Video Games

worldwide

Highlights
Market definition
in-scope / out-of-scope
Reports special
  • Revenue in the Video Games segment amounts to US$67,409m in 2018.
  • Revenue is expected to show an annual growth rate (CAGR 2018-2022) of 4.9%, resulting in a market volume of US$81,599m by 2022.
  • The market's largest segment is Mobile Games with a market volume of US$42,192m in 2018.
  • User penetration is 30.2% in 2018 and is expected to hit 34.8% by 2022.
  • The average revenue per user (ARPU) currently amounts to US$29.40.
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Digital Games are defined as fee-based video games distributed over the Internet. Digital 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) as well as paid or freemium online/browser games which can be played online and do not require an installation (subscription-based and in-game purchases). Physical video game sales, demo/trial-versions and free-to-play online-games 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 tablet devices (paid app downloads and in-app-purchases)
  • Freemium online/browser games which do not require an installation (subscription-based and in-game purchases)
out-of-scope
  • Physical video game sales
  • Demo/trial-versions
  • Free-to-play online-games 
Digital Media Report 2018 - Video Games

Digital Media Report 2018 - Video Games

Statista Digital Market Outlook - Segment Report
Download
Revenue (2018)
+7.0% yoy
US$67,409m
User (2018)
+4.6% yoy
1,548.9m

Revenue Revenue Growth

in the Video Games market in million US$ in percent

Reading Support Revenue in the Video Games segment amounts to US$67,409m in 2018. Reading Support The Video Games segment is expected to show a revenue growth of 4.4% in 2019.

  • Revenue
  • Revenue Growth
Info

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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User Penetration Rate

in the Video Games market in millions in percent

Reading Support In the Download Games segment, the number of users is expected to amount to 431.9m by 2022. Reading Support User penetration in the Video Games segment is at 30.2% in 2018.

  • User
  • Penetration Rate
Info

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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ARPU

in the Video Games market in US$

Reading Support The average revenue per user (ARPU) in the Download Games segment amounts to US$29.40 in 2018.

Info

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 income Users by gender

in the Video Games market in percent in percent in percent

Reading Support In the year 2017 a share of 37.8% of users is 25-34 years old. Reading Support In the year 2017 a share of 38.4% of users is in the high income group. Reading Support In the year 2017 a share of 57.8% of users is male.

  • Users by age
  • Users by income
  • Users by gender
Info

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 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.

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.

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 market volume of US$19,854m in 2018, most revenue is generated in China. Reading Support With a rate of 64.8%, the user penetration in the Video Games segment is highest in Japan.

  • Global Comparison - Revenue
  • Global Comparison - User Penetration
Info

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 50 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 demographic, economic and technological development of the selected region on the basis of general KPIs. The calculation of Statista’s Market Outlook is based on a complex market-driver logic including over 400 region-specific data sets.

2016201720182019202020212022 CAGR
(2016-2022)
Mobile Phones Volume / Capita in units
Average per capita sales of mobile phones in units | Source: Statista Analysis
x.xx x.xx x.xx x.xx x.xx x.xx x.xx
Laptops Volume / Capita in units
Average per capita sales of laptops and tablets in units. | Source: Statista Analysis
x.xx x.xx x.xx x.xx x.xx x.xx x.xx
Desktop-PCs Volume / Capita in units
Average per capita sales of Desktop-PCs in units. | Source: Statista Analysis
x.xxx x.xxx x.xxx x.xxx x.xxx x.xxx x.xxx
Mobile Phones Revenue / Capita in US$
Average revenue of mobile phones per capita | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xxx.x xxx.x
Laptops Revenue / Capita in US$
Average revenue of laptops and tablets per capita. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Desktop-PC Revenue / Capita in US$
Average revenue of Desktop-PCs per capita. | Source: Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
Social Media Penetration in %
Percentage of individuals from the total population using social media applications on a monthly basis. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Smartphone Penetration in %
Percentage of individuals from the total population using a smartphone on a monthly basis. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Internet Penetration in %
Percentage of individuals from the total population using the internet on a monthly basis. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Consumer Spending / Capita in US$
Average consumer spending per capita of private households in the selected region | Source: Statista Analysis, based on UN, World Bank, IMF, Eurostat and national statistical offices
x,xxx x,xxx x,xxx x,xxx x,xxx x,xxx x,xxx
GDP / Capita in US$
Gross domestic product of the selected region in relation to the total population. | Source: IMF
xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx
Households in m
Total number of households in the selected region. | Source: Statista Analysis
x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x
Population in m
Number of individuals (all ages) living in the selected region. | Source: World Bank, Statista Analysis
x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x
0-15 years in m
Number of individuals (age 0-15) living in the selected region. | Source: World Bank, Statista Analysis
x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x
16-24 years in m
Number of individuals (age 16-24) living in the selected region. | Source: World Bank, Statista Analysis
xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x
25-34 years in m
Number of individuals (age 25-34) living in the selected region. | Source: World Bank, Statista Analysis
xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x
35-44 years in m
Number of individuals (age 35-44) living in the selected region. | Source: World Bank, Statista Analysis
xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x
45-54 years in m
Number of individuals (age 45-54) living in the selected region. | Source: World Bank, Statista Analysis
xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x
55+ years in m
Number of individuals (age 55 and older) living in the selected region. | Source: World Bank, Statista Analysis
x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x x,xxx.x
Telecommunication
Click arrow to expand
Average Connection Speed in kbits/s
Average internet connection speed in Kbits/s. | Source: Akamai, Statista Analysis
x,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx
Fixed Broadband Subscription / 100 Capita
Number of fixed broadband subscriptions per 100 inhabitants. | Source: World Bank, Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Source: Statista, September 2018; Selected region only includes countries listed in the Digital Market Outlook
Source: Statista, September 2018, based on IMF, World Bank, UN and Eurostat
Selected region only includes countries listed in the Digital Market Outlook
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