarketInsightsLeadinggamingmarketsworldwidein2022,bygamingrevenue(inmillionU.S.dollars)Leadinggamingmarketsworldwide2022,byrevenueRevenueinmillionU.S.dollars20,000
30,000010,00040,00050,00060,000UnitedStatesChina54,90044,020Japan39,880SouthKoreaUnitedKingdomGermanyFrance11,9706,1415,1253,8123,5402,7772,069CanadaAustraliaItaly7Description:Videogamingisnolongerahobbyexclusivelyenjoyedbytheyoung.Asgenerationshavegrownupwithvideogamesanormalpartoflife,thevideogamingmarketsizehasincreasedacrosstheglobe.Asof2022,itisestimatedthattheUnitedStatesranksfirstamongthebiggestgamingmarketsworldwide,witharevenueof54.9billionU.S.dollars.ThevideogamingmarketinChinarankedsecond,generatinganapproximate44billionU.S.dollarsinannualrevenues.
ReadmoreNote(s):Worldwide;2022;physicalanddigitalSource(s):Advertising&MediaInsightsOnlinePCgamingmarketvalueworldwidefrom2011to2027(inbillionU.S.dollars)OnlinePCgamingmarketvalueworldwide2011-202750454044.642.942.241.941.841.641.641.341.338.438.4353128.83025201510525.124.723.621.10201120122013201420152016201720182019202020212022*
2023*
2024*
2025*
2026*
2027*8/statistics/292516/pc-online-game-market-value-worldwideIn2022,theglobalonlinePCgamingmarketwasworth42.9billionU.S.dollarsandisprojectedtodeclineto41.3billionU.S.dollarsin2027.PCgaminggrowthisprojectedtoslowinthenextfewyearstodoconsumeruptakeofconsolegaming.
ReadmoreNote(s):Worldwide;2011to2022;*ForecastReadmoreSource(s):Capcom;InternationalDevelopmentGroupShareofgamesmarketrevenueworldwidein2022,bysegmentGamesmarketrevenueshareworldwide2022,bysegment60%50%50%40%30%20%10%0%28%21%1%MobilegamesConsolegamesDownloaded/boxedPCgamesBrowserPCgames9Description:In2022,mobilegamesareprojectedtoaccountfor50percentofglobalgamingmarketrevenues,generatinghalfofallgamingrevenueworldwide.Consolegamingisthesecond-strongestsegmentwitha28percentmarketshare.
ReadmoreNote(s):Worldwide;2022Source(s):GameWorldObserver;NewzooCHAPTER
02IndustryleadersEstimatedannualgamingrevenueofleadinggamingcompaniesworldwidein1stquarter2023(inmillionU.S.dollars)Gamerevenuesofglobalcompanies2023GamerevenuesinmillionU.S.dollars01,0002,0003,0004,0005,0006,0007,0008,0007,556TencentSony4,380Apple3,683Microsoft3,152NetEase2,7172,4322,261GoogleActivisionBlizzardElectronicArts(EA)Nintendo1,8741,2951,266Take-TwoInteractive11Description:Inthefirstquarterof2023,Tencentwaswasthehighest-grossinggamingcompanyworldwide.TheShenzhen-headquarteredonlinecompanygeneratedapproximately7.56billionU.S.dollarsingamingrevenuesduringthemeasuredperiod.JapanesecompetitorSonywasrankedsecondwith4.38billionU.S.dollarsinquarterlygamingrevenues.SonyisoneofthebiggestgamingpublishersworldwideandalsoownsthePlayStationgamingplatform.ReadmoreNote(s):Worldwide;Q12023;allvaluesareestimatesSource(s):NewzooNetrevenuegeneratedbyActivisionBlizzardfrom2015to2022,byplatform(inmillionU.S.dollars)ActivisionBlizzard(ABK)netrevenue2015-2022,byplatformConsolesPC*Mobileandancillary**Other10,0009,0008,0007,0006,0005,0004,0003,0002,0001,00002015201620172018201920202021202212/statistics/269667/activision-blizzards-revenue-by-platformIn2022,ActivisionBlizzard'sconsolesegmentgenerated1.75billionU.S.dollarsinannualrevenues.Thisrepresentsa34percentyearover-yeardecrease.Consolegamingaccountsforapproximately23percentofActivisionBlizzard'sannualrevenue.ReadmoreNote(s):Worldwide;2015to2022;*NetrevenuesfromPCincluderevenuesthatwerehistoricallyshownasOnline.RevenuesfromonlineconsistsofrevenuesfromallWorldofWarcraftproducts,includingsubscriptions,boxedproducts,expansion[...]
