Leading gaming markets worldwide as of June 2017, by gaming revenue (in billion U.S. dollars)

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Revenue in billion U.S. dollars

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The ranking shows leading gaming countries worldwide as of June 2016, by gaming revenue. The source estimated the Chinese video game market to be the largest worldwide in the measured period, with a revenue of 27.55 billion U.S. dollars. In general, the global video game market was valued at 78.61 billion U.S. dollars in 2017.
Global gaming market – additional information

When it comes to revenue generated by both free-to-play (F2P) and pay-to-play (P2P) massively multiplayer online (MMO) games worldwide by region, Asia is the leader. As of June 2016, F2P MMO games generated 11.2 billion U.S. dollars and P2P MMO games generated 1.4 billion U.S. dollars in Asia. It was revealed that Europe generated the second largest revenue for both types, whilst North America lagged behind, in third place.
A similar trend was observed in 2016, when estimates were made on the mobile games revenue worldwide, broken down by region. Asia once again was expected to dominate the mobile games industry with revenue reaching 24.8 billion U.S. dollars. However, North America’s output was expected to surpass that of both Western and Eastern Europe with a revenue forecast of 6.9 billion U.S. dollars.
Also, when looking at financial results of specific companies operating in the gaming industry, it is evident that Asia overshadows the rest of the world. In 2016, five out of the ten leading public companies that recorded highest gaming revenue were originally Asian. Their results combined reached 26 billion U.S. dollars in revenue that year.
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Release date
June 2017
Survey time period
June 2017
Special properties
figures are estimates
Supplementary notes
The source provides the following information regarding methodology: "These estimates are based on a combination of primary consumer research, transactional data, quarterly company reports, and census data. The revenues are based on consumer revenues generated by companies in the global games industry and excludes hardware sales, tax, business-to-business services, and online gambling and betting revenues."
Figures have been rounded.

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