Coronavirus: impact on the gaming industry worldwide

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Statista dossier on the effect of the coronavirus disease (COVID-19) on video games

This dossier provides some of the most recent data relating to the impact of the ongoing coronavirus disease (COVID-19) pandemic on the global sports industry. The pandemic, which originated in the Chinese city of Wuhan, has now infected people across the globe, with many countries advising or, in some cases, ordering its citizens to stay at home to stem the spread of the virus. With more people having to turn to video games and the internet as a source of entertainment at home, the video game and eSports industry is one of the few sectors to have experienced a boom as a result of the crisis. This dossier provides insight into the potential economic impact of the coronavirus on the video game market, as well as insights into the rise of the eSports industry.

Table of contents

  • 1. Media overview
    • Consuming media at home due to the coronavirus worldwide 2020, by country

    • Device usage increase due to the coronavirus worldwide 2020, by generation

    • Device usage increase due to the coronavirus worldwide 2020, by country

    • Media consumption increase due to the coronavirus worldwide 2020, by generation

    • Video streaming growth worldwide: coronavirus impact 2020

    • Coronavirus impact on U.S. online traffic as of March 2020, by category

    • Change in monthly in-home data usage by device in the US 2020

  • 2. Sales
    • COVID-19: global video game and console increase as of March 2020

    • COVID-19: global video game sales increase as of March 2020

    • COVID-19: Steam user increase 2020

    • COVID-19: Plague Inc. game sales increase 2020

    • COVID-19: Pokémon Go player spending during global pandemic 2020

    • COVID-19: Pokémon Go player spending during pandemic in the U.S. 2020

    • Impact of COVID-19 on the YoY growth rate of AR/VR headset shipments Q1 & Q2 2020

  • 3. User behavior
    • COVID-19: video game spending change as of April 2020

    • COVID-19: global video game spending March 2020

    • COVID-19: U.S. video game spending change as of April 2020, by age

    • COVID-19: U.S. video game spending change as of April 2020, by ethnicity

    • COVID-19: increase in time spent playing video games worldwide as of March 2020

    • Call of Duty: Warzone player count 2020

    • CS:GO peak concurrent player number on Steam 2016-2020

    • Rocket League peak concurrent player number on Steam 2016-2020

  • 4. Twitch
    • COVID-19: Twitch user increase 2020

    • COVID-19: Twitch first-time download increase 2020

    • COVID-19: Twitch and YouTube Gaming viewership increase March 2020

    • League of Legends average viewer count on Twitch 2020

    • Counter Strike average viewer count on Twitch 2020

    • Leading games on Twitch in 2020, by hours viewed

  • 5. eSports
    • COVID-19: eNASCAR iRacing Pro Invitational Series Race 1 viewers 2020

    • COVID-19: eNASCAR iRacing Pro Invitational Series average viewers 2020

    • CS:GO IEM viewers 2020

    • COVID-19: ESL Pro League viewership 2020

    • COVID-19: ESL Pro League Day 2 viewership 2020

    • Impact of COVID-19 on Modern Times Group's eSports revenue 2020

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