ReadmoreSource(s):ActivisionBlizzardNetrevenuegeneratedbyElectronicArtsfromfiscal2016to2023,bycomposition(inmillionU.S.dollars)ElectronicArts(EA)netrevenue2016-2023,bycompositionFull-gamedownloadsPackagedgoodsLiveservicesandotherLiveservices(pre-2021metric)Mobile(pre-2021metric)Packagedgoodsandother(pre-2021metric)8,0007,0006,0005,0004,0003,0002,0001,0000201620172018201920202021*20222023Fiscalyear13Description:Inthefiscalyear2023spanningbetweenApril2022toMarch2023,ElectronicArts(EA)generatedcloseto5.5billionU.S.dollarsinrevenuesviaitsliveservicesegment.Theseliveservicesincludeextracontent,subscriptionofferingsandotherrevenuegeneratedoutsideofthesaleofthecompany'sbasegames.ReadmoreNote(s):Worldwide;April2015toMarch2023;*Accordingtothesource:"Asourbusinesshasevolvedandmanagementfocuseslessonthedifferentiationbetweenourpackagedgoodsbusinessandourdigitalbusinessandmoreonourfullgame[...]
ReadmoreSource(s):ElectronicArtsAnnualdigitalbookingsofUbisoftfromfiscalyear2010-11to2022-23(inmillioneuros)UbisoftannualdigitalbookingsasofFY2022-231,8001,6001,4001,2001,0008001,665.71,6091,485.21,396.61,261.31,004.7729.3600446.7382.7400195148200080382010-112011-122012-132013-142014-152015-162016-172017-18
2018-19*
2019-202020-212021-222022-2314Description:Inthefiscalyear2022-23(endingMarch2023),FrenchgamecompanyUbisoftgenerated1.48billioneurosindigitalnetbookings,representinga10.8percentdecreasecomparedtothepreviousyear.Thedeclineindigitalgamingsalescamewithless-than-expectedholidayseasonsales,thecancellationofthreegames,aswellasthebeginofcost-cuttingmeasuresacrossthecompany.ReadmoreNote(s):Worldwide;April1,2010toMarch31,2023;fiscalyearendsMarch31Source(s):UbisoftAnnualonlinegamesrevenuegeneratedbyTencentHoldingsfrom2012to2022(inbillionyuan)Tencent'sannualonlinegamesrevenue2012-202220018016014012010080174.31170.72156.1114.710497.8870.84201656.5920156044.7620144020031.97201322.85201220172018201920202021202215Description:Overthepastdecade,theChinesetechnologygroupTencentHoldingshasinvestedheavilyindevelopingitsgamingbusiness.In2022,itsonlinegamesgrossed170.7billionyuan-aslightdecreasecomparedto2021.Thismadeup31percentoftheChinesetechgiant`sannualrevenue.ReadmoreNote(s):Worldwide,China;2012to2022Source(s):TencentNetrevenuegeneratedbyKingfrom2010to2022(inmillionU.S.dollars)Kingannualrevenue2010-20223,0002,7852,5802,5002,0001,5001,0005002,260.242,1642,0862,0311,999.491,9981,884.31,586164.41201258.45201063.9020112013201420152016*20172018201920202021202216Description:FoundedinSwedenin2003,Kingisavideogamedeveloperthatismostfamousforitsblockbustergaminghit,CandyCrushSaga.Thedeveloper`srevenuereachedalmost2.79billionU.S.dollarsin2022,afarcryfromrevenueoflessthan60millionU.S.dollarsin2010.ReadmoreNote(s):Worldwide;2010to2022;KingDigitalEntertainmentsegmentrevenueasreportedbyActivisionBlizzard;*On23February2016,ActivisionBlizzardcloseditsacquisitionofKingforadealof5.9billionU.S.dollars.AfterKing'sacquisitionthe[...]ReadmoreSource(s):ActivisionBlizzardRevenuegeneratedbySupercellfrom2012to2022(inmillionU.S.dollars)Supercellannualrevenue2012-20222,5002,3262,3002,2402,0292,0001,5001,0005001,8661,7771,6001,5601,48089210102012201320142015201620172018201920202021202217Description:FinnishmobilegamedeveloperandpublisherSupercellgeneratedapproximately1.87billionU.S.dollarsinrevenuein2022.Thatyear,thecompanyreportedannualearningsof666millionU.S.dollars.SupercellregularlyranksamongtheleadingGooglegamingapppublishersbasedonrevenueintheUnitedStates.Asof2022,Supercellhasonlyfullyreleasedfivemobilegames,allofwhicharecommerciallysuccessful.ReadmoreNote(s):Worldwide;2012to2022;figuresarecurrencyconversionsasreportedbyvarioussourcesSource(s):Supercell;VentureBeatAnnualsalesrevenuegeneratedbyGameloftfrom2006to2022(inmillioneuros)Gameloftannualsalesrevenue2006-2022350300250200150320321293265259256.2257253233.3227.3208.3164.4141121.97110.33200896.07200710050068.4220062009201020112012201320142015201620172018201920202021202218Description:In2022,Paris-basedsocialgamingcompanyGameloftreportedarevenueof321millioneuros,representinga21.2percentincreasefromthepreviousyear'sresults.Lookingattheregionalrevenuedistribution,Gameloft'shighestprofitabilityisattributedtotheNorthAmericaregion.Asofthatyear,LatinAmericaaccountsforthelowestshareofGameloft'srevenue.ReadmoreNote(s):Worldwide;2006to2022Source(s):Gameloft;VivendiNetsalesgeneratedbySquareEnixinthefiscalyears2010to2023,bysegment(inbillionyen)SquareEnixnetsalesFY2009-2023,bysegmentDigitalentertainmentAmusementPublicationMerchandising400350300250200150100500FY2010**
FY2011**
FY2012FY2013FY2014FY2015FY2016FY2017FY2018FY2019FY2020FY2021FY2022FY202319Description:InthefiscalyearendingMarch2023,digitalgamesandentertainmentcompanySquareEnixgeneratedapproximately245.5billionyeninnetsalesthroughitsdigitalentertainmentsegment.Thisrepresentsa34.1percentincreasecomparedtothepreviousfiscalperiod.Digitalentertainmentaccountsforthemajorityofcompanyrevenues.ReadmoreNote(s):Worldwide;April1,2009toMarch31,2023Source(s):SquareEnixAnnualrevenuegeneratedbyNexonfrom2008to2022(inbillionyen)Nexonannualrevenue2008-2022400354.7135030025020015010050293274.5253.7248.5234.9190.26183.1172.93155.34108.392012*87.61201169.78201051.640.2020082009201320142015201620172018201920202021202220Description:In2023,onlinegamedeveloperNexonreportedarevenueof354.7billionyen,upfrom274.5billionyeninthepreviousyear.OriginallyfoundedinSeoul,SouthKorea,thecompany'scurrentheadquartersiscurrentlylocatedinTokyo,Japan.
