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VIDEO GAMES
DATA AND ANALYSIS WITHIN THIS REPORT
Overview
06 07 KPI-Comparison
Biggest market is the US with US$11.6 billion in 2016
Market KPI comparison by region in charts
Mobile Games in China will be twice the size of the US
Market KPI comparison by region in tables
in 2021 with a size of US$12.0 billion
08 09 Framework
Key Takeaways Video Games is the biggest segment in Digital Media
Video Games as part of the Digital Media market Global Video Games revenue of US$60.1bn in 2021
2
DIGITAL MEDIA MARKET
Market focus: Video Games
Video
Fashion
Digital Music ePublishing
Electronics & Media Furniture & Appliances
Mobile Games Online Games Downloads
4
MOBILE GAMES ARE THE DRIVING FORCE -
MOSTLY AT THE EXPENSE OF ONLINE GAMES
Future developments Assumptions and sensitivity
The global Video Games market expense of Online Games. The The global Video Games market is Between 2000 und 2014 gaming
is growing at a CAGR1 of 6.6% to Online Games market in China is mainly driven by Mobile Games. consoles were prohibited by law
2021. We see a relatively similar shrinking moderately with a in China.
Reasons for this development can
development over all regions with CAGR of -2.2% to 2021. Contrary
be found in the general shift Thus, the demand for gaming
Mobile Games as the fastest to that, the Download Games
towards the usage of mobile hardware did not began until the
growing market. market is growing with an average
devices. In this special case the repeal of the gaming console
at 5.3% due to an over
With an average growth of 3.1% high performance of Smartphones prohibition in 2014 and the market
proportional growth of Download
per year to 2021, the US market is and Tablets nowadays allow very is simply not as saturated as in
Games users (5.7% CAGR to
the slowest growing one. While computation-intensive applica- other regions.
2021).
Online Games and Download tions and games.
The impact of Augmented Reality
Games are growing very slowly Thereby Download Games in
A certain number of modern (AT) and Virtual Reality (VR) on
with average growth rates of 1.2% China have the fastest growing
mobile devices even use special the Video Gaming market has to
and 0.1% to 2021, respectively, user base over all regions and
graphic processors units (GPU) be considered distinctively.
the Mobile Games segment is segments.
and work on a similar
growing with 6.7% CAGR in the Virtual Reality, in particular, is
Although the development of performance level as stationary
same timeframe reaching US$6.0 mostly restricted to Download
some big European markets like computers or laptops.
billion. Games. It will have a certain
Germany or the UK are very
This technological development impact on software sales, but has
The Chinese market is the fastest similar to the US with stagnating
additionally leads to a recognizable to be seen as an additional
growing with an average annual Download and Online Games
shift from Browser Games peripheral equipment market.
growth rate of 8.0%. Mobile markets, digitally emerging smaller
towards Mobile Games with an
Games are growing on an European countries like the Czech Augmented Reality, however, has
impact on the whole Online
extraordinary high level of 11.0% Republic or Romania are causing already proven its potential in the
Games segment, as the game itself
1: CAGR: Compound Annual Growth Rate/ average growth rate per year.
5
VIDEO GAMES IN MA JOR REGIONS
Market KPI comparison by region
United States China Europe
Revenue forecast
+8.0% p.a.
in million US$ by region
+3.1% p.a. 15,713
+5.8% p.a.
