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INDUSTRIES
AND
MARKETSGames:
market
data
&
analysisMarket
InsightsreportSeptember2023Table
of
ContentsOverviewAppendixSummary456ProductOverviewAuthor2331MarketDefinitionKeyTakeawaysMarket
NumbersRevenue101316192021AverageRevenue
per
UserUsersRevenues
oftopcompaniesUserPenetrationCompanyProfiles2CHAPTER
1OverviewThe
Games
marketis
a
fast-growingmarket
mainly
driven
by
the
expansion
ofmobile
gaming
across
the
globeOverview:
SummarySummaryThegamingindustryhasexperienced
significantgrowth
inrecent
years
and
ispoised
to
continuetogrow
inthefuture.Onemajor
trend
inthe
industryistheshifttowards
mobile
gaming,asthe
number
ofpeople
playinggames
on
theirsmartphones
andtabletshasincreased
dramatically.
Anothertrend
isthegrowing
popularity
of
onlineand
multiplayer
gaming,asmore
and
more
playersareseeking
outsocial
andcompetitive
gamingexperiences.
Additionally,advancesinvirtualreality
technology
haveopened
up
new
possibilities
forimmersive
gaming
experiences.Anotherfactorcontributingtothegrowth
of
thegaming
industryistheincreasingfocusonin-game
monetization,
suchasmicrotransactions
and
in-gameadvertising.
Thishasallowed
game
developers
to
generate
significantrevenuefrom
theirgames,
even
afterthey
havebeen
released,
and
hashelped
to
sustainthegrowth
of
theindustry.Overall,
thegamingindustryis
facingmanyexcitingopportunities
and
challenges
andislikely
to
continuetoexperience
significantgrowth
inthecoming
years.There
are
several
factorsdrivingthegrowth
ofthegamingindustry.Onemajorfactoristheincreasing
number
ofpeople
withaccess
tohigh-speed
internet
andgamingdevices.
Thishasmadegaming
more
accessible
toawider
audience,includingpeople
inemerging
markets.
Anotherfactoristheincreasing
popularityof
esports,
which
hasgrown
from
anichehobbytoamajor
global
phenomenon,attractingmillionsof
spectators
andgenerating
significantrevenue
fromadvertising
andsponsorship.4Sources:Market
Insights
2023Games
is
an
important
part
of
the
Media
MarketOverview:
Market
DefinitionMarket
definitionInscopeOutof
scopeTheVideo
Games
segment
consistsofPhysically
Sold
Video
Games
andDigitalVideo
Games.Physically
Sold
Video
Games
comprises
revenues
associated
with
in-person
purchases
ofvideo
games
inretail
stores
(e.g.,atGameStop,
Walmart,
andTarget)
or
inonline-shops
as
CDs,DVDs,
or
other
solid
storage
mediaDigital
VideoGames
encompasses
revenues
associated
with
digitalgamesales
(e.g.,Steam,Origin,and
Blizzard’s
B
forPCsand
theXboxGames
Store,
PlayStationStore,
andNintendoeShop
forconsoles).
Additionaldownloadable
content
(DLC)andsubscriptionservices
areincluded.
Thedefinitioncovers
subscription-basedgames,
e.g.,World
ofWarcraft,
aswell
as
free-to-play
games
within-gamepurchasesfor
additionalpremium
content
or
functionalities,e.g.,Fortnite.Detaileddefinitionscanbefoundintheindividualsegments.Thissegment
includes:Thissegment
excludes:•In-person
purchases
ofvideo
games•Digitalvideo
games•Demo/Trial
versions
of
video
games•Free-to-play
gaming
apps5Sources:Market
Insights
2023Media:
Gamestotal
accounted
for
25.03%
of
the
Total
Media
market
revenue
in2022Overview:
Key
TakeawaysKeyTakeawaysMedia:
Games
totalsalesare
estimated
to
increase
ataCAGR(1)
of11.65%
from2017
to
2027.
In2022,
theyamounted
toUS$331.25
billion.IntheMedia:
Games
totalsegment,
Chinaand
theUnitedStatesaccounted
forthehighest
revenues
in2022,
withUS$90.92
billion
and
US$81.47
billion
respectively.6Sources:Market
Insights
2023Cloud
gaming
giveshigh-end
gaming
experience
without
the
need
for
expensivehardwareDeep
dives:
cloud
gamingCloudgaming,alsocalledGaming-as-a-Service
(GaaS)or
Gaming-on-Demand
(GoD),describes
the
idea
of
playing
fullvideo
games
running
on
remote
PCsforamonthlyor
hourly
fee.
SuchPCsarerunbycloud
gamingproviders
andlocated
inspeciallydesigned
data
centers.