ReadmoreNote(s):Worldwide;2008to2022;*NexonhasadoptedtheInternationalFinancialReportingStandards("IFRS")fromthefiscalyearendingDecember31,2013.Thecompany's2012annualrevenuedatahasbeenretroactivelyadjustedwiththe[...]
ReadmoreSource(s):NexonNetsalesofGungHoOnlineEntertainmentfrom2012to2022(inbillionJapaneseyen)GungHoOnlineEntertainmentnetsales2012-2022200173.0718016014012010080163.06154.33112.46104.63105.51101.3998.8492.392.1604025.822012200201320142015201620172018201920202021202221Description:In2022,JapanesegamingcompanyGungHoOnlineEntertainment,knownforthemobilegamePuzzle&Dragons,reportednetsalesof105.51billionJapaneseyen.Thisrepresentsa0.8percentincreasefromtheprecedingfiscalyear.
ReadmoreNote(s):Worldwide;2012to2022Source(s):GungHoOnlineCHAPTER
03OnlinegamingplatformsNumberofmonthlyactiveusers(MAU)ofMicrosoftXboxNetworkfromfiscalJanuary2016toDecember2022(inmillions)NumberofXboxNetworkMAU20221401201008012010090656463595957576040200555353524948474639Q12016Q2
2016Q3
2016Q4
2016Q1
2017Q2
2017Q3
2017Q4
2017Q1
2018Q2
2018Q3
2018Q4
2018Q1
2019Q2
2019Q3
2019Q4
2019
Apr'20
Dec'20
Dec'2223Description:Firstlaunchedin2002,theXboxNetworkisanonlinemultiplayerserviceassociatedwithMicrosoft`sXboxlineofconsoles.AsofDecember2022,Microsoft'sonlinegamingservicehadapproximately120millionmonthlyactiveusers,upfromjustunder40millionatthebeginningof2016.TheservicewasknownasXboxLivebeforerebrandingintoXboxnetworkinMarch2023andtodifferentiateitfromtheXboxLiveGoldsubscriptionserviceoffering.ReadmoreNote(s):Worldwide;Q12016toDecember2022Source(s):MicrosoftNumberofsubscribersofPlayStationPlus(PSPlus)worldwideasofMarch2023(inmillions)NumberofPlayStationPlussubscribersworldwide2014-20236050404847.4
47.647.4
47.347.447.246.346.445.945.44541.538.836.936.4
36.234.2302010026.420.810.97.9Oct'14
Jan'15
Mar
Mar
Dec'18
Mar
Jun'19Sep
'19Dec'19
Mar
Jun'20Sep
'20Dec'20
Mar
Jun'21Sep
'21Dec'21
Mar
Jun'22Sep
'22Dec'22
Mar'16
'17
'19
'20
'21
'22
'2324Description:Firstlaunchedin2010,PlayStationPlusisSony`ssubscriptionservicewhichallowsPlayStationuserstoplayonlinemultiplayer.AsofMarch2023,theservicehadover47.4millionsubscribers,adecreasefromitspeakof48millionsubscriptionsinDecember2021.InJune2022,SonycombineditsPlayStationPlusandPlayStationNowcloudgamingservicesandtherevampedPlayStationPlusservicenowfeaturesathree-tiersubscriptionmodel.TheexistingservicebecamePlayStationPlus[...]
