Video games have been emerging as the most lucrative and happening industry in the world currently with anticipated global revenue of 154.6 billion dollars in 2021. The biggest marketer of the gaming industry is China contributing to an approximated turnover of 49.3 billion dollars in the year 2021. Mobile gaming has held the entire video gaming sector with roughly 70% of the revenue being captured by mobile video games worldwide. The moving trend in the number of gamers worldwide has seen an upward shift constantly throughout 8 years – 2015 to 2023, the range according to the statistics reflects an average of 1.99 billion gamers in 2015 and an expected number of 3.09 billion gamers to be witnessed by us by the end of 2023. The growth in the count has always been constant with a 5.6% average increase every year.
The gaming revenue went up to 159.3 billion dollars in 2020 wherein half of this revenue was generated by the Asian regions. The gaming market is predominantly held by the Asian fronts of the world, the demand for video games in that part of the world is always rising. The rise in the gaming possibilities across the globe has opened opportunities for the rise of gaming subscriptions and clouds gaming services which also contribute to the global market economy. It is simple for independent game developers now to launch their games independent of any game launching company. From the gamers’ point of view, they can always support their earnings from tournaments or game streaming from their social media platforms.
Biggest Gaming Markets
The biggest number of gamers in the world and the APAC region is backed by China as mentioned earlier, they reflected 665 million gamers in the year 2020 and the generated revenue was the highest among other gaming-oriented regions across the world.
The second on the list is the United States, it follows China with a gamer count of 244 million as reflected in a study in the year 2020. The count varies according to the demographics and depending on the source of the region, but every 3 out of 4 people in the country is engaged in video games, the majority of which play games on their mobile phones.
The other nations down the lane are Japan followed by the Republic of Korea and Germany. These make up the top five gaming markets throughout the globe. The gaming market in Japan goes on rising, it reached a revenue generation amount of approximately 19 billion dollars in 2020. The latter two nations in the year 2020 generated a revenue of 6.56 billion dollars and 6 billion dollars respectively.
The total gaming worth of China and the US are noted to be comparatively closer, $40.85 billion is with China, and the other stands at $37 billion.
Estimates show the number count of video gamers across the world in 2020, the data reveals a count that is listed below for your reference.
The Asia Pacific stands at the top with 1447 gamers, it is at par with other nations such as Europe which is in second place with 386 gamers count. African Continent (377) comes in third on this list with a growing market for online casino games. For new players, going through some of the expert online casino reviews is a must and casinos.co.za has a great rundown on that. Here they can understand better how to choose an online casino. For example, it’s not just the need to have 10,000 games on the website, but to have a good variety of games that the users can enjoy. Furthermore, another important feature is the kind of bonus that they provide or the different kind of channels they offer in the client support department. Simplified and trusted reviews of casinos along with everything else that an individual needs as they go online are there making it easier for them to enjoy their time with online casino gaming, especially in the African continent.
Types of Gamers Worldwide
There are various types of gamers in the world today, research has shown nine different personas of gamers endorsed with different gaming interests and tactics.
The Ultimate Gamer- This segment of gamers contributes to 14% of the entire gamer population. They are the ultimate game freaks and spend their time and money entirely on games.
The Gaming Enthusiast- This segment of gamers contributes to 10% of the entire gamer population. They are the ones who are always interested in playing and watching gaming with utmost enthusiasm.
The Subscriber- 21% of the entire gaming population are subscribers, needless to say, almost a majority tends to spend their time on free games and high-quality games only if it serves their need.
The Conventional Gamer- A meager fraction of the gaming population, 3% makes of the conventional gamers. They possess enough gaming devices and love to play but don’t love to watch others play their games.
The Backseat Watcher- 6% of the gamers seek pleasure in watching others play, they have spent their lives playing and now like to be the spectator and not the doer.
The Lapsed Gamer- This segment of gamers contributes to 15% of the entire gamer population. After having quite a good time in gaming, now they focus on other things as well apart from gaming.
The Popcorn Gamer- 14% being the popcorn gamer, doesn’t really take gaming seriously, it serves as a pastime for them, and also they like to watch other gamers play and enjoy.
The Time Mover- A majority of the gamers are time fliers, 23% of the gamers play games when they are in leisure and have nothing else to do. They usually play games on their mobiles just to pass their time.
Gaming Monetization
With video games taking the major part of the world’s population in their grasp, the gaming developers have been contributing a handsome amount to their nations. Also, over 2400 video gaming institutions or developers worldwide are already providing employment opportunities for hundreds and thousands, and are generating pretty good revenues of over 160 billion dollars in 2020. Other extended avenues have also witnessed video gaming monetization, on platforms such as E-sports and streaming live on Twitch and YouTube. The overall esports market globally generated a revenue of 950.3 million dollars in 2020 and an extended 495 million people as an audience in the year 2020.