ThePCs’configuration
often
assembles
high-endperformance
components
forusers
tobeabletoenjoy
africtionless
andseamlessgamingexperience
asonly
video
signalsand
user
input
are
shared
between
clientdevice
andremote
PC.Cloudgaming
offers
twomajor
advantages:
First,forplaying
high-end
video
gamesnoexpensive
hardware
is
needed
asthe
execution
ofgames
(neither
now
or
inthefutureduetoregularupgradesof
remote
PCsbyproviders)
takesplaceondedicated
PCs.Second,
users
canenjoy
theirvideo
games
onalmost
anydevicesupported
bythespecificservice
viaproprietary
apps,which
makes
gaminglessdependent
on
location
andsituation.Sofar,obstacles
regarding
technicallimitationsandusability
seemed
toberesponsible
for
preventing
abigcommercialsuccess
of
cloudgaming
providers.
For
instance,the
limited
rangeofplayablegames
or
supported
devices
was
asubstantialdownside
formany
gamers.Furthermore,
cloud
gamingrequires
afastand
stablebroadbandinternetconnection
toreduce
video
compression
and
latency.7Sources:
cloudwards,
techcrunchCloud
gaming
relies
heavily
on
a
fast
and
stable
broadband
internet
connectionDeep
dives:
how
cloud
gamingworksOntheuser’ssideclientdevices
need
tobeconnected
to
afastandstableOntheprovider’ssidededicateddatacenters
consisting
of
high-endPCsarebroadbandinternet
connection
and
need
to
runtheproprietary
appsdeveloped
by
runningthe
video
games
selected
byusers.
Therendered
visualsaredirectlythe
provider.
Users
then
receive
thevideo
signalstreamed
bythe
assigned
remotePCrunning
theselected
videogame.
Inreturn,the
users’
inputs
aredirectlytransmitted
tothe
remote
PCs.streamed
to
theuser’s
client
device
which
simultaneously
controls
theremote
PCsbytransmittinginputs.
Here,
afastand
stablebroadbandinternet
connection
isrequired
as
well.InputClient
devicesRemote
PCsVideo
signal8Sources:
techcrunch,
ArsTechnicaCHAPTER
2Market
NumbersGames
revenues
are
estimated
to
increase
at
a
CAGR(1)
of
10.6%
from
2018
to2027Market
Size:
Globalrevenue
forecast
inbillionUS$588.9553.052.3+10.6%(1)514.841.325.432.647.0474.035.824.131.022.829.5428.631.046.121.528.042.7382.427.0363.726.220.026.139.335.918.223.8312.625.118.523.832.5210.0194.4257.622.8
15.021.1
17.517.029.5178.429.7237.322.7161.714.115.517.822.8
21.3145.3130.1124.813.513.914.8110.7127.822.895.193.6213.82026222.72027203.52025191.22024173.62023153.82022140.82021115.686.173.762.8
0.02017201820192020Mobile
GamesGaming
Hardware(2)In-game
AdvertisingOnlineGamesDownload
GamesOther(3)10
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRate(2)
Gaming
Hardware
data
startsin
2018
(3)
Other:
GamesLiveStreaming,
Gaming
Networks,Cloud
Gaming,
Physically
SoldVideo
GamesMarket
Insights
2023With
revenue
of
US$
212.7
billion,
Asia
is
the
biggest
market
among
selectedregions
in
2022Market
Size:
Regional
Comparison
(1/2)revenue
forecast
inbillionUS$+9.6%(1)337.1+9.8%(1)218.4212.72022+8.7%(1)106.1137.0+11.5%(1)16.82027+8.3%(1)69.89.86.710.120222027202220222027202720222027EuropeAfricaAmericasAsiaAustralia&Oceania11
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023With
revenue
of
US$
113.9
billion,
the
United
States
is
the
biggestmarketamong
selected
countries
in
2022Market
Size:
Regional
Comparison
(2/2)revenue
forecast
inbillionUS$+10.7%(1)181.3+9.9%(1)182.4113.9109.1+8.9%(1)+8.2%(1)+7.6%(1)21.416.214.010.912.28.52022202720222027202220272022202720222027ChinaUnited
StatesUnited
KingdomGermanyFrance12
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Games
average
revenue
per
user
is
estimated
to
increase
from2017
to
2027Market
Size:
Globalarpuforecast
inUS$386.040035030025020015010050366.2347.0327.8312.8301.7298.6279.8253.7246.999.060.730.499.468.895.697.890.793.378.245.421.669.745.527.262.245.625.958.042.920.953.440.123.252.930.246.923.944.022.244.029.624.626.021.023.115.115.516.317.117.818.519.214.614.514.614.7020172018201920202021202220232024202520262027Gaming
Hardware(1)Mobile
GamesGaming