ReadmoreNote(s):Worldwide;October2014toMarch2023Source(s):SonyNumberofpeakconcurrentSteamusersworldwidefrom2015to2023(inmillions)Steamgamingplatformpeakconcurrentusers2015-202335302520333027.424.818.514151058.402015FY2017-082018FY2020FY2021FY2022-102023-0125/statistics/1330211/steam-peak-concurrent-playersInJanuary2023,gamingplatformanddigitalstorefrontSteamreported33millionpeakconcurrentplayers,upfrom30millionpeakconcurrentplayersintheprecedingyear.Steamisoneoftheleadingplatformsfordigitalgamingpurchasesworldwide.ReadmoreNote(s):Worldwide;2015toJanuary2023;valuesarefullyearfiguresunlessnotedSource(s):SteamNumberofmonthlyactiveusersongamingplatformSteamworldwidefrom2017to2021(inmillions)SteamgamingplatformMAU2017-20211401201001321209590806040200672017201820192020202126/statistics/733277/number-stream-dau-mauSteam'sownerValvereportedthattheonlinevideogamesdistributionplatformhad132millionmonthlyactiveplayersin2021,upfrom120millionMAUinthepreviousyear.Steamisoneofthetop-grossingdigitalgamingcontentplatformsworldwide.ReadmoreNote(s):Worldwide;2017to2021;monthlyactiveplayersSource(s):Steam;TheGamer;ValveNumberofactiveusersofEpicGamesStoreworldwidefrom2019to2022(inmillions)EpicGamesStorePCusers2019-2022250200150230194160108100500201920202021202227Description:Attheendof2022,digitalgamingstoreEpicGamesStorereportedapproximately230millionusersviaPC.Thisrepresentsa18.6percentgrowthcomparedtothepreviousperiod.Overall,theEGShadapproximately62millionmonthlyactiveusersviaPC.EpicGamesStoreisoperatedbyEpicGames,thepublisherofbattleroyalehitFortnite.ReadmoreNote(s):Worldwide;year-end2019toyear-end2022;PCusersSource(s):EpicGamesNumberofmonthlyactiveusersofEpicGamesStoreworldwidefrom2019to2022(inmillions)EpicGamesStorePCMAU2019-20228070605068625640323020100201920202021202228Description:Attheendof2022,digitalgamingstoreEpicGamesStorereportedapproximately68millionmonthlyactiveusersviaPC.Thisrepresentsa9.6percentgrowthcomparedtothepreviousperiod.TheEGSreportedapproximately194milliontotalusers.EpicGamesStoreisoperatedbyEpicGames,thepublisherofbattleroyalehitFortnite.ReadmoreNote(s):Worldwide;year-end2019toyear-end2022;PCusersSource(s):EpicGamesCHAPTER
04LeadinggamesMostpopularPlayStation5gamesbasedonmonthlyactiveusers(MAU)worldwideinMay2023LeadingPS5gamesbasedonglobalMAU2023RankingFortnite12CallofDutyModernWarfareII/Warzone2.0GrandTheftAutoVFIFA2334NBA2K235RocketLeagueApexLegendsMinecraft678TomClancy'sRainbowSix:SiegeFallGuys91030Description:InMay2023,Fortnitestillwasoneofthemostpopularvideogamesacrosstheworld,rankingfirstamongthemostpopularPlayStation5titlesworldwidebasedonmonthlyactiveusers.First-person-shooterCallofDuty:ModernWarfareII/Warzone2.0placedsecond.ReadmoreNote(s):Worldwide;May2023Source(s):NewzooMostpopularXboxSeriesX/Sgamesbasedonmonthlyactiveusers(MAU)worldwideinMay2023LeadingXboxSeriesX/SgamesbasedonglobalMAU2023RankFortnite12CallofDuty:ModernWarfareII/Warzone2.0GrandTheftAutoVMinecraft34Redfall5ROBLOX6TomClancy'sRainbowSix:SiegeApexLegendsFIFA23789RocketLeague1031Description:InMay2023,battleroyalefavoriteFortnitewasthemostpopulargameontheXboxSeriesSandXboxSeriesXconsolesworldwide,rankingfirstbasedonmonthlyactiveusers.First-person-shooterCallofDuty:ModernWarfareII/Warzone2.0wererankedsecond.ReadmoreNote(s):Worldwide;May2023Source(s):NewzooMostpopularPCgamesbasedonmonthlyactiveusers(MAU)worldwideinMay2023LeadingPCgamesbasedonglobalMAU2023RankMinecraft12FortniteTheSims43Counter-Strike:GlobalOffensiveCallofDutyModernWarfareII/Warzone2.0ROBLOX456LeagueofLegendsValorant78GrandTheftAutoVRocketLeague91032Description:InMay2023,MinecraftwastheleadingPCgametitlebasedonnumberofmonthlyactiveusers(MAU)worldwide.BattleroyaleheavyweightFortnitewasrankedsecondandlifesimulationclassicTheSims4wasinthirdplace.ReadmoreNote(s):Worldwide;May2023Source(s):NewzooMostplayedgamesonSteamin2022,bypeaknumberofconcurrentplayersMostplayedgamesonSteam2022,bypeakplayercountNumberofplayers400,000
600,0000200,000800,0001,000,0001,200,0001,132,0381,400,0001,325,305LostArkCounterStrike:GlobalOffensiveDota21,029,897953,426EldenRingPUBG693,588ApexLegends511,265GooseGooseDuckWorldofWarshipsCallofDuty:ModernWarfare2Destiny2416,328405,633309,821289,93033Description:MMOLostArktoppedthe2022listforpeaknumberofconcurrentplayersontheonlinegamingplatformSteamwith1.3millionpeakconcurrentplayers.Counter-Strike:GlobalOffensivewasrankedsecond.Thefirst-personshootervideogamehascontinuouslyrankedamongthemostpopulargamesonSteamsinceit'sreleaseinAugust2012.ReadmoreNote(s):Worldwide;2022;peaknumberofconcurrentplayersinsinglehourSource(s):GitHyp;SteamMostplayedgamesonSteamin2022,byhourlyaveragenumberofplayers(in1,000s)MostplayedgamesonSteam2022,byaverageplayersperhourNumberofplayersinthousands0100200300400500600603.77700CounterStrike:GlobalOffensiveDota2466.5LostArk277.66PUBG207.87188.38ApexLegendsCallofDuty:ModernWarfareIIEldenRing149.4111.2693.59GrandTheftAuto5(GTAV)TeamFortress2Rust86.6879.8934Description:FirstreleasedinAugust2012,Counter-Strike:GlobalOffensivewasthemostpopulargameonthePCgamingplatformSteamduring2022.Thefirst-personshooteraveragedalmost604thousandplayersperhour.MOBAgameDota2wasrankedfirstwithover466thousandaverageplayersduringthemeasuredperiod.ReadmoreNote(s):Worldwide;2022;averagenumberofplayersperhourSource(s):GitHyp;SteamLeadingMOBAgamesonstreamingplatformsasofSeptember2023,byweeklyviewerhoursLeadingMOBAgamesonstreamingplatforms2023,byviewerhoursViewerhours10,000,00005,000,00015,000,00020,000,00020,243,21725,000,000LeagueofLegendsValorant15,912,34413,960,594Dota2MobileLegends:BangBangAreaofValor11,584,8362,598,4571,652,529753,710BlackSurvival:EternalReturnSMITEBrawlStars659,221452,776380,144PokémonUniteLeagueofLegends:WildRift35Description:InSeptember2023,LeagueofLegendswasthetopMOBAtitleacrossYouTubeandTwitchwithapproximately20.2millionweeklyviewerhours.Valorant,whichwasalsopublishedbyLoLmakerRiotGames,wasrankedsecondwith15.9millionviewershiphoursduringthemeasuredperiod.ReadmoreNote(s):Worldwide;7daysprecedingSeptember26,2023;acrossTwitchandYouTube;basedonGamesightdata,widerindustrymetricsmayvarySource(s):GamesightLeadingbattleroyalegamesonstreamingplatformsasofSeptember2023,byweeklyviewerhoursLeadingbattleroyalegamesonstreamingplatforms2023,byviewerhoursViewerhours01,000,000
