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DIGITAL

&

TRENDSVideogameindustryintheUnitedStatesCHAPTER

01OverviewGlobalvideogamemarketvaluefrom2022to2032(inbillionU.S.dollars)Videogamingmarketsizeworldwide2022-20321,2001,065.12964.521,0008006004002000871.11784.66704.94631.64564.49503.15447.312024*396.642023350.0220222025*2026*2027*2028*2029*2030*2031*2032*4Description:Itisestimatedthattheglobalgamingmarketwillamountto503.14billionU.S.dollarsannuallyin2025,upfrom396billionU.S.dollarsin2023.AsiaPacificissettoremainthetop-grossinggamingmarketworldwide.ReadmoreNote(s):Worldwide;2023;*ForecastReadmoreSource(s):InkwoodResearchGlobalvideogamingrevenuefrom2022to2032,byregion(inbillionU.S.dollars)Videogamerevenueworldwide2022-2032,byregionNorthAmericaEuropeAsia-PacificRestofWorld1,2001,0008006004002000202220232024*2025*2026*2027*2028*2029*2030*2031*2032*5Description:ItisestimatedthattheNorthAmericangamingmarketwillamountto205.31billionU.S.dollarsannuallyin2028,upfrom114.6billionU.S.dollarsin2023.TheAsiaPacificregionissettoremainthetop-grossinggamingmarketworldwide.ReadmoreNote(s):Worldwide;2023;*ForecastReadmoreSource(s):InkwoodResearchMarketcapitalizationofthelargestgamingcompaniesworldwideasofApril2024(inbillionU.S.dollars)Marketvalueofthelargestgamingcompaniesworldwide2020-2024NintendoElectronic

ArtsTake-Two

InteractiveSoftware,

Inc.Roblox

Cor2020-052021-032021-062021-112022-022022-052023-012023-042023-112024-0453.7364.7374.7153.2360.2852.1548.5347.834.3437.4341.6435.3237.8236.1333.7335.1235.9634.8316.1318.9821.4719.5619.514.2117.4820.9826.2625.7953.6959.566Description:AsofApril2024,Nintendoheldthetopspotamongthelargestgamingcompaniesbymarketcap.ThemultinationalgamingcompanyisheadquarteredinKyoto,Japan,anddevelopsaswellaspublishesbothvideogamesandgamingconsoles.Nintendo’smarketcapwas59.56billionU.S.dollars,aheadofsecond-rankedElectronicArtswith34.83billionU.S.dollars.ReadmoreNote(s):Worldwide;May2020toApril2024;selectpubliclylistedcompanies;excludinggamingsegmentsofMicrosoft,SonyandTencentSource(s):YahooMarketcapitalizationofthelargestgamingindustrycompaniesintheUnitedStatesasofApril2024(inbillionU.S.dollars)MarketvalueofthelargestgamingindustrycompaniesintheU.S.20244034.83353025201510525.7923.890ElectronicArts(CA)Take-TwoInteractiveSoftware(NY)Companyname(HQstate)RobloxCorproration(CA)7Description:AsofApril2024,ElectronicArtswasthebiggestgamingcompanyintheUnitedStateswithamarketcapof34.83billionU.S.dollars.(Formerly)indiegamingcompanyRobloxCorporationstartedtradingpubliclyonMarch10,2021andcloseditsfirstdayoftradingactivitywithamarketcapofover37billionU.S.dollars,aheadofseveralwell-establishedindustryheavyweights.FormerindustryleaderActivisionBlizzardceasedtradingattheendof2023whenthecompany'sacquisitionby[...]