NetworksOnlineGamesDownload
GamesOther(2)13
Notes:Sources:(1)
Gaming
Hardware
data
startsin
2018
(2)
Other:
GamesLive
Streaming,Gaming
Networks,Cloud
Gaming,
Physically
SoldVideo
GamesMarket
Insights
2023Australia
&
Oceania
has
the
biggest
valuefor
Games
average
revenueper
userin
2027Market
Size:
Regional
Comparison
(1/2)arpuforecast
inUS$500457.3312.1440.8299.545040035030025020015010050422.3284.7402.5264.9383.5361.1318.4189.4278.6271.7264.8244.5175.4107.9221.1174.3215.7130.3206.4124.6196.8119.8186.4113.4144.8159.2125.3152.6129.7112.4140.194.8118.775.7104.023.472.455.683.774.345.426.628.430.031.525.019.721.619.619.40
5.32017201820192020Africa2021202220232024202520262027AsiaEuropeAmericasAustralia&Oceania14Sources:Market
Insights
2023With
average
revenue
per
user
of
US$466.6,
the
United
States
is
the
biggestmarket
among
selected
countries
in
2022Market
Size:
Regional
Comparison
(2/2)arpuforecast
inUS$682.17006005004003002001000650.7615.8569.2521.4466.6391.9314.4299.6301.9287.5321.6288.0272.6272.3257.3255.9239.2278.2168.9155.8139.4248.9229.1245.3157.2145.3135.8206.0186.9159.2182.3167.2145.0219.7132.4212.9125.2145.683.5196.7113.3205.2120.5186.1188.0108.383.8108.0100.467.841.8201787.772.6201873.420192020China202120222023Germany2024UnitedStates202520262027FranceUnitedKingdom15Sources:Market
Insights
2023Games
users
are
estimated
to
increase
from
2017
to
2027Market
Size:
Globalusersforecast
inbillion3.53.022.942.863.02.52.01.51.00.50.02.772.642.022.581.802.832.242.732.162.462.391.662.342.002.572.082.031.391.861.271.040.971.861.721.701.711.251.441.221.201.231.171.131.331.281.301.241.161.221.261.180.920.631.171.091.071.261.030.841.241.201.141.101.181.171.181.131.151.081.041.020.740.662017201820192020202120222023202420252026Other(1)2027In-game
AdvertisingMobile
GamesDownload
GamesOnlineGamesPhysically
SoldVideo
Games16
Notes:Sources:(1)
Other:
GamesLive
Streaming,Gaming
Networks,Cloud
Gaming,
Physically
SoldVideo
GamesMarket
Insights
2023Asia
has
the
biggest
number
of
Games
users
in
2027Market
Size:
Regional
Comparison
(1/2)users
forecast
inbillion3.02.592.532.462.372.52.212.112.041.972.01.51.00.50.01.681.551.460.700.490.530.670.470.680.480.650.480.650.480.630.440.650.460.620.400.420.020.590.440.590.440.590.440.510.470.022024Asia0.490.450.022023Americas0.410.022021Australia&Oceania0.380.020.270.020.320.020.290.020.0220250.0220260.02202720172018201920202022EuropeAfrica17Sources:Market
Insights
2023With
1.0
billion
users,
China
is
the
biggestmarket
among
selected
countries
in2022Market
Size:
Regional
Comparison
(2/2)users
forecast
inbillion1.41.41.41.21.00.80.60.40.20.01.31.31.11.11.01.00.30.80.30.70.30.70.30.30.10.30.30.10.30.10.30.10.30.10.20.10.10.10.10.10.10.120170.10.10.10.10.10.10.10.10.10.12022201820192020202120232024202520262027GermanyFranceUnitedKingdomUnitedStatesChina18Sources:Market
Insights
2023Revenues
of
the
top
companies
in
the
Games
market
(worldwide
&consolidated)FurtherMarket
AnalysisCompany
revenues
inbillionCompany20182019202020212022Activision
BlizzardBandaiNamcoElectronic
ArtsMicrosoft7,56,146,496,88,098,338,88,095,545,156,99110,3610,873168,0912198,2716,472,6110,3615,452,92NintendoSegaSammySony3,3678,482,6775,773,0984,283,3790,4Take-Two
Interactive
SoftwareTencent3,547,2654,6169,8686,8590,8119Sources:Market
Insights
2023Penetration
rate
for
Games
is
especial
high
in
the
United
Kingdom
but
also
inJapanPenetration
Rate:
Worldwide
ComparisonGames
penetration
rate
percountry
in2022
in%1.2.3.4.5.UnitedKingdomJapan0.890.830.770.770.75South
KoreaMexicoSwedenlowhigh
nodata20Sources:Market
Insights
2023Nintendo
is
one
of
the
three
top-selling
video
gaming
companiesCompany
profiles:
NintendoNintendokey
factsAvailabilityof
Nintendo
eShop
in89
countriesRevenue:
US$15.089
billion(2022)Net
Income:
US$4.251
billion(2022)CAGR(1):
8.74%
(2021
to2022)Headquarters:
Kyoto,
JapanNintendoSwitch
Onlinesubscribers:
36
million(Sep.