2,000,000
3,000,000
4,000,000
5,000,000
6,000,000
7,000,000
8,000,000
9,000,000
10,000,00011,000,000ApexLegendsFortnite9,610,2288,670,080CallOfDuty:WarzoneGarenaFreeFire4,500,4384,262,743PLAYERUNKNOWN'SBATTLEGROUNDSDayZ2,021,2681,088,597CallofDuty:Warzone2.0CallofDuty:ModernWarfareCallofDuty:BlackOps4Paladins459,932253,62897,80163,83736Description:InSeptember2023,ApexLegendswasthetopbattleroyaletitleacrossYouTubeandTwitchwithmorethan6.1millionweeklyviewerhours.Fortnite,whichwaspublishedbyEpicGames,wasrankedsecondwith8.6millionviewershiphoursduringthemeasuredperiod.ReadmoreNote(s):Worldwide;7daysprecedingSeptember26,2023;acrossTwitchandYouTube;basedonGamesightdata,widerindustrymetricsmayvarySource(s):GamesightMost-playedRobloxgamesworldwideasofJuly2023,byall-timevisits(inbillions)Robloxmostpopulargames2023Vistsinbillions150BrookhavenRPAdoptMe!510202530354034.4433.71TowerofHellBloxFruits21.2619.92MeepCity15.48Piggy11.8511.47MurderMystery2RoyaleHigh8.95PetSimulatorX!WelcometoBloxburg8.247.6737Description:TownRPGBrookhavenwasthemostpopularRobloxgameofalltime,withalmost34.44billionvisitsasofJuly2023.Second-rankedpetsimulatorAdoptMe!amassed33.71billionvisits,respectively.
ReadmoreNote(s):Worldwide;July2023Source(s):Fandom;RobloxDailyactiveusers(DAU)ofRobloxgamesworldwidefrom4thquarter2018to2ndquarter2023(inmillions)RobloxgamesglobalDAUasofQ220237060504030201002018Q42019
Q12019
Q22019
Q32019
Q42020
Q12020
Q22020
Q32020
Q42021
Q12021
Q22021
Q32021
Q42022
Q12022
Q22022
Q32022
Q42023
Q12023
Q238Description:Asofthesecondquarterof2023,gamingcompanyRobloxCorporationhadover65.5milliondailyactiveusersofRobloxgamesworldwide.Thisfigurerepresentsaslightdecreasefromthepreviouslyreportedquarter.RobloxDAUhavegrownsignificantlysincethebeginningof2020,whentheglobalCOVID-19pandemicstartedtospread.Sincethen,thecompanyhasmanagedtoretainandevenincreaseitsnewlywonaudiences,althoughRobloxusergrowthhasbeenslowingdown[...]
ReadmoreNote(s):Worldwide;Q42018toQ22023Source(s):RobloxLifetimeunitsalesgeneratedbyCallofDutyseriesworldwideasofJune2022(inmillions)CallofDutylifetimeseriesunitsales2014-2022450400350300250200425400300250175150100500Nov2014Jan2016May2019Apr2021Jun202239Description:AsofJune2022,first-personshooterseriesCallofDutyhadgeneratedapproximately425millionlifetimeunitsales,upfromitspreviousmilestoneof400millionunitsalesinApril2021.TheseunitsalesonlyincludethepremiummainseriesreleasesandexcludetherecentF2PtitleCallofDutyWarzoneandmobiletitleCallofDuty:Mobile.Theserieswasoriginallylaunchedin2003anditoneofthetop-grossingandbest-sellinggamingfranchisesofalltime.ReadmoreNote(s):Worldwide;November2014toJune2022;premiumgamesalesonly,excludingmobileandF2PSource(s):ActivisionBlizzard;GameWorldObserverMonthlynumberofpeakconcurrentplayersofApexLegendsonSteamworldwideasofSeptember2023(in1,000s)ApexLegendspeakconcurrentplayernumberonSteam2020-2023750650550450350250150
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