ReadmoreNote(s):UnitedStates;April2024Source(s):YahooEstimatedannualgamingrevenueofleadinggamingcompaniesworldwidein1stquarter2023(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-TwoInteractive8Description:Inthefirstquarterof2023,Tencentwaswasthehighest-grossinggamingcompanyworldwide.TheShenzhen-headquarteredonlinecompanygeneratedapproximately7.56billionU.S.dollarsingamingrevenuesduringthemeasuredperiod.JapanesecompetitorSonywasrankedsecondwith4.38billionU.S.dollarsinquarterlygamingrevenues.SonyisoneofthebiggestgamingpublishersworldwideandalsoownsthePlayStationgamingplatform.ReadmoreNote(s):Worldwide;Q12023;allvaluesareestimatesSource(s):NewzooCHAPTER

02MajorplayersintheUnitedStatesNetrevenuegeneratedbyElectronicArtsfromfiscal2005to2023(inmillionU.S.dollars)ElectronicArts(EA)netrevenue2005-20238,0007,0006,0005,0007,4266,9915,6295,5375,1504,9504,8454,5154,3964,2124,1433,7974,0003,0002,0001,00003,6653,6543,5893,5753,1293,0912,9512005

2006

2007

2008

2009

2010

2011

2012

2013

2014

2015

2016

2017

2018

2019

2020

2021

2022

202310Description:VideogaminggiantElectronicArtsgeneratednetrevenueof7.4billionU.S.dollarsinits2023fiscalyear.Thismarksasixpercentincreaseontherevenuefromthepreviousyearandisthecompany'sbestannualresultever,largelyduetotheyear-over-yeargrowthinfull-gamedownloads.ReadmoreNote(s):Worldwide;April2004toMarch2023Source(s):ElectronicArtsNetincomegeneratedbyElectronicArtsfromfiscal2005to2023(inmillionU.S.dollars)ElectronicArts(EA)netincome2005-20233,5003,0002,5002,0001,5003,0391,1561,043

1,0199678758371,00050478980250023676769880-500-1,000-1,500-276-454-677-1,0882005

2006

2007

2008

2009

2010

2011

2012

2013

2014

2015

2016

2017

2018

2019

2020*

2021

2022

202311Description:Videogaminggiant,ElectronicArtsgeneratednetrevenueofover802millionU.S.dollarsinits2023fiscalyear.Thismarksatwopercentincreaseontherevenuecomparedtothepreviousyear.

ReadmoreNote(s):Worldwide;April2004toMarch2023;*Includestheimpactofone-time1.76billionU.S.dollarstaxbenefitsrecognizedduringthefiscalyear.ElectronicArts'financialyearendsonMarch31stoftherespectiveyear.ReadmoreSource(s):ElectronicArtsRevenuegeneratedbyTake-TwoInteractivefromfiscalyear2011to2023(inmillionU.S.dollars)Take-TwoInteractiveannualrevenueFY2011-20236,0005,0004,0003,0002,0001,0000FY2011FY2012FY2013FY2014FY2015FY2016FY2017FY2018FY2019FY2020FY2021FY2022FY202312Description:Inthefiscalyear2023(fromApril2022toMarch2023),thevideogamepublisherTake-TwoInteractivegeneratedatotalrevenueof5.3billionU.S.dollars,upfrom3.5billionU.S.dollarsintheprecedingfiscalyear.TTEistheownerofpublishinglabels2KandRockstarGames.ReadmoreNote(s):Worldwide;April2010toMarch2023;*In2010,Take-TwoInteractivechangeditsfiscalyear.Asaconsequencenumbersfortheyears2006to2009coverthetwelvemonthsperiodsendingOctober31oftherespectiveyear.Asof2010,[...]

ReadmoreSource(s):Take-TwoInteractiveNetincomegeneratedbyTake-TwoInteractivefromfiscalyear2011to2023(inmillionU.S.dollars)TakeTwoInteractiveannualnetincomeFY2011-20238006004002000-200-400-600-800-1,000-1,200-1,400FY2011FY2012FY2013FY2014FY2015FY2016FY2017FY2018FY2019FY2020FY2021FY2022FY202313Description:Inthefiscalyear2023(fromApril2022toMarch2023),thevideogamepublisherTake-TwoInteractiverecordedatotalnetlossof1.1billionU.S.dollars,downfrom418millionU.S.dollarsofnetincomeintheprecedingfiscalyear.TTEistheownerofpublishinglabels2KandRockstarGames.ReadmoreNote(s):Worldwide;April2010toMarch2023;*In2010,Take-TwoInteractivechangeditsfiscalyear.Asaconsequencenumbersfortheyears2006to2009coverthetwelvemonthsperiodsendingOctober31oftherespectiveyear.Asof2010,[...]