2022)Founded:
1889Consoles
sold:
21.7
million
(2020)Product:
Videogames
andconsolesNintendo’sdigital
strategyNintendoisaJapanese
video
gamingcompany
thatgetsmost
of
itsrevenue
fromtheirportable
console
NintendoSwitch.
Nintendoproduces
videogames
andsellsvideogame
consoles,
oneof
theirmost
famousconsoles
other
than
Switch
beingGame
Boy,
NintendoDSandNintendoWii.Asof
2023,
Nintendomostly
focuses
onNintendoSwitch
andgameproduction
forthesaidconsole.
InMarch
2023Nintendoshutdown
theireShops
forWii
Uand
3DS,
no
longer
makingitpossible
tomake
onlinepurchases.Inadditionto
selling
physical
videogames,
Nintendouses
theirdigital
shop,NintendoeShop,tosell
games
indigitalformat.
Ithasproven
to
besuccessful,
asdigitalformat
becomes
the
mainsource
of
revenue.
IntheUS,
91%
of
the
NintendoSwitch
game
releases
were
distributedonline,
where
just9%
were
availableinphysicalstores.
Otherthan
thatNintendoprovides
playerswith
anopportunity
toplaygames
onlinewith
other
playerswith
theirNintendoSwitch
Onlinesubscription
service,
thatallows
onlineaccess
toallgames
thatprovide
players
withamultiplayer
option.
Thesubscription
alsoallows
playerstobackupdata
intheCloud,playclassicgames
from
Game
Boy,NES
and
SuperNEScatalogue.21
Notes:(1)
CAGR:
Compound
Annual
GrowthRateSources:
Company
information;
macrotrendsCHAPTER
3AppendixADVERTISING
&MEDIA
OUTLOOKFigures
and
insights
about
theadvertising
and
media
worldTheAdvertising&MediaOutlookprovidesforecastsanddetailedmarketinformationregarding
twointerlinkedtopicsrelevanttodecision-makers
inalmosteveryindustry.Itisdesignedto
helpyouunderstandthesemarketsonaglobalscale.•
Allrelevant
advertisingandmediatopics•
Marketinsights,forecasts,andkeyperformanceindicators•
150+
countriesandterritoriesaswellas37
regionsFind
out
more
on:Goto
Outlookcom/outlook/advertising-media23CONSUMER
MARKET
OUTLOOKEverything
you
need
toabout
consumer
goodsTheConsumerMarket
Outlook
presentsthe
keyperformance
indicators–
sales,
revenues,andprices
–importantconsumermarketsworldwide.
Ourmarket
cmadebyour
in-houseanalysts
arebasedondatafromsources.•
Revenues,volumes,prices,COVID-19
impact,anforecasts•
Morethan250
productcategoriesin
150+
countterritoriesaswellas
37
regions•
Covering
theperiod2012
to2026Find
out
more
on:Goto
Outlookcom/outlook/consumer-markets24COUNTRY
OUTLOOKExtensive
countryinsights
at
a
glanceTheCountryOutlookprovidescurrent
keyfigurestheeconomicandsocial
developmentofa
countrkeyfigures
arebasedonextensiveanalysesandrandtheeconomy.•
Marketinsights,forecasts,andkeyperformindicators•
9thematicareas
with75+
relevant
KPIs•
150+
countriesandterritoriesFind
out
more
on:com/outlook/country-outlookGoto
Outlook25DIGITALMARKET
OUTLOOKThe
digital
future
of90+
markets
in
over
1TheDigitalMarketOutlookpresentsup-to-datefigofthe
digitaleconomy.Thecomparablekeyfigureextensiveanalysesofrelevant
indicatorsfromtheeconomy,andtechnology.•
Eight
digitalverticals:
eCommerce,
SmartHoMedia,eServices,
FinTech,DigitalAdvertisinHealth,
andApp•
Covering
theperiod2017
to2026Find
out
more
on:com/outlook/digital-marketsGoto
Outlook26HEALTH
MARKET
OUTLOOKInsights
into
the
world'simportant
health
markTheHealthMarketOutlookisanintuitivetoolwithup-tcomparableinformation
thatcan
beprocessedimmedidifferentmarketsofthelifescienceandhealthcareind•
Overview
ofthe
mostrelevanthealthmarkets•
Comparablemarketinsightsfor150+
countriesaterritoriesaswellas
37
regions•
MarketdevelopmentsandrevenueforecastsupFind
out
more
on:Goto
Outlookcom/outlook/health-markets27INDUSTRY
OUTLOOKIndustry
developmentacross
the
worldTheIndustryOutlookfeaturesindustryforecastsainformationbasedondatafr
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