If you have ever played a virtual reality game, you would probably agree that it is unlike anything else. Gamers adore immersive gaming because it is 20 times more engaging than more conventional options. 7 million VR headsets were purchased in 2020. It should not be surprising that expenditure on content is rising as more individuals enter the VR world.
The video game industry has undergone numerous evolutions and has seen consistent growth since the first video game was developed in the 1950s. However, significant advancement in the gaming sector didn't start until 1970, when arcade games and PONG were introduced. Later in the decade, console games like Magnavox Odyssey and Space Invaders were also released.
The gaming sector saw a 13.3% CAGR from 2017 to 2018, growing to $137.9 billion. But according to statistics for the video game business, revenue reached $152.1 billion in 2019, representing a Growth of 9.6% from the year before. However, it is projected to increase at a Significant of 12% over the next years.
There used to be only two types of gaming: PC and console. The 1997 release of Nokia's "Snake" contributed to the advent of mobile gaming. After that, WAP Wireless Application Protocol games took over the world. Mobile gaming has overtaken console gaming as the largest segment of the gaming business as of 2022, followed by PC gaming and then console gaming.
The number of video gamers increased from 1.82 billion in 2014 to 2.2 billion in 2018. According to statistics, the following groups of people play video games in the US:
Under the age of 18: 21%
18 - 35 years: 40%
36-49 years: 18%
50 years or older: 21%
With almost 1.5 billion residents who identify as gamers, Asia continues to have the largest population of gamers.
Despite a modest decline in the market in 2020, it is predicted to rebound and reach approximately $200 billion in 2023.
Steam is the biggest and most well-known videogame distribution service worldwide, according to gaming stats for 2021. The website provides both single-player and multiplayer gaming options, online game video streaming, social networking capabilities, and even the ability to create your games using their workshop.
Globally, 2.6 million people played games on mobile devices in 2020. The figure almost reached 3 million a year later! That figure is anticipated to increase even more, especially with the sheer amount of new free-to-play mobile games being created.
Five of Sony's PlayStation gaming consoles are among the top ten consoles in terms of all-time sales, according to data on video games. Over 157 million PlayStation 2 consoles have been sold globally on their own.
According to figures on market share, PC gaming had a $24% share of the market in 2019 and generated $35.3 billion. That amount is anticipated to increase to $36.9 billion in 2020 and $45.5 billion in 2021. Given the cost of technology, controllers, armchairs, and other gaming equipment, this is not surprising.
With a 30% market share (45.3 billion) in 2019, console gaming was second only to mobile gaming. In 2020, that amount might increase to $57.9 billion, but it will still only account for 28% of the market.
The sector lost some worth in 2020 after reaching $21.6 and $21.1 billion in 2018, and 2019, respectively. This is mostly because the number of console games has increased over the past two years, and Nintendo and PlayStation will shortly release their newest iterations. But it seems like 2021 will be a good year for free offers!
First off, there are over 600 million gamers in China. That is almost twice as many people as there are in the US. Naturally, China is where the majority of the athletes in the world call home. Surprisingly, only one Chinese player makes the list of the top 10 highest-paid professional gamers. Li "iceice" Peng is his given name. The Dota 2 player is ranked #10 on the list of the richest gamers.
Although the consensus is that video games are for children, the facts speak for themselves. In reality, 11% of gamers are 50 years old. Only 30% of people are under the age of 18. And speaking of gamers that support themselves through video games.
KuroKy (Kuro Takhasomi) is a professional poker player from Germany (yep, Germany) who has collected the staggering sum of $4,165,926 in prize money. He engages in Dota 2, one of the most well-liked video games ever. The other four of the top five richest gamers also agree.
According to estimates, the worldwide gaming industry will produce $175.8 billion in 2021, which would be -1.1% less than it did in the previous year.
26% prefer to market their games directly to consumers (for instance, through the developers' websites). The publisher-owned stores, such as Battle.net, only make up 18% of purchases, though. By the way, in case you weren't aware, 30 cents of every dollar spent on Steam goes to Valve's bank account. Publishers of games sold on Steam, however, claim that 75–100% of their total sales come from the Valve shop.