ReadmoreSource(s):Take-TwoInteractiveAnnualrevenuegeneratedbyRobloxCorporationworldwidefrom2018to2023(inmillionU.S.dollars)RobloxCorporationglobalrevenue2018-20233,0002,5002,0001,5001,0002,799.272,225.051,919.18923.89202050850032502018201920212022202314Description:In2023,gamingcompanyRobloxCorporationgeneratedatotalrevenueofover2.8billionU.S.dollars.Thisfigureisupfromlastyear'sannualrevenueof2.2billionU.S.dollars.Thecompanygeneratesalmostallofitsrevenuethroughthesalesofvirtualcurrency,“Robux,”whichplayerscanusetopurchasevirtualitemssoldbytheRobloxdeveloperandcreatorcommunityontheplatform.ReadmoreNote(s):Worldwide;2018to2023Source(s):RobloxAnnualnetlossgeneratedbyRobloxCorporationworldwidefrom2018to2023(inmillionsU.Sdollars)RobloxCorporationglobalnetloss2018-20230-86.13-97.18-200-400-257.69-503.48-600-800-930.592022-1,000-1,200-1,400-1,158.942023201820192020202115Description:In2023,gamingcompanyRobloxCorporationreportedanannualconsolidatednetlossfromofover1.16billionU.S.dollars.Thisfigureisanincreasefromlastyear'snetlossof930millionU.S.dollars.TheRobloxCorporationisvideogamedevelopingcompanybasedintheUnitedStates,andwasfoundedin2006.ReadmoreNote(s):Worldwide;2018to2023;consolidatednetlossSource(s):RobloxNetrevenuegeneratedbyActivisionBlizzardfrom2005to2022(inmillionU.S.dollars)ActivisionBlizzard(ABK)netrevenue2005-202210,0009,0008,0007,0006,0005,0004,0008,8038,0867,5007,5287,0176,6086,4894,8564,7554,6644,5834,4474,4084,2793,0263,0002,0001,34920071,01820067801,0000200520082009201020112012201320142015201620172018201920202021202216Description:In2022,ActivisionBlizzard'sannualrevenueamountedto7.53billionU.S.dollars.ActivisionBlizzardpublishesgamessuchasCallofDuty,GuitarHero,StarCraftandWorldofWarcraft.AlongsideWoWthatcontinuestosuccessfullysellnewexpansionspacksforthegame,CallofDutyisanotherprofitabletitlecarriedbyActivision.Thefranchisehassoldmillionsofcopiesinitslonglifetime.AsforActivisionBlizzarditself,thecompanymanagedtosecureaspotinarankingofleading[...]ReadmoreNote(s):Worldwide;2005to2022Source(s):ActivisionBlizzardNetincomegeneratedbyActivisionBlizzardfrom2005to2022(inmillionU.S.dollars)ActivisionBlizzard(ABK)netincome2005-20223,0002,5002,0001,5001,0005002,6992,1971,8481,5031,5131,1491,0851,010966892835418273227139113450-107-50020052006200720082009201020112012201320142015201620172018201920202021202217Description:In2022,ActivisionBlizzard'snetincomeamountedtoover1.5billionU.S.dollars.Thisisasignificantdeclinefromthe2.7billionU.S.dollarsin2021netincome,whichwasthecompany'shighestresultyet.Thegamingindustryasawholeprofitedfrom2020,asmanypeoplewhostayedathometurnedtovideogamestosocializeandkeepthementertained.ReadmoreNote(s):Worldwide;2005to2022Source(s):ActivisionBlizzardCHAPTER