13,506 1,956
11,594 11,562
Online Games: 3,495 10,670
3,469 2,184 8,715 3,363
Revenue
CAGR1 CAGR1 CAGR1
Segment Unit 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021
16 21 16 21 16 21
Total: mUS$ 11,594 12,149 12,606 12,975 13,269 13,506 +3.1% 10,670 11,788 12,862 13,877 14,827 15,713 +8.0% 8,715 9,359 9,980 10,561 11,089 11,562 +5.8%
Online Games mUS$ 3,822 3,880 3,934 3,981 4,021 4,055 +1.2% 2,184 2,131 2,080 2,032 1,991 1,956 -2.2% 2,660 2,806 2,953 3,096 3,234 3,363 +4.8%
Mobile Games mUS$ 4,304 4,796 5,195 5,512 5,759 5,956 +6.7% 7,144 8,222 9,261 10,245 11,167 12,028 +11.0% 3,283 3,591 3,885 4,156 4,399 4,612 +7.0%
Downloads mUS$ 3,469 3,473 3,477 3,482 3,488 3,495 +0.1% 1,341 1,435 1,522 1,600 1,669 1,729 +5.2% 2,772 2,961 3,142 3,308 3,457 3,586 +5.3%
Users
CAGR1 CAGR1 CAGR1
Segment Unit 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021 2016 2017 2018 2019 2020 2021
16 21 16 21 16 21
Total: m 169 166 166 168 170 173 +0.5% 332 341 352 364 377 391 +3.3% 202 200 200 202 205 208 +0.6%
Online Games m 92 93 94 95 95 96 +0.8% 163 166 169 171 174 176 +1.5% 75 77 80 82 85 87 +3.0%
Downloads m 119 118 117 117 116 115 -0.6% 49 53 56 59 62 65 +5.7% 123 126 129 131 133 134 +1.8%
1: CAGR: Compound Annual Growth Rate/ average growth rate per year.
Source: Digital Market Outlook 2016 7
KEY TAKEAWAYS BY REGION
Market sizing subjects for Video Games
United States China Europe
US is leading the global Video Games Total market size of US$10.6 billion Total market volume is US$8.7 billion
market with US$11.6 billion in 2016 in 2016
Mobile Games is the biggest segment
Mobile Games are the biggest segment and accounts for 67.0% Still strong physical distribution of
Market size
with US$4.3 billion Games slow down the digital market
Download Games is by far the smallest
Online and Downloads Games are segment with US$1.3 billion Mobile Games is the biggest segment
following not far behind with US$3.5 and accounts for 37.7%
billion and US$3.8 billion, respectively
Total market is growing with a CAGR1 Fastest growing region Europe has a growth 5.8% p.a up to
of 3.1% to 2021 2021
Growth rate of 8.0% CAGR to 2021
Growth is mainly driven by Mobile
Further growth in the Mobile Games
Constant growth over all segments
Growth rate
Games
segment with 11.0% p.a. Mobile Games will take the most
Online Games and Download Games
Total market volume will overtake the
dominating role in 2021 with a share
are stagnating of 39.9%
US in 2018
More powerful mobile devices will Repeal of the gaming console Digitally emerging European markets
drive Mobile Gaming prohibition in 2014 opened a new are driving the overall growth
(niche) market driving Download
VR might have a small impact on More reluctant attitude towards
?
more as a hardware market Mobile devices will stay the first choice Increasing relevance of eSports
device for gaming in China
VR devices using the smartphone will indicates a growing gaming affinity
drive Mobile Games
!: CAGR: Compound Annual Growth Rate/ average growth rate per year
Source: Digital Market Outlook 2016 8
VIDEO GAMES
Digital Media global segment size and growth rates
23,888
+8.1% p.a.
91,102 13,197
16,163
+7.6% p.a.
Digital Media 9,144
2016 2021
35
30
25
20
15
10
e-Commerce
User count & penetration
eServices Fashion, Electronics & Media, Food &
Personal Care, Furniture & Appliances, Toys,
Event Tickets, Fitness, Dating Services, Hobby & DIY
Food Delivery
13
IMPRINT
Contacts and author
Sebastian Buss
Analyst
Sebastian Buss graduated Business Administration and Business
Psychology in Hamburg, Germany with a specialization in
Consumer Behavior and Market Psychology.
E-MAIL
Before his time at Statista he gained experiences in digital media sebastian.buss@statista.com
markets with a focus on the music industry.
He is working for Statista as a specialist for digital markets, trend WEB
monitoring and data analysis. statista.com/outlook
Imprint
Statista Johannes-Brahms-Platz 1 20355 Hamburg +494041349890 www.statista.com
Disclaimer
This study is based on survey and research data of the previously mentioned sources. The forecasts and market analysis presented were researched and prepared by Statista with great
care.
For the presented survey data, estimations and forecasts the Statista GmbH can not assume any warranty of any kind. Surveys and forecasts contain information not naturally
representing a reliable basis for decisions in individual cases and may be in need of further interpretation. Therefore Statista is not liable for any damage arising from the use of statistics
and data provided in this report.