Imagine that you are in a hall with three other people. Statistically, one of them—regardless of their age, gender, nationality, or race—plays video games.
The gaming industry is enormous. And the games industry generates more money than any other in the entertainment sector.
Most devoted players of Pubg, Asphalt, N.b.a. Live, or Clash of Clans raised an eyebrow when they saw this statistic. Well, the majority of people play that. If not, I think you may know a few people who occasionally match colorful candies. According to statistics on mobile gaming, "matching puzzles" are played by 17% of players, followed by "thinking puzzles" with 11%. With 7%, strategy games come in third.
In the US, women make up 45% of gamers. In the US, gender equality is almost ideal. However, some things never alter. In terms of game purchases, men outnumber women by 61% to 39%. The majority of women still rather spend their money elsewhere. The data on video games in the United States of America shows an oddly strange trend.
There is no age restriction on playing video games. Less than one-half of all gamers are players under the age of 18.
The average American plays with others online for 7 hours a week and in-person for an additional six.
We may also determine the gamer's profile using this statistic. How? We'll see.
Video game data show that 55% of players feel that playing games foster friendships. Nearly half of respondents claim it encourages family time togetherness.
Gaming in VR is an entirely different experience. Your entire body serves as the game controller there. much cooler than a Nintendo WII. The market for VR games is used by over 50% of active players between the ages of 25 and 34. The main reason for this is how much less expensive VR headsets are today. However, only 2% of gamers over 45 say they often play VR games, indicating that the technology isn't that well-liked among them.
Probably because of this, a lot of games are really bad. By hiring more women, several large corporations hope to "enforce" gender equality. In 2016, Blizzard saw a 166% increase in the proportion of female interns. Another gaming industry behemoth, EA, is proud of its women. Vital employee development programs have a female participation rate of 48%.
Do you want to discover how many businesses only have one employee? Also 19%.
"2 to 5" employees work for 15% of the enterprises. These video game industry statistics show a real-world David vs. Goliath battle. It turns out that tiny businesses can successfully compete with huge corporations. About businesses, we cannot disregard the financial side of the gaming sector.
The average cost was $8.29 in 2018. The average cost has significantly decreased since then! That's very noteworthy, especially in light of the rise in the popularity of free-to-play video games. One of the main advantages of PC gaming is the low cost of games. Even if you spend $500 building a gaming PC, you'll save loads of cash on games thanks to Steam, which is also free.
10.263 new releases were published on Steam in 2020. That equals slightly more than 28 games every day! When you use the service, there are many alternatives available.
Is it true how much revenue this sector brings in? The most well-liked games alone generate all of this money from streaming.
The market for free-to-play games as a whole was valued at $87.7 billion in 2018. When you consider that it contains the term "free," that is astounding. Games from Asia accounted for 62% of this massive sum. The primary offender is Fortnite, whose 458% year-over-year growth significantly boosted the number of free-to-play console titles.
The winner is Epic Games' Fortnite! 2018's undisputed champion is Fortnite's Battle Royale PvP mode. Dungeon Fighter Online, a Nexon RPG that has amassed $1.5 billion, takes second place. With $1.5 billion, Riot Games' League of Legends is third.
Loot boxes are no more. Only 9% of survey participants claimed they would use paid-item crates in their subsequent projects. In 24% of the future titles, there will be paid in-game products. The same quantity is true for DLCs and premium updates. In 22% of the future free-to-play titles, you will be able to buy in-game currency.
In 2021, a significant decline is anticipated in the PC gaming sector. Experts predict that the entire value would drop to $5.1 billion this year from its 2020 level of $6.7 billion.
When you look at the sector as a whole, the number is not particularly striking while being quite large in absolute terms. In 2018, the market share of independent games was only 0.72%. Nevertheless, every so often a diamond breaks through the surface. Do you know about Minecraft? It was acquired by Microsoft in 2014 for $2.5 billion and is now usable on a range of devices. Here are various statistics on gadgets, specifically gaming machines.
In 2017, the Nintendo Switch swept the globe, and the firm produced some amazing titles for it. With 35.39 million units sold as of March 2021, Mario Kart 8 Deluxe is the console's top-selling title. Second place goes to Animal Crossing New Horizons, which sold 32.63 million copies.