03EconomicimpactEconomicimpactofthevideogameindustryontheUnitedStateseconomyin2023VideogameindustryeconomicimpactintheU.S2023EmploymentLabor

income

in

million

U.S.dollarsValue-added

in

milliodDirect1040808096317550.16865.9107863116IndirectInducedTotalImpact16497235001535202.619Description:In2023,theoverallvideogameindustryaccountedforatotalofover35.2billionU.S.dollarsoflaborincomeintheUnitedStates,withtheindustryemployingatotalof350,015adults.Thedirectamountoflaborincomeamountedto17.55billionU.S.dollars.ReadmoreNote(s):UnitedStates;2023Source(s):EntertainmentSoftwareAssociation;TEConomyEconomicimpactofthevideogameindustryontheUnitedStatesin2023,bysuppliersector(inmillionU.S.dollars)U.S.videogameindustryeconomicimpactonkeyindustrysuppliersegments2023Indirect

U.S.

output

in

million

USDIndirect

U.S.

employmentTotal19793.73245.92397.32169.21870809636770989080711547974961394SoftwareandITservicesProfessionalandtechnicalservicesFinancial,insurance,andrealestateservicesEmploymentservicesBusinessmanagementandadministration1454.71373Broadcasting,programming,andtelecomunicationcarriersWholesaleprofessionalequipment,machinery,andsupplies9992409ElectroniccomponentandpartsmanufacturingTransportation,delivery,andwarehousingservicesBusinessandfacilitysupportservices950.5707.1691.816965369622720Description:In2023,theU.S.videogameindustryaccountedforatotalindirectoutputimpactofover19.7billioninU.S.dollarsacrossvariouskeysuppliersectors.SoftwareandITservicesintheUnitedStatessaw3.2billionU.S.dollarsworthofeconomicimpact,andthevideogameindustryalsoaccountedfor6,770positionsinthesector.ReadmoreNote(s):UnitedStates;2023;ColumnsdonotsumtovaluesinTotal,AllSegmentsrow.Source(s):EntertainmentSoftwareAssociation;TEConomyLeadingU.S.stateswiththehighestin-statevideogamesindustryeconomicimpactin2023(inmillionU.S.dollars)U.S.stateswithhighestdirectin-statevideogamesindustryoutput2023OutputinmillionU.S.dollars05,00010,00015,00020,00025,00030,00035,00040,00045,00050,000CaliforniaWashingtonTexas44,891.611,436.65,118.64,071.22,238.41,660.31,170NewYorkFloridaNorthCarolinaMassachusettsIllinois1,163.3965OregonGeorgia934.8841.4786.4635.2514.6491.15MarylandPennsylvaniaColoradoNevadaMinnesota21Description:In2023,thevideogameindustryaccountedforatotalofover44billionU.S.dollarsindirectin-stateeconomicimpactinthestateofCalifornia.Additionally,thedirectin-stateoutputfromthevideogameindustrywas11.4billionU.S.dollarsinthestateofWashington.ReadmoreNote(s):UnitedStates;2023;intrastateimpacts-totalimpactsSource(s):EntertainmentSoftwareAssociation;TEConomyLeadingU.S.stateswiththehighestinterstatevideogameindustryeconomicoutputin2023(inmillionU.S.dollars)U.S.stateshighestnationaleconomicimpactofthein-statevideogameindustry2023OutputinmillionU.S.dollars010,00020,00030,00040,00050,00060,000CaliforniaWashingtonTexas55,67813,907.56,578.15,035.52,881.62,089.8NewYorkFloridaNorthCarolinaIllinoisMassachusettsGeorgia1,492.41,473.11,205Oregon1,178.41,004.51,000.1805.1MarylandPennsylvaniaColoradoNevada645.3Minnesota628.9222Description:In2023,thein-statevideogameindustryinCaliforniaaccountedforatotaloutputimpact(direct,indirect,andinduced)ofover55billionU.S.dollars.ManyleadinggamingdevelopersandpublishersareheadquarteredinCalifornia,andnotablestudiosinCAincludePlayStation,ActivisionBlizzard,RiotGames,andNaughtyDog.ReadmoreNote(s):UnitedStates;2023;interstate-totalimpact(impactscapturedwithinastatefromthesalesofitsfirms(fromanysector)tothevideogamefirmsintheotherstates)Source(s):EntertainmentSoftwareAssociation;TEConomyCHAPTER

