Total global spending on video games will expand to $83.0 billion in 2016, growing at a 7.2 percent compound annual rate.
The shift to online and wireless games will hurt the console game market in the near term. However, next-generation consoles from the other manufacturers are likely to be introduced over the forecast period and will spur console game sales. Increased broadband penetration will drive the growth of the online games market, and the growth of microtransactions is providing a boom for the industry in which casual games and social network games are important components of the online market, helping expand the demographic base and stimulate spending. Smartphones and tablets, aided by an intuitive-touch interface, are fast becoming the devices of choice for casual game players, driving the demand for wireless games. Video game advertising is emerging as an additional revenue stream, driven in part by the growth of social network games and free games.
Global spending on online and wireless games will overtake console and PC games in 2013, and will be 36 percent larger by 2016.
Forecasts for advertising and consumer/end-user spending in the video games segment across 48 countries cover (where available):
|North America||EMEA||Asia Pacific||Latin America|
|Central and Eastern Europe
Middle East/North Africa †
|†Comprises Algeria, Bahrain, Egypt, Jordan, Kuwait, Lebanon, Libya, Morocco, Oman, Qatar, Saudi Arabia, Syria, and the United Arab Emirates|