Highlights
Market definition
in-scope / out-of-scope
Reports special
  • Revenue in the Video Games segment is projected to reach US$92,633m in 2020.
  • Revenue is expected to show an annual growth rate (CAGR 2020-2024) of 2.2%, resulting in a projected market volume of US$101,044m by 2024.
  • The market's largest segment is Mobile Games with a projected market volume of US$55,315m in 2020.
  • User penetration will be 21.1% in 2020 and is expected to hit 24.9% by 2024.
  • The average revenue per user (ARPU) is expected to amount to US$35.17.
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Video Games are defined as fee-based video games distributed over the internet. Download games include downloads of full versions for gaming consoles or PCs (installation required), mobile games for smartphones and tablet devices (paid app downloads and in-app-purchases), paid or free-to-play online games which can be either played directly in the internet browser or via clients that need to be installed (subscription-based or including in-game purchases) as well as subscription-based gaming networks such as Xbox Live Gold, PlayStation Plus or Nintendo Switch Online. Physical video game sales and demo/trial versions are not included.
in-scope
  • Fee-based video games distributed over the Internet
  • Downloads of full versions for gaming consoles or PCs
  • Mobile games for smartphones and tablets (paid app downloads or in-app-purchases)
  • Free-to-play online/browser games (subscription-based or including in-game purchases)
  • Gaming networks
out-of-scope
  • Physical video game sales
  • Demo/trial-versions
Digital Media Report 2019 - Video Games

Digital Media Report 2019 - Video Games

Statista Digital Market Outlook - Segment Report
Download
Revenue (2020)
+11.4% yoy
US$92,633m
Users (2020)
+13.7% yoy
1,661.2m

Revenue Revenue Growth

in the Video Games market in million US$ in percent

Reading Support Revenue in the Video Games segment is projected to reach US$92,633m in 2020. Reading Support The Video Games segment is expected to show a revenue growth of 4.0% in 2021.

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  • Revenue
  • Revenue Growth
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Revenue:

The “Revenue” box shows the forecasted revenue development of the selected market (market segment, region) for each year.


Revenue Growth:

The “Revenue Growth” box shows the year-over-year revenue development of the selected market (market segment, region) in percentage terms.

A definition and detailed explanation of the displayed markets can be found here.
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Users Penetration Rate

in the Video Games market in millions in percent

Reading Support In the Mobile Games segment, the number of users is expected to amount to 1,842.2m by 2024. Reading Support User penetration in the Video Games segment will be at 21.1% in 2020.

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  • Users
  • Penetration Rate
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User:

The “User” box shows the number of active paying customers (or accounts) of the selected market (market segment, region) in millions for each year.


Penetration Rate:

The “Penetration Rate” box shows the share of active paying customers (or accounts) from the total population of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Analyst Opinion

While all other Digital Media market segments have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

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ARPU

in the Video Games market in US$

Reading Support The average revenue per user (ARPU) in the Mobile Games segment is projected to amount to US$35.17 in 2020.

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ARPU:

The “ARPU” box shows the average annual revenue per paying user of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Users by age Users by gender Users by income

in the Video Games market in percent in percent in percent

Reading Support In the year 2019 a share of 36.4% of users is 25-34 years old. Reading Support In the year 2019 a share of 61.0% of users is male. Reading Support In the year 2019 a share of 37.6% of users is in the low income group.

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  • Users by age
  • Users by gender
  • Users by income
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Users by age:

The Users by age box shows the age distribution of users of the selected market (market segment, region) in age groups. The data is based on Statista's Global Consumer Survey.

Users by gender:

The Users by gender box shows the gender distribution of users of the selected market (market segment, region). The data is based on Statista's Global Consumer Survey.

Users by income:

The Users by income box shows the income distribution of users of the selected market (market segment, region) in tertiles. The data is based on Statista's Global Consumer Survey. Values shown are only based on survey respondents who answered the question regarding their income.

A definition and detailed explanation of the displayed markets can be found here.
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Global Comparison - Revenue Global Comparison - User Penetration

in the Video Games market in million US$ in percent

Reading Support With a projected market volume of US$27,817m in 2020, most revenue is generated in China. Reading Support With a projected rate of 710.2%, the user penetration in the Video Games segment is highest in Seychelles.

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  • Global Comparison - Revenue
  • Global Comparison - User Penetration
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Global Comparison – Revenue:

The “Revenue” tab shows a comparison of revenues for the leading economies in the selected market (market segment, region) and year.


Global Comparison – User Penetration:

The “User Penetration” tab shows a comparison of user penetration rates for 150 of the world’s leading digital economies in the selected market (market segment, region) and year.