04BusinessesCountofestablishmentsandemploymentfortheU.S.videogameindustryanditsprincipalsectorsin2023U.S.videogameindustryestablishmentsandemployment2023Number

ofEstablishmentEmployment1040807535335954322823755VideoGameIndustry-TOTALSoftware-TOTAL56842756204242218167Software-DeveloperSoftware-Developer/PublisherSoftware-PublisherSoftware-DevelopmentoolsSoftware-Other243944923Consoles,HardwareandPeripheralsSupport(VideoGameRelatedDevelopmentServices)Retail(VideoGameSpecificStores)774661113271523343120270365Other(IndustrySpecificAssociations,Media,Education,andOtherOrganizations)24Description:In2023,theoverallvideogameindustryaccountedforatotalof5,684establishmentsandabout104,080employeesacrosstheUnitedStates.Ofthesefigures,2,756establishmentsweregamingsoftwaredevelopersemployingapproximately35,954gamingindustryworkers.ReadmoreNote(s):UnitedStates;2023Source(s):EntertainmentSoftwareAssociation;TEConomyNumberofvideogamesbusinessesintheUnitedStatesfrom2010to2023NumberofgamingbusinessesintheU.S.2010-202360,00050,00040,00030,00047,99343,24541,06639,24936,84035,46834,27926,73623,95721,46919,10220,00010,000016,483201214,57020119,564201020132014201520162017201820192020202120222023*25Description:Aswellasbeingoneofthetheleadinggamingmarketintermsofrevenuein2020,theUnitedStatesisalsoconsideredbymanyasthebirthplaceofgamingasweknowittoday.Thenumberofvideogamebusinessesinthecountryhasbeenincreasingovertime,reachingover47thousandbusinessesin2023.ReadmoreNote(s):UnitedStates;2010to2022;*ForecastDataregarding2010to2012isfromanearlierrelease.ReadmoreSource(s):IBISWorldNumberofvideogamessoftwaredevelopmentbusinessesintheUnitedStatesfrom2013to2023NumberofgamingsoftwaredevelopmentbusinessesintheU.S.2013-20233,0002,5002,0002,8082,6352,3652,1331,6821,6261,5881,4971,4781,5001,00050001,3281,06220142013201520162017201820192020202120222023*26Description:Aswellasbeingoneoftheleadinggamingmarketintermsofrevenue,theUnitedStatesisalsoconsideredbymanyasthebirthplaceofgamingasweknowittoday.In2023,thenumberofbusinessesinthevideogamessoftwaredevelopmentindustrywasestimatedtoreachover2.8thousand.ReadmoreNote(s):UnitedStates;2013to2023;*ForecastReadmoreSource(s):IBISWorldNumberofvideogamesoftwarepublishingbusinessesintheUnitedStatesfrom2013to2023NumberofvideogamesoftwarepublishingbusinessesintheU.S.2013-202330,00026,02925,46925,51425,00020,00015,00010,0005,000023,58623,29622,04522,15419,43212,1057,17120145,3362013201520162017201820192020202120222023*27Description:Videogamesoftwarepublishersareresponsibleforpublishinganddistributingvideogames,providingthelinkbetweenvideogamedevelopersandcommercialdistributioncompanies.ThenumberofvideogamesoftwarepublishingbusinessesintheUnitedStateshasbeenincreasinginthelastdecade,peakingat28,052businessesin2023afteradipbetween2017and2020.In2022,therewillbeanestimated25thousandU.S.videogamesoftwarepublishingbusinesses.

ReadmoreNote(s):UnitedStates;2013to2022;*ForecastReadmoreSource(s):IBISWorldCHAPTER

