Video games

Video games

 

Video games markets by growth and scale


View the infographic

Mobile games revenue soars as more consumers are connected

Online games revenue a key overall growth driver

Key insights at a glance

1

Mobile is delivering a new generation of gamers. Global mobile games revenue is forecast to reach US$15bn in 2018, rising at a CAGR of 9.6%. China, Japan and the US are key markets. Only advertising revenue, which is still relatively small, will grow at a faster rate within the video games segment. Rising smartphone ownership is increasing access to mobile games globally and has enabled innovation in gameplay and business models.

 
2

New features will sustain interest in console gaming. New consoles will renew consumer interest in console gaming, and the Xbox One's emphasis on being a key piece of technology for the living room means that this interest will last longer than previous generations, with devices being used more often and appealing to a broader demographic. Global console games revenue will reach US$31.9bn in 2018, a CAGR of 4.9%, with physical console games revenue increasing by a 0.6% CAGR over the forecast period.

 
3

Improved online offerings will drive digital console games revenue. Improved online console games stores and increased access to broadband is driving digital distribution of console games. By 2018, digital will account for 37% of global console games revenue, up from 23% in 2013.

 
4

Social and casual gaming will continue to attract non-gamers, but the market is difficult to monetise. Casual games are still growing in popularity: Puzzle and Dragons has dominated Asian markets, while Candy Crush Saga has been downloaded over 500mn times. However, the sector remains difficult to monetise, with the majority of players wanting to play for free and the games themselves lacking longevity.

 
5

Microtransactions are widening gaming participation. Online gaming has opened up markets previously considered lost to piracy, with the business model enabling greater freedom in how much gamers pay. China is the second-largest market for online gaming (US$4.2bn in 2013 with a 7.9% CAGR from 2013-2018), while in 2017 Russia (standing at US$588mn in that year with a 13.8% CAGR from 2013-2018) will overtake Germany to become the seventh-largest market for online gaming.

 
6

Console gaming companies will target emerging markets. Sony's opening of a manufacturing plant in Brazil has signalled that the video games industry is looking carefully at emerging markets. Indeed, Brazil will become the 20th-largest console market in the world in 2018, up from 27th in 2013. India is also a growing market, rising from 20th to 15th.



What data can I access by purchasing an online subscription?

The following data is available for video games for 54 countries (where available).

Revenue data:

  • Total video games revenue
  • Video games advertising revenue
  • Total video games consumer revenue
  • Total console games revenue
  • Physical console games revenue
  • Digital console games revenue
  • Online games revenue
  • Mobile games revenue
  • Total PC games revenue
  • Physical PC games revenue
  • Digital PC games revenue

Segment definition

This segment comprises consumer spending on video games software and services (not hardware or devices) across all platforms, including console, PC, online and mobile, as well as revenue from advertising via video games. All sub-categories are exclusive of each other. The revenue is both digital and non-digital, and from both consumer and advertising spending.

Console games considers all revenue associated with playing games of any type on a games console (both in-home and handheld) including physical (disc-based) game sales at retail, digital game sales, additional downloadable content (DLC) and subscription services.

PC games comprises physical (disc-based) and digital sales revenues from retail stores and digital download stores (such as Steam and Origin) and additional downloadable content.

Online games includes those games played on a PC which require an Internet connection to play and includes subscription MMOs, free to play MMOs, casual games and social games.

Mobile games comprises all revenues associated with playing games on a mobile device (tablet or mobile phone) including digital games and app sales, subscription services and associated virtual items.

Video games advertising comprises revenues from advertising built into games on any platform and access type including in-game advertising. It does not include advertising delivered dynamically

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Regions/countries covered

North America

EMEA

 

Asia Pacific

Latin America

Canada
United States

Western Europe
Austria
Belgium
Denmark
Finland
France
Germany
Greece
Ireland
Italy
Netherlands
Norway
Portugal
Spain
Sweden
Switzerland
United Kingdom

Central and Eastern Europe
Czech Republic
Hungary
Poland
Romania
Russia
Turkey

Middle East/Africa
Israel
Middle East/North Africa †
South Africa

Australia
China
Hong Kong
India
Indonesia
Japan
Malaysia
New Zealand
Pakistan
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam

Argentina
Brazil
Chile
Colombia
Mexico
Venezuela

 †Comprises Algeria, Bahrain, Egypt, Jordan, Kuwait, Lebanon, Libya, Morocco, Oman, Qatar, Saudi Arabia, Syria, and the United Arab Emirates