Physical Video Games comprises revenues associated with in-person purchases of video games in retail stores (e.g., at GameStop, Walmart, and Target as CDs, DVDs, or other solid storage media).
Digital Video Games encompasses revenues associated with digital game sales (e.g., Steam, Origin, and Blizzard’s Battle.net for PCs and the Xbox Games Store, PlayStation Store, and Nintendo eShop for consoles). Additional downloadable content (DLC) and subscription services are included. The definition covers subscription-based games, e.g., World of Warcraft, as well as free-to-play games with in-game purchases for additional premium content or functionalities, e.g., Fortnite.
- In-person purchases of video games
- Digital video games
- Demo/Trial versions of video games
- Free-to-play gaming apps
Revenue Revenue Growth
in the Games market in million US$ in percent
- Revenue Growth
in the Games market in millions
in the Games market in US$
Users by age Users by gender Users by income
in the Games market in percent in percent in percent
- Users by age
- Users by gender
- Users by income
Global Comparison - Revenue
in the Games market in million US$
The 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, analyses of various key market and macroeconomic indicators, historical developments, current trends, and reported performance indicators of 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, and taxes. The user metrics show the number of customers who have made at least one online purchase within the last 12 months.
Here you can find more studies and statistics about "Games".