05EmploymentNumberofemployeesatleadingWesterngamingcompaniesasofJune2023WorkforceofleadingWesterngamingcompanies2023Numberofemployees10,00005,00015,00020,00025,000UbisoftEntertainment(FR)EmbracerGroup(SE)ElectronicArts(US)ActivisionBlizzard(US)KeywordsStudios(IE)Take-TwoInteractive(US)20,72916,60013,40013,00011,96911,580StillfrontGroup(SE)G5Entertainment(SE)FrontierDevelopments(GB)ParadoxInteractive(SE)RovioEntertainment(FI)CDProjekt(PL)1,551961792674558544468Kahoot!(NO)29Description:AsofJune2023,therewereanestimated20,729employeesworkingatUbisoftEntertainment.TheFrench-headquarteredvideogamedeveloperistheWesterngamedeveloperwiththebiggestworkforce,aheadofsecond-rankedEmbracerGroupwith16,600employeesduringthemeasuredperiod.ReadmoreNote(s):Worldwide;June30,2023;publiccompaniesSource(s):GPBullhound;S&PCapitalIQNumberofemployeesinthevideogamesindustryintheUnitedStatesfrom2010to2023VideogamesindustrynumberofemployeesintheU.S.2010-2023300,000250,000268,698256,917248,926247,296229,120225,857207,194

208,216189,380200,000150,000100,00050,0000185,414186,011178,910151,875124,40320102011201220132014201520162017201820192020202120222023*30Description:Aswellasbeingoneoftheleadinggamingmarketintermsofrevenuein2020,theUnitedStatesisalsoconsideredbymanyasthebirthplaceofgamingasweknowittoday.In2023,thenumberofemployeesinthevideogamingindustryintheUnitedStatesreachedover268thousand.ReadmoreNote(s):UnitedStates;2010to2022;*ForecastDataregarding2010to2013isfromanearlierreport.ReadmoreSource(s):IBISWorldNumberofemployeesinthevideogamessoftwaredevelopmentindustryintheUnitedStatesfrom2013to2023VideogamessoftwaredevelopmentemployeesintheU.S.2013-202320,00018,00017,41415,80316,00014,18114,00014,35813,34112,56711,59112,00010,0008,0006,0004,0002,000011,2525,56020154,38120134,00120142016201720182019202020212022202331Description:Aswellasbeingoneoftheleadinggamingmarketintermsofrevenuein2022,theUnitedStatesisalsoconsideredbymanyasthebirthplaceofgamingasweknowittoday.In2022,thenumberofemployeesinthevideogamessoftwaredevelopmentindustrywasestimatedtohavereached17.4thousand.ReadmoreNote(s):UnitedStates;2013to2022;*ForecastReadmoreSource(s):IBISWorldLeadingU.S.stateswiththehighestin-statevideogameindustryemploymentimpactin2023U.S.stateswithhighestvideogamesindustryemployment2023TotalemploymentInterstate-totalimpacts40,000

60,000Intrastate-totalimpactsIntrastate-directeffect120,000

140,000020,00080,000100,000160,000180,000200,000172,150CaliforniaWashingtonTexas126,65744,20538,24928,42429,51710,8709,43722,44517,360NewYorkFloridaNorthCarolinaIllinois13,2915,73013,66910,3884,3069,0236,8542,8496,5404,9942,1695,6324,2891,802Georgia5,4084,0961,731MassachusettsPennsylvaniaOregon4,7413,6781,7274,4413,4331,5603,6872,893,

