How many active video gamers were there in 2020?
There were 2.69 billion video game players worldwide in 2020. The figure will rise to 3.07 billion in 2023 based on a 5.6% year-on-year growth forecast. The global games market had $159.3 billion in revenues for 2020, almost half of which came from the Asia Pacific market.
Gamers are not the minority as TV and film paint them out to be. Newzoo reports there were 2.69 billion gamers in the world by the end of 2020. Growth has been steady with an average of 5.6% year-on-year (YoY) increase. 2021 figures are forecast to reach dua.81 billion gamers that will earn the dunia games market an estimated $189.3 billion.
Games revenues for 2020 reached over $159.3 billion with almost half of market earnings generated by the Asia Pacific region. Growth in APAC was driven by demand from its 1.5 billion gamers.
The rise of subscription gaming services and cloud gaming has opened income opportunities beyond the sales of game titles and gear. Independent game developers can develop and launch their games without the need for a game publishing company. Gamers, on the other hand, can earn from tournaments and streams from their social media channels.
This article explores the number of video gamers, the biggest gaming markets, and other aspects of the gaming industry, including the impact of COVID-19, by digging deep into the categories below:
As almost the entire world was brought to a standstill because of COVID-19, almost half of the world’s population had become more engaged in games. As businesses everywhere stopped their operations and economies were suffering recession-like losses, the gaming industry continued with its busy streak.
Industry observers expect that as more people become engaged in gaming, more revenues, particularly those for the long-term, will likely be generated. However, it will likely be difficult to replicate the level of growth achieved during the pandemic, as it would take another similar global crisis to achieve it.
Nonetheless, gaming vendors will definitely search high and low to keep their clients engaged in their game offerings, which is among the major challenges for industry players once the health outbreak is through.Gamers’ Geographical Breakdown
Two of every lima people across the world is a gamer. Leading the global market in the number of gamers and revenue is China, followed closely by the United States.
China, despite being a late starter in the gaming space and an initially small market, zoomed into the top of the gaming world. The Chinese government actually enforced a 14-year ban on game console imports and sales amidst fears of the youth developing gaming addictions (Culture Trip, 2019). However, the Chinese PC games market, not included in the ban, flourished.
PC-based gameplay soon gave way to microtransactions, and then social network games like the once overly popular Farmville, and eventually, mobile games in the vein of League of Legends.
Since 2015, a year after the game console ban was lifted, China has earned more gaming revenue than the US, with the figures reaching a record high in 2016 and then slowing down in 2018, when another government measure saw new games licenses being frozen due to renewed fears of gaming addiction among the youth.
Nonetheless, in 2020, the total number of gamers in China continued to increase to remain as the top gaming market worldwide, reaching 655 million (Statista, 2020).Top 10 Countries By Gaming Revenue
The Asia Pacific region is well represented in the list with China, Japan, and the Republic of Korea placing in 2020’s top five gaming markets. Combined revenues for the three countries surpass the revenues of the remaining countries put together.The Biggest Gaming Markets
As earlier mentioned, China has 665 million gamers in 2020, the biggest number of gamers in the APAC region and the world (Statista, 2020). This translated to $40.85 billion in revenue for 2020. Although the 2018 license freeze slowed down the YoY growth rate, the Chinese gaming market was still able to post a modest from $36.lima billion in 2019 (Newzoo, 2020).
The US trails China with over 244 million gamers (NPD Group, 2020). The figures vary depending on the source and demographics counted but it is estimated that 3 out of 4 Americans play video games on various consoles with more than half playing on mobile phones.
Japan, the Republic of Korea, and Germany complete the top 5 biggest gaming markets. The relatively mature Japanese gaming market continues to grow, reaching almost $19 billion in revenue for 2020. At far fourth and fifth places are the Republic of Korea and Germany, with $6.56 billion and almost $6 billion, respectively.
China and the US are head to head in Newzoo’s Global Games report for 2020, with each country’s gaming markets worth $40.85 billion and $37 billion, respectively.
The fastest-growing mobile gaming market is the Southeast Asian region, which saw significant expansion due to the COVID-19 pandemic. Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam are leading the way with $4.3 billion in revenues for the mobile segment alone for the 2019-2020 period (Newzoo, 2020).
Europe has the third largest revenue at $32.9 billion for 2020, powered by the vibrant gaming markets of Germany, the United Kingdom, France, Italy, and Spain. Latin America is in fourth place, with $6.8 billion, while the MENA region is the fifth and smallest region in terms of revenue with $6.dua billion.Gaming Devices and Platforms
The games market can be broadly divided into five segments: browser PC games, console games, downloaded/boxed PC games, smartphone games, and tablet games. Smartphone games have the biggest slice of the pie with a 40% market share, followed by console games with 28% (Newzoo, 2020).
Total spending in the US on video game hardware, software, and accessories, including game cards, reached $1.dua billion in mid-2020, as a result of the widespread lockdowns due to the COVID-19 pandemic (NPD Group, 2021). This was historically the highest since Nintendo’s Wii was launched in 2009.Market Share per Gaming Platform
Mobile gaming makes up almost half (49%) of the total market with a combined smartphone and tablet gaming revenue of $86.tiga billion for 2020. All segments have achieved positive growth except browser PC games which dropped -8.7% YoY.Number of Gaming Consoles Sold
The PlayStation was the most popular console in 2020. With a massive 57.5% market share, Sony’s premier gaming console remains the gaming console to contend with (StatCounter, 2021). Nintendo’s Switch came in second, capturing 42% of the dunia console market.
Overall gaming console sales reached $92.2 billion in 2020, growing by 17.43% lawan the previous year. Analysts attribute this significant upsurge as a direct impact of the ubiquitous lockdowns caused by the pandemic. And although the overall revenue is expected to decrease by 2021, a gradual growth until 2025 is still expected.
What’s more, the PlayStation dua, despite being launched some 2 decades ago, remains the most popular gaming console until today, with almost 158 million units sold worldwide (StatCounter, 2021).
Sources: Statista, VGChartz (2020)
In addition, cloud gaming, the new gaming ecosystem launched in 2019, achieved substantial growth in 2020, generating $584.7 million in total revenues, or a huge 244% YoY increase (Newzoo, 2020). This is why analysts predict that cloud gaming will likely reach $4.8 billion in 2023.Gamers’ User Profile
The real-world gamer demographic is more complex than the stereotypical gamer persona of a 30-something man-child living in his mother’s basement. In fact, video gaming had ceased to be merely a hobby.
A 2020 study found that as video games become a typical element of a typical American’s life, the average gamer’s age also goes up. The evidence: while 38% of gamers still belong to the 18-34 age group, 6% are from the 65 years old and above demographic (ESA, 2020).
Likewise, the study found that the average age range of an American gamer is 35-44 years, while 70% of those below 18 years and 64% of US adults play video games on a regular basis. Also, most gamers play video games because they help them relax (79%) and offer mental stimulation (80%). Moreover, 61% of American gamers play using their smartphones, and around 75% of US households have at least one gamer in their fold.Gamers’ Age Range and Gender Split
Gamers range in age from children under 18 to post-Boomers 70 and up. 68% of American adults (163.3 million) are gamers, while 70% of American kids aged 18 and below (or 51.1 million) are gamers, too (ESA, 2020).
As most people stayed in their homes out of necessity during the pandemic, many Americans turned to video games to pass the time. A berita umum found that 37% of respondents said that they will likely spend more on video games because of the pandemic (MorningConsult, 2020).