Among the most played video games worldwide is Fortnite. It only launched in 2017 and is completely free to play, but over time, its user base has been expanding quickly. 120 players had registered as of November 2018. That figure has nearly tripled in the past less than two years!
46% of the global market is made up of mobile games (games played on smartphones and tablets). Mobile games generated more than half of all gaming revenue for the very first time in gaming history. The value of the mobile gaming market was $54.7 billion in 2019, with a growth rate of 11.4% year over year. What about other devices? Market statistics show that in 2018, there were 24% more PC gamers than there were console gamers. 3 percent of those using their PCs to play games played games in browsers. Despite being the smallest, the PC gaming market
Nearly two-thirds of the interviewees were working on a PC game. Nearly 38% of participants worked on a tablet or smartphone game. While 28% of studios were concentrating on an Xbox game, 31% were creating a Playstation 4/Pro game.
According to video game statistics, the two things that the average Computer gamer enjoys doing the most are increasing levels and complaining loudly. The highest-paid players are proof of this; they choose Dota 2, trailed by professional players of CS: GO. Look at the statistics: 13% of people play role-playing games and about the same percentage like shooters. With 11%, puzzle games come in third.
Virtual reality and augmented reality games are now being developed by over half of all developers. With 33% of identity-creating games specifically for HTC Vive, it is the most prominent headset. With 30%, Oculus Rift comes in second, followed by PlayStation VR from Sony with 13%.
Even more intriguing was discovered by researchers: 34% of developers think augmented reality will become the dominant technology in 5 years. Only 19% believe that VR will eventually replace immersive reality.
We already reported the significant share of Android smartphones in our research on phone increasing adoption. It is hardly shocking that more than half (53%) of programmers are now working on an Android game. For iOS games, the same metric stands at 50%. 39% of the responders said they had never worked on a mobile game.
People in the mushroom kingdom were turned into bricks when the koopas (the turtles) took over. Feel bad for all the blocks that were destroyed?
The boss speaks something unclear as he enters the last battle of Diablo I. The reverse of his comments is "Eat your veggies and floss after every meal."
Two significant events occurred in 1994: first, Kurt Cobain shot himself to death, and second, the release of Doom 2. There is a map in Doom 2 called "Nirvana." Near its entrance is a shotgun.
Deus EX was launched in 2000, which is 19 years ago. The city of New York can be seen in some parts of the game. The WTC twin towers weren't there, which was odd. This fact has a clear explanation, but conspiracy theorists might interpret it otherwise. Due to memory restrictions, the twin towers are absent from the game. The towers' absence was explained by the game's developers.
The year 2001 saw the release of Tom Clancy's Ghost Recon. As Georgian troops battle South Ossetian separatists as well as the Russian army in the game, the US deploys special forces to assist them. Russia dispatched soldiers to South Ossetia in 2008, 7 years after the game's first release, to defend the region from the Georgian army. Near Tbilisi, the center of Georgia, a five-day conflict commenced and concluded with Russian soldiers.
EA games simulations frequently yield results that are close to the truth, but one simulation from 2015 simply went too far. The New England Patriots victory over the Seattle Seahawks in the Super Bowl was predicted by Madden NFL 15 to occur. The final score of the practice game was 28–24. Guess how the actual game went. Seattle Seahawks: 24; New England Patriots: 28 in Super Bowl XLIX. Even how the Patriots would go on to accomplish their final touchdown was foretold by EA's simulation.
According to the most recent statistics on video game addiction, the condition is very common among young people and is a real phenomenon.
According to statistics on video game addiction, guys between the ages of 18 and 24 are most likely to get addicted.
According to a survey, almost 9% of game-addicted students in elementary and secondary schools utilize technology as a coping method for sadness and anxiety.
Adults from the working class make up 62% of Australia's population. In the nation, 78% of players are over the age of 18.
This data does not seem to be slowing down either
And counting, they are adding hundreds of games per week
And in 2022 its expected to hit 1.5b
show that one of the entertainment industry's fastest-growing and most popular categories in gaming. Future generations of individuals will be drawn to gaming due to advances in digital skills and online presence. There is a good chance that gaming has spread to every country.