1Maryland32Description:In2023,CaliforniawasrankedfirstastheU.S.statewiththehighestdirectin-stateemploymentfromthevideogameindustry.Thevideogameindustrysaw44,205jobsinCaliforniaduringthatyear.Additionally,thedirectin-stateemploymentfromthevideogameindustrywasover10,870inthestateofWashington.ReadmoreNote(s):UnitedStates;2023Source(s):EntertainmentSoftwareAssociation;TEConomyNumberoffull-timeElectronicArtsemployeesworldwidefromfiscal2015to2023ElectronicArts(EA)globalworkforce2015-2023TotalOutsideU.S.16,00014,00012,00010,0008,0006,0004,0002,000020152016201720182019202020212022*202333/statistics/269694/electronic-arts-number-of-employeesIn2023,gamingcompanyElectronicArts(EA)hadapproximately13,400employees,themajorityofwhichwereoutsidetheUnitedStates.EA'sworkforcehasbeengrowingsteadilyoverthelastyearsandthecompanyhasoperationsinmultiplecountries.ReadmoreNote(s):Worldwide;April1,2014toMarch31,2023Source(s):ElectronicArtsNumberoffull-timeTake-TwoInteractiveemployeesworldwidefromfiscal2017to2023Take-TwoInteractiveglobalworkforce2017-2023TotalOutsideU.S.14,00012,00010,0008,0006,0004,0002,0000201720182019202020212022202334Description:In2023,gamingcompanyTake-TwoInteractivehad11,580employees,morethanhalfofwhichwereoutsidetheUnitedStates.Take-TwohasoperationsinmultiplecountriesandistheownerofRockstarGames,2K,PrivateDivision,SocialPoint,andPlaydots.ReadmoreNote(s):Worldwide;April1,2016toMarch31,2023;*Take-TwoInteractive'sfinancialyearendsonMarch31stofeachyear.ReadmoreSource(s):Take-TwoInteractiveNumberoffull-timeActivisionBlizzardemployeesworldwidefrom2017to2022ActivisionBlizzard(ABK)globalworkforce2017-202214,00012,00010,0008,0006,0004,0002,000020172018201920202021202235Description:In2022,gamingcompanyActivisionBlizzard(ATVI)hadapproximately13,000employees,outofwhichalmostthreequarterswerelocatedinNorthAmerica.ActivisionBlizzardhasoperationsinmultiplecountriesandisoneofthebiggestvideogamecompaniesworldwide.ReadmoreNote(s):Worldwide;2017to2022;full-timeandpart-timeemployeesSource(s):ActivisionBlizzardNumberoffull-timeRobloxemployeesworldwideasofDecember2023RobloxCorporationglobalworkforce2020-20233,0002,4572,5002,0001,5001,0005002,1281,6001,4351,2341,05486575165102020Q12020Q22020Q32021Q12021Q22021Q32021Dec2022Dec2023Dec36Description:AttheendofDecember2023,gamingcompanyRobloxhad2,457employees.EngineeringandproducttalentstillcompriseapproximatelythreeoutoffourRobloxemployees.ThecompanywentpublicinasuccessfulIPOinMarch2021andquicklysurpassedmanylong-establishedgamingcompaniesintermsofmarketcapitalization.ReadmoreNote(s):Worldwide;Q12020toDecember2023Source(s):RobloxCHAPTER

06EarningsAverageworkercompensationinthevideogameindustryintheUnitedStatesin2023,bysector(inU.S.dollars)AverageU.S.videogameworkercompensation2023,bysectorCompensationinU.S.dollars100,000050,000150,000200,000197,800250,000SoftwareHardware127,100SupportRetail176,10067,500Other89,000Industryaverage168,600Industryaverageexcludingretail192,50038Description:In2023,theaverageworkercompensationinthevideogameindustryincludingbenefitswas168,600U.S.dollars,withgamingsoftwareworkersearningthehighestonaverage.Excludingvideogamingretailworkers,theaveragecompensationintheindustryamountedto192,500U.S.dollars.ReadmoreNote(s):UnitedStates;2023;includingbenefitsSource(s):EntertainmentSoftwareAssociation;TEConomyAnnualtotalcompensationformedianemployeesatselectvideogamecompaniesasofJune2023(inU.S.dollars)Medianvideogamecompanyemployeesalary2021-2023June2021June2022June2023129,851140,000120,000100,00080,00060,00040,00020,0000117,207115,569106,97499,10097,98670,09662,816ActivisionBlizzard(FY2022)ElectronicArts(FY2023)Company(mostrecentfiscalyear)Take-TwoEntertainment(FY2021)39Description:Inthecompany'sfiscal2023,themedianemployeeatvideogamepublisherElectronicArtsearnedanestimatedsalaryof129,851U.S.dollars,rankingaheadcompetitorActivisionBlizzard.Take-TwoEntertainmenthassofarbeenthelowest-payingcompanyoutofthebigthreevideogameproducersintheUnitedStates.ReadmoreNote(s):Worldwide,UnitedStates;2021to2023;mostrecentfiscalyearSource(s):ActivisionBlizzard;ElectronicArts;Take-TwoInteractiveCompensationofActivisionBlizzard'sleadingexecutiveofficersfrom2018to2022(inmillionU.S.dollars)ActivisionBlizzard(ABK)executivecom

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