A definition and detailed explanation of the displayed markets can be found here.
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Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

20172018201920202021202220232024 CAGR
(2017-2024)
Population in m
Number of individuals (all ages) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
0-14 years in m
Number of individuals (age 0-14) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
15-24 years in m
Number of individuals (age 15-24) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
25-34 years in m
Number of individuals (age 25-34) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
35-44 years in m
Number of individuals (age 35-44) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
45-54 years in m
Number of individuals (age 45-54) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
55+ years in m
Number of individuals (age 55 and older) living in the selected region, the data reflect the United Nations' medium variant of World Population Prospects | Source: Statista, based on UN DESA and national statistical offices
Consumer spending (current)
Average consumer spending per capita of private households in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Foodstuffs, beverages
Consumer spending per capita for food and non-alcoholic beverages (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). The COICOP definition varies from the market definitions employed in the Consumer Market Outlook. It covers all private household spendings meant for consumption at home. In contrast, the Food market in the Consumer Market Outlook covers only certain segments of processed food and excludes for example fresh food, oils and fats and some other items. The markets for Alcoholic, Non-Alcoholic and Hot Drinks in turn not only include sales for at-home consumption (off-trade) but also sales to the on-trade sector (restaurants, bars, cafés). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Alcohol, tobacco
Consumer spending per capita for alcoholic beverages, tobacco and narcotics (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). The COICOP definition varies from the market definitions employed in the Consumer Market Outlook. It covers all private household spendings meant for consumption at home. The market for Alcoholic, Non-Alcoholic and Hot Drinks not only include sales for at-home consumption (off-trade) but also sales to the on-trade sector (restaurants, bars, cafés). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Clothing, footwear
Consumer spending per capita for clothing and footwear (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). Included are both consumption of goods as well as services (cleaning and cobblers). | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Housing
Consumer spending per capita for housing, water, electricity, gas and other fuels (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Household
Consumer spending per capita for furnishings, household equipment and routine maintenance of the house (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Health
Consumer spending per capita for health (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Transport
Consumer spending per capita for transport (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). This group inlcudes the purchase of vehicles, maintenenace of vehicles as well as transportation services. | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Communication
Consumer spending per capita for communication (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Recreation, culture
Consumer spending per capita for recreation and culture (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Education
Consumer spending per capita for education (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Restaurants, hotels
Consumer spending per capita for restaurants and hotels (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate) | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Other
Consumer spending per capita for miscellaneous goods and services (according to the Classification of Individual Consumption Purposes, COICOP) in the selected region (in current prices, constant exchange rate). These include personal care products and services, personal items like watches and jewellery as well as all other products and services not mentioned elsewhere. | Source: Statista, based on IMF, UN, World Bank, Eurostat and national statistical offices
Telecommunication
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Mobile subscriptions per 100 capita
Includes subscriptions to a public mobile telephone service that provide access to the PSTN using cellular technology. | Source: Statista, based on ITU
Broadband subscriptions per 100 capita
Number of-fixed broadband subscriptions per 100 inhabitants | Source: Statista, based on World Bank
Average connection speed in Mbits/s
Estimated average internet connection speed in Mbits/s | Source: Statista
Smartphone penetration in %
Estimated share of the total population using a smartphone | Source: Statista
Internet users in m
Number of people in the selected region using the internet | Source: Statista, based on ITU and national statistical offices
Smartphone users in m
Estimated number of persons using a smartphone in the selected region | Source: Statista
Mobile broadband connections, total in m
Total number of active mobile broadband connections in the selected region | Source: Statista
Hardware market
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Per-capita volume laptops in units
Average per capita sales of laptops and tablets in units | Source: Statista Consumer Market Outlook
Per-capita revenue laptops
Average revenue of laptops and tablets per capita | Source: Statista Consumer Market Outlook
Per-capita volume desktop PCs in units
Average per capita sales of Desktop-PCs in units | Source: Statista Consumer Market Outlook
Per-capita revenue desktop PCs
Average revenue of Desktop-PCs per capita | Source: Statista Consumer Market Outlook
Per-capita volume mobile phones in units
Average per capita sales of mobile phones in units | Source: Statista Consumer Market Outlook
Per-capita revenue mobile phones
Average revenue of mobile phones per capita | Source: Statista Consumer Market Outlook
Households in m
Total number of households in the selected region | Source: Statista
GDP (current)
Gross domestic product (in current prices, constant exchange rate) of the selected region per capita | Source: Statista, based on IMF WEOD
Internet penetration in %
Estimated share of the total population in the selected region using the internet | Source: Statista, based on ITU and national statistical offices
Source: Statista, June 2020
Source: Statista, June 2020, based on IMF, World Bank, UN and Eurostat

Methodology

The Video Games market builds on Statista’s primary research (the Statista Global Consumer Survey), bottom-up modeling, market data from independent databases and third-party sources, the analysis of various key market and macroeconomic indicators, historical developments, current trends, and the reported performance indicators of the key market players. In particular, we consider average prices and annual purchase frequencies. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective segment. This spending factors in discounts, margins, as well as taxes. The user metrics show the number of customers who have made at least one online purchase within the